_deformSprite | Barotrauma.Limb | protected |
ActiveDeformations | Barotrauma.Limb | |
ActiveSprite | Barotrauma.Limb | |
AddDamage(Vector2 simPosition, float damage, float bleedingDamage, float burnDamage, bool playSound) | Barotrauma.Limb | |
AddDamage(Vector2 simPosition, IEnumerable< Affliction > afflictions, bool playSound, float damageMultiplier=1, float penetration=0f, Character attacker=null) | Barotrauma.Limb | |
AIState | Barotrauma.Limb | |
AnimTargetPos | Barotrauma.Limb | |
ApplyStatusEffects(ActionType actionType, float deltaTime) | Barotrauma.Limb | |
AttachedRope | Barotrauma.Limb | |
attack | Barotrauma.Limb | |
AttackPriority | Barotrauma.Limb | |
Blink() | Barotrauma.Limb | |
BlinkPhase | Barotrauma.Limb | |
body | Barotrauma.Limb | |
BurnOverlayStrength | Barotrauma.Limb | |
CanBeSeveredAlive | Barotrauma.Limb | |
character | Barotrauma.Limb | |
ConditionalSprites | Barotrauma.Limb | |
DamagedSprite | Barotrauma.Limb | |
DamageModifiers | Barotrauma.Limb | |
DamageOverlayStrength | Barotrauma.Limb | |
DebugRefPos | Barotrauma.Limb | |
DebugTargetPos | Barotrauma.Limb | |
DecorativeSprites | Barotrauma.Limb | |
DefaultSpriteDepth | Barotrauma.Limb | |
DeformSprite | Barotrauma.Limb | |
Dir | Barotrauma.Limb | |
Disabled | Barotrauma.Limb | |
DoesFlip | Barotrauma.Limb | |
DoesMirror | Barotrauma.Limb | |
Draw(SpriteBatch spriteBatch, Camera cam, Color? overrideColor=null, bool disableDeformations=false) | Barotrauma.Limb | |
DrawDamageModifiers(SpriteBatch spriteBatch, Camera cam, Vector2 startPos, bool isScreenSpace) | Barotrauma.Limb | |
EnableHuskSprite | Barotrauma.Limb | |
ExecuteAttack(IDamageable damageTarget, Limb targetLimb, out AttackResult attackResult) | Barotrauma.Limb | |
FreezeBlinkState | Barotrauma.Limb | |
GetActiveSprite(bool excludeConditionalSprites=true) | Barotrauma.Limb | |
GetArmorSectorSize(Vector2 armorSector) | Barotrauma.Limb | protected |
GetConnectedJoints() | Barotrauma.Limb | |
GetConnectedLimbs() | Barotrauma.Limb | |
GetSpritePath(ContentPath texturePath, CharacterInfo characterInfo) | Barotrauma.Limb | static |
HairWithHatSprite | Barotrauma.Limb | |
Health | Barotrauma.Limb | |
HealthIndex | Barotrauma.Limb | |
HealthPercentage | Barotrauma.Limb | |
HerpesSprite | Barotrauma.Limb | |
Hidden | Barotrauma.Limb | |
Hide | Barotrauma.Limb | |
HideAndDisable(float duration=0, bool ignoreCollisions=true) | Barotrauma.Limb | |
HitSoundTag | Barotrauma.Limb | |
Hull | Barotrauma.Limb | |
HuskMask | Barotrauma.Limb | |
HuskSprite | Barotrauma.Limb | |
IgnoreCollisions | Barotrauma.Limb | |
InitialLightSourceColor | Barotrauma.Limb | |
InitialLightSpriteAlpha | Barotrauma.Limb | |
InWater | Barotrauma.Limb | |
IsDead | Barotrauma.Limb | |
IsFlipped | Barotrauma.Limb | |
IsHuman | Barotrauma.Limb | |
IsLeg | Barotrauma.Limb | |
IsLowerBody | Barotrauma.Limb | |
IsSevered | Barotrauma.Limb | |
IsStuck | Barotrauma.Limb | |
LastAttackSoundTime | Barotrauma.Limb | |
LightSource | Barotrauma.Limb | |
Limb(Ragdoll ragdoll, Character character, LimbParams limbParams) | Barotrauma.Limb | |
LinearVelocity | Barotrauma.Limb | |
LoadHerpesSprite() | Barotrauma.Limb | |
LoadHuskSprite() | Barotrauma.Limb | |
LoadParams() | Barotrauma.Limb | |
Mass | Barotrauma.Limb | |
MirrorPullJoint() | Barotrauma.Limb | |
MouthPos | Barotrauma.Limb | |
MoveToPos(Vector2 pos, float force, bool pullFromCenter=false) | Barotrauma.Limb | |
Name | Barotrauma.Limb | |
OtherWearables | Barotrauma.Limb | |
Params | Barotrauma.Limb | |
Position | Barotrauma.Limb | |
PullJointEnabled | Barotrauma.Limb | |
PullJointLocalAnchorA | Barotrauma.Limb | |
PullJointMaxForce | Barotrauma.Limb | |
PullJointWorldAnchorA | Barotrauma.Limb | |
PullJointWorldAnchorB | Barotrauma.Limb | |
ragdoll | Barotrauma.Limb | |
RecreateSprites() | Barotrauma.Limb | |
ReEnable() | Barotrauma.Limb | |
RefJointIndex | Barotrauma.Limb | |
Release() | Barotrauma.Limb | |
Remove() | Barotrauma.Limb | |
Removed | Barotrauma.Limb | |
Rotation | Barotrauma.Limb | |
Scale | Barotrauma.Limb | |
SectorHit(Vector2 armorSector, Vector2 simPosition) | Barotrauma.Limb | |
SerializableProperties | Barotrauma.Limb | |
SeveredFadeOutTime | Barotrauma.Limb | |
SimPosition | Barotrauma.Limb | |
SoundInterval | Barotrauma.Limb | static |
Sprite | Barotrauma.Limb | |
StatusEffects | Barotrauma.Limb | |
SteerForce | Barotrauma.Limb | |
StepOffset | Barotrauma.Limb | |
Submarine | Barotrauma.Limb | |
TextureScale | Barotrauma.Limb | |
TintHighlightMultiplier | Barotrauma.Limb | |
TintHighlightThreshold | Barotrauma.Limb | |
TintMask | Barotrauma.Limb | |
type | Barotrauma.Limb | |
Update(float deltaTime) | Barotrauma.Limb | |
UpdateAttack(float deltaTime, Vector2 attackSimPos, IDamageable damageTarget, out AttackResult attackResult, float distance=-1, Limb targetLimb=null) | Barotrauma.Limb | |
UpdateBlink(float deltaTime, float referenceRotation) | Barotrauma.Limb | |
UpdateWearableTypesToHide() | Barotrauma.Limb | |
WearingItems | Barotrauma.Limb | |
WorldPosition | Barotrauma.Limb | |