Barotrauma Client Doc
Barotrauma.Limb Member List

This is the complete list of members for Barotrauma.Limb, including all inherited members.

_deformSpriteBarotrauma.Limbprotected
ActiveDeformationsBarotrauma.Limb
ActiveSpriteBarotrauma.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
AIStateBarotrauma.Limb
AnimTargetPosBarotrauma.Limb
ApplyStatusEffects(ActionType actionType, float deltaTime)Barotrauma.Limb
AttachedRopeBarotrauma.Limb
attackBarotrauma.Limb
AttackPriorityBarotrauma.Limb
Blink()Barotrauma.Limb
BlinkPhaseBarotrauma.Limb
bodyBarotrauma.Limb
BurnOverlayStrengthBarotrauma.Limb
CanBeSeveredAliveBarotrauma.Limb
characterBarotrauma.Limb
ConditionalSpritesBarotrauma.Limb
DamagedSpriteBarotrauma.Limb
DamageModifiersBarotrauma.Limb
DamageOverlayStrengthBarotrauma.Limb
DebugRefPosBarotrauma.Limb
DebugTargetPosBarotrauma.Limb
DecorativeSpritesBarotrauma.Limb
DefaultSpriteDepthBarotrauma.Limb
DeformSpriteBarotrauma.Limb
DirBarotrauma.Limb
DisabledBarotrauma.Limb
DoesFlipBarotrauma.Limb
DoesMirrorBarotrauma.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
EnableHuskSpriteBarotrauma.Limb
ExecuteAttack(IDamageable damageTarget, Limb targetLimb, out AttackResult attackResult)Barotrauma.Limb
FreezeBlinkStateBarotrauma.Limb
GetActiveSprite(bool excludeConditionalSprites=true)Barotrauma.Limb
GetArmorSectorSize(Vector2 armorSector)Barotrauma.Limbprotected
GetConnectedJoints()Barotrauma.Limb
GetConnectedLimbs()Barotrauma.Limb
GetSpritePath(ContentPath texturePath, CharacterInfo characterInfo)Barotrauma.Limbstatic
HairWithHatSpriteBarotrauma.Limb
HealthBarotrauma.Limb
HealthIndexBarotrauma.Limb
HealthPercentageBarotrauma.Limb
HerpesSpriteBarotrauma.Limb
HiddenBarotrauma.Limb
HideBarotrauma.Limb
HideAndDisable(float duration=0, bool ignoreCollisions=true)Barotrauma.Limb
HitSoundTagBarotrauma.Limb
HullBarotrauma.Limb
HuskMaskBarotrauma.Limb
HuskSpriteBarotrauma.Limb
IgnoreCollisionsBarotrauma.Limb
InitialLightSourceColorBarotrauma.Limb
InitialLightSpriteAlphaBarotrauma.Limb
InWaterBarotrauma.Limb
IsDeadBarotrauma.Limb
IsFlippedBarotrauma.Limb
IsHumanBarotrauma.Limb
IsLegBarotrauma.Limb
IsLowerBodyBarotrauma.Limb
IsSeveredBarotrauma.Limb
IsStuckBarotrauma.Limb
LastAttackSoundTimeBarotrauma.Limb
LightSourceBarotrauma.Limb
Limb(Ragdoll ragdoll, Character character, LimbParams limbParams)Barotrauma.Limb
LinearVelocityBarotrauma.Limb
LoadHerpesSprite()Barotrauma.Limb
LoadHuskSprite()Barotrauma.Limb
LoadParams()Barotrauma.Limb
MassBarotrauma.Limb
MirrorPullJoint()Barotrauma.Limb
MouthPosBarotrauma.Limb
MoveToPos(Vector2 pos, float force, bool pullFromCenter=false)Barotrauma.Limb
NameBarotrauma.Limb
OtherWearablesBarotrauma.Limb
ParamsBarotrauma.Limb
PositionBarotrauma.Limb
PullJointEnabledBarotrauma.Limb
PullJointLocalAnchorABarotrauma.Limb
PullJointMaxForceBarotrauma.Limb
PullJointWorldAnchorABarotrauma.Limb
PullJointWorldAnchorBBarotrauma.Limb
ragdollBarotrauma.Limb
RecreateSprites()Barotrauma.Limb
ReEnable()Barotrauma.Limb
RefJointIndexBarotrauma.Limb
Release()Barotrauma.Limb
Remove()Barotrauma.Limb
RemovedBarotrauma.Limb
RotationBarotrauma.Limb
ScaleBarotrauma.Limb
SectorHit(Vector2 armorSector, Vector2 simPosition)Barotrauma.Limb
SerializablePropertiesBarotrauma.Limb
SeveredFadeOutTimeBarotrauma.Limb
SimPositionBarotrauma.Limb
SoundIntervalBarotrauma.Limbstatic
SpriteBarotrauma.Limb
StatusEffectsBarotrauma.Limb
SteerForceBarotrauma.Limb
StepOffsetBarotrauma.Limb
SubmarineBarotrauma.Limb
TextureScaleBarotrauma.Limb
TintHighlightMultiplierBarotrauma.Limb
TintHighlightThresholdBarotrauma.Limb
TintMaskBarotrauma.Limb
typeBarotrauma.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
WearingItemsBarotrauma.Limb
WorldPositionBarotrauma.Limb