Barotrauma Client Doc
Barotrauma.Ragdoll Member List

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

AddJoint(JointParams jointParams)Barotrauma.Ragdoll
AddLimb(LimbParams limbParams)Barotrauma.Ragdollprotected
AddLimb(Limb limb)Barotrauma.Ragdoll
BodyInRestBarotrauma.Ragdoll
CanEnterSubmarineBarotrauma.Ragdoll
CharacterBarotrauma.Ragdoll
characterBarotrauma.Ragdollprotected
CheckDistFromCollider()Barotrauma.Ragdollprotected
colliderBarotrauma.Ragdollprotected
ColliderBarotrauma.Ragdoll
ColliderHeightFromFloorBarotrauma.Ragdoll
colliderIndexBarotrauma.Ragdollprotected
ColliderIndexBarotrauma.Ragdoll
CreateColliders()Barotrauma.Ragdollprotected
CreateJoints()Barotrauma.Ragdollprotected
CreateLimbs()Barotrauma.Ragdollprotected
currentHullBarotrauma.Ragdollprotected
CurrentHullBarotrauma.Ragdoll
DebugDraw(SpriteBatch spriteBatch)Barotrauma.Ragdoll
dirBarotrauma.Ragdollprotected
DirBarotrauma.Ragdoll
DirectionBarotrauma.Ragdoll
DraggableBarotrauma.Ragdoll
Draw(SpriteBatch spriteBatch, Camera cam)Barotrauma.Ragdoll
FindHull(Vector2? worldPosition=null, bool setSubmarine=true)Barotrauma.Ragdoll
FindLowestLimb()Barotrauma.Ragdoll
Flip()Barotrauma.Ragdollvirtual
floorFixtureBarotrauma.Ragdollprotected
floorNormalBarotrauma.Ragdollprotected
floorYBarotrauma.Ragdollprotected
FloorYBarotrauma.Ragdoll
forceNotStandingBarotrauma.Ragdoll
ForceRefreshFloorY()Barotrauma.Ragdoll
forceStandingBarotrauma.Ragdoll
FrozenBarotrauma.Ragdoll
GetCenterOfMass()Barotrauma.Ragdoll
GetColliderBottom()Barotrauma.Ragdoll
GetConnectedLimbs(Limb limb)Barotrauma.Ragdollprotected
GetDepthOffset()Barotrauma.Ragdoll
GetImpactDamage(float impact, float? impactTolerance=null)Barotrauma.Ragdoll
GetLimb(LimbType limbType, bool excludeSevered=true)Barotrauma.Ragdoll
GetMouthPosition()Barotrauma.Ragdoll
GetSurfaceY()Barotrauma.Ragdoll
Hang()Barotrauma.Ragdoll
HasMultipleLimbsOfSameTypeBarotrauma.Ragdoll
HeadAngleBarotrauma.Ragdoll
HeadInWaterBarotrauma.Ragdoll
HeadPositionBarotrauma.Ragdoll
HideAndDisable(LimbType limbType, float duration=0, bool ignoreCollisions=true)Barotrauma.Ragdoll
IgnorePlatformsBarotrauma.Ragdoll
ImpactToleranceBarotrauma.Ragdoll
InvalidBarotrauma.Ragdoll
inversedLimbDrawOrderBarotrauma.Ragdollprotected
inWaterBarotrauma.Ragdollprotected
InWaterBarotrauma.Ragdoll
IsFlippedBarotrauma.Ragdoll
IsHangingBarotrauma.Ragdoll
IsStuckBarotrauma.Ragdoll
levitatingColliderBarotrauma.Ragdollprotected
LimbJointsBarotrauma.Ragdoll
LimbsBarotrauma.Ragdoll
LogAccessedRemovedCharacterError()Barotrauma.Ragdollprotected
MainLimbBarotrauma.Ragdoll
MassBarotrauma.Ragdoll
MAX_SPEEDBarotrauma.Ragdollstatic
MoveLimb(Limb limb, Vector2 pos, float amount, bool pullFromCenter=false)Barotrauma.Ragdoll
movementBarotrauma.Ragdoll
onGroundBarotrauma.Ragdollprotected
OnGroundBarotrauma.Ragdoll
OnLimbCollision(Fixture f1, Fixture f2, Contact contact)Barotrauma.Ragdoll
overrideTargetMovementBarotrauma.Ragdollprotected
PlayImpactSound(Limb limb)Barotrauma.Ragdoll
Ragdoll(Character character, string seed, RagdollParams ragdollParams=null)Barotrauma.Ragdoll
RagdollParamsBarotrauma.Ragdoll
Recreate(RagdollParams ragdollParams=null)Barotrauma.Ragdollvirtual
ReleaseStuckLimbs()Barotrauma.Ragdoll
Remove()Barotrauma.Ragdoll
RemoveAll()Barotrauma.Ragdollstatic
RemoveLimb(Limb limb)Barotrauma.Ragdoll
ResetJoints()Barotrauma.Ragdoll
ResetLimbs()Barotrauma.Ragdoll
ResetPullJoints(Func< Limb, bool > condition=null)Barotrauma.Ragdoll
ResetRagdoll(bool forceReload=false)Barotrauma.Ragdoll
RestoreTemporarilyDisabled()Barotrauma.Ragdoll
SaveRagdoll(string fileNameWithoutExtension=null)Barotrauma.Ragdoll
SetPosition(Vector2 simPosition, bool lerp=false, bool ignorePlatforms=true, bool forceMainLimbToCollider=false, bool detachProjectiles=true)Barotrauma.Ragdoll
SeverLimbJoint(LimbJoint limbJoint)Barotrauma.Ragdoll
SimplePhysicsEnabledBarotrauma.Ragdoll
SpriteDeformationsBarotrauma.Ragdoll
StairsBarotrauma.Ragdoll
strongestImpactBarotrauma.Ragdollprotected
SubtractMass(Limb limb)Barotrauma.Ragdoll
surfaceYBarotrauma.Ragdollprotected
TargetDirBarotrauma.Ragdoll
targetMovementBarotrauma.Ragdollprotected
TargetMovementBarotrauma.Ragdoll
Teleport(Vector2 moveAmount, Vector2 velocityChange, bool detachProjectiles=true)Barotrauma.Ragdoll
TorsoAngleBarotrauma.Ragdoll
TorsoPositionBarotrauma.Ragdoll
TryGetCollider(int index, out PhysicsBody collider)Barotrauma.Ragdoll
TrySetLimbPosition(Limb limb, Vector2 original, Vector2 simPosition, float rotation, bool lerp=false, bool ignorePlatforms=true)Barotrauma.Ragdollprotected
Update(float deltaTime, Camera cam)Barotrauma.Ragdoll
UpdateAll(float deltaTime, Camera cam)Barotrauma.Ragdollstatic
WorldPositionBarotrauma.Ragdoll