Barotrauma Client Doc
Barotrauma.Submarine Member List

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

AbsRect(Vector2 pos, Vector2 size)Barotrauma.Submarinestatic
AbsRectF(Vector2 pos, Vector2 size)Barotrauma.Submarinestatic
AiTargetBarotrauma.Entity
aiTargetBarotrauma.Entityprotected
ApplyForce(Vector2 force)Barotrauma.Submarine
AtDamageDepthBarotrauma.Submarine
AtEitherExitBarotrauma.Submarine
AtEndExitBarotrauma.Submarine
AtStartExitBarotrauma.Submarine
AttemptBallastFloraInfection(Identifier identifier, float deltaTime, float probability)Barotrauma.Submarine
BordersBarotrauma.Submarine
CalculateBasePrice()Barotrauma.Submarine
CalculateDimensions(bool onlyHulls=true)Barotrauma.Submarine
CalculateDockOffset(Submarine sub, Submarine dockedSub)Barotrauma.Submarinestatic
CheckForErrors()Barotrauma.Submarine
CheckFuel()Barotrauma.Submarine
CheckVisibility(Vector2 rayStart, Vector2 rayEnd, bool ignoreLevel=false, bool ignoreSubs=false, bool ignoreSensors=true, bool ignoreDisabledWalls=true, bool ignoreBranches=true, Predicate< Fixture > blocksVisibilityPredicate=null)Barotrauma.Submarinestatic
ClientEventRead(IReadMessage msg, float sendingTime)Barotrauma.Submarine
ClientReadPosition(IReadMessage msg, float sendingTime)Barotrauma.Submarine
ConnectedDockingPortsBarotrauma.Submarine
ConstructLinkedHulls(Hull mainHull, HashSet< Hull > linkedHulls, GUIComponent parent, Rectangle worldBorders)Barotrauma.Submarinestatic
CreateMiniMap(GUIComponent parent, IEnumerable< Entity > pointsOfInterest=null, bool ignoreOutpost=false)Barotrauma.Submarine
CreateTurretAI()Barotrauma.Submarine
CreateWreckAI()Barotrauma.Submarine
CreationIndexBarotrauma.Entity
CreationStackTraceBarotrauma.Entity
CullEntities(Camera cam)Barotrauma.Submarinestatic
DamageEffectColorBarotrauma.Submarinestatic
DamageEffectCutoffBarotrauma.Submarinestatic
DetermineID(ushort id, Submarine submarine)Barotrauma.Submarineprotectedvirtual
DisableObstructedWayPoints()Barotrauma.Submarine
DisableObstructedWayPoints(Submarine otherSub)Barotrauma.Submarine
DisableWreckAI()Barotrauma.Submarine
Dispose()Barotrauma.Submarine
DockedToBarotrauma.Submarine
Draw(SpriteBatch spriteBatch, bool editing=false)Barotrauma.Submarinestatic
DrawBack(SpriteBatch spriteBatch, bool editing=false, Predicate< MapEntity > predicate=null)Barotrauma.Submarinestatic
DrawDamageable(SpriteBatch spriteBatch, Effect damageEffect, bool editing=false, Predicate< MapEntity > predicate=null)Barotrauma.Submarinestatic
DrawFront(SpriteBatch spriteBatch, bool editing=false, Predicate< MapEntity > predicate=null)Barotrauma.Submarinestatic
DrawGrid(SpriteBatch spriteBatch, int gridCells, Vector2 gridCenter, Vector2 roundedGridCenter, float alpha=1.0f)Barotrauma.Submarinestatic
DrawPaintedColors(SpriteBatch spriteBatch, bool editing=false, Predicate< MapEntity > predicate=null)Barotrauma.Submarinestatic
DrawPositionBarotrauma.Submarine
DummyIDBarotrauma.Entitystatic
DumpIds(int count, string filename)Barotrauma.Entitystatic
EnableFactionSpecificEntities(Identifier factionIdentifier)Barotrauma.Submarine
EnableMaintainPosition()Barotrauma.Submarine
EnableObstructedWaypoints(Submarine otherSub)Barotrauma.Submarine
Entity(Submarine submarine, ushort id)Barotrauma.Entity
EntityCountBarotrauma.Entitystatic
EntitySpawnerIDBarotrauma.Entitystatic
ErrorLineBarotrauma.Entity
ExitPointsBarotrauma.Submarine
FindClosest(Vector2 worldPosition, bool ignoreOutposts=false, bool ignoreOutsideLevel=true, bool ignoreRespawnShuttle=false, CharacterTeamType? teamType=null)Barotrauma.Submarinestatic
FindContainerFor(Item item, bool onlyPrimary, bool checkTransferConditions=false, bool allowConnectedSubs=false)Barotrauma.Submarine
FindContaining(Vector2 worldPosition, float inflate=500.0f)Barotrauma.Submarinestatic
FindContainingInLocalCoordinates(Vector2 position, float inflate=500.0f)Barotrauma.Submarinestatic
FindEntityByID(ushort ID)Barotrauma.Entitystatic
FindFreeIdBlock(int minBlockSize)Barotrauma.Entitystatic
FindSpawnPos(Vector2 spawnPos, Point? submarineSize=null, float subDockingPortOffset=0.0f, int verticalMoveDir=0)Barotrauma.Submarine
FlippedXBarotrauma.Submarine
FlipX(List< Submarine > parents=null)Barotrauma.Submarine
ForceRemoveFromVisibleEntities(MapEntity entity)Barotrauma.Submarinestatic
ForceVisibilityRecheck()Barotrauma.Submarinestatic
FreeID()Barotrauma.Entity
GetBorders(XElement submarineElement)Barotrauma.Submarinestatic
GetCargoContainers()Barotrauma.Submarine
GetConnectedSubs()Barotrauma.Submarine
GetDockedBorders(bool allowDifferentTeam=true)Barotrauma.Submarine
GetEntities()Barotrauma.Entitystatic
GetEntities< T >(bool includingConnectedSubs, List< T > list)Barotrauma.Submarine
GetEntities< T >(bool includingConnectedSubs, IEnumerable< T > list)Barotrauma.Submarine
GetGaps(bool alsoFromConnectedSubs)Barotrauma.Submarine
GetHulls(bool alsoFromConnectedSubs)Barotrauma.Submarine
GetItems(bool alsoFromConnectedSubs)Barotrauma.Submarine
GetLightCount()Barotrauma.Submarinestatic
GetRelativeSimPosition(ISpatialEntity from, ISpatialEntity to, Vector2? targetWorldPos=null)Barotrauma.Submarinestatic
GetRelativeSimPosition(Vector2 targetSimPos, Submarine fromSub, Submarine toSub)Barotrauma.Submarinestatic
GetRelativeSimPositionFromWorldPosition(Vector2 targetWorldPos, Submarine fromSub, Submarine toSub)Barotrauma.Submarinestatic
GetShadowCastingLightCount()Barotrauma.Submarinestatic
GetWalls(bool alsoFromConnectedSubs)Barotrauma.Submarine
GetWaypoints(bool alsoFromConnectedSubs)Barotrauma.Submarine
GodModeBarotrauma.Submarine
GridSizeBarotrauma.Submarinestatic
HiddenSubPositionBarotrauma.Submarine
HiddenSubStartPositionBarotrauma.Submarinestatic
HullVerticesBarotrauma.Submarine
IDBarotrauma.Entity
IdFreedBarotrauma.Entity
IdOffsetBarotrauma.Submarine
ImmuneToBallastFloraBarotrauma.Submarine
InDetectableBarotrauma.Entity
InfoBarotrauma.Submarine
IsConnectedTo(Submarine otherSub)Barotrauma.Submarine
IsEntityFoundOnThisSub(MapEntity entity, bool includingConnectedSubs, bool allowDifferentTeam=false, bool allowDifferentType=false)Barotrauma.Submarine
LastPickedBodyDist(Body body)Barotrauma.Submarinestatic
LastPickedFixtureBarotrauma.Submarinestatic
LastPickedFractionBarotrauma.Submarinestatic
LastPickedNormalBarotrauma.Submarinestatic
LastPickedPositionBarotrauma.Submarinestatic
Load(SubmarineInfo info, bool unloadPrevious, IdRemap linkedRemap=null)Barotrauma.Submarinestatic
LoadedBarotrauma.Submarinestatic
LoadingBarotrauma.Submarine
LockXBarotrauma.Submarinestatic
MainSubBarotrauma.Submarinestatic
MainSubsBarotrauma.Submarinestatic
MakeWreck()Barotrauma.Submarine
MaxEntityCountBarotrauma.Entitystatic
MouseToWorldGrid(Camera cam, Submarine sub, Vector2? mousePos=null, bool round=false)Barotrauma.Submarinestatic
NeutralizeBallast()Barotrauma.Submarine
NullEntityIDBarotrauma.Entitystatic
PhysicsBodyBarotrauma.Submarine
PickBodies(Vector2 rayStart, Vector2 rayEnd, IEnumerable< Body > ignoredBodies=null, Category? collisionCategory=null, bool ignoreSensors=true, Predicate< Fixture > customPredicate=null, bool allowInsideFixture=false)Barotrauma.Submarinestatic
PickBody(Vector2 rayStart, Vector2 rayEnd, IEnumerable< Body > ignoredBodies=null, Category? collisionCategory=null, bool ignoreSensors=true, Predicate< Fixture > customPredicate=null, bool allowInsideFixture=false)Barotrauma.Submarinestatic
PositionBarotrauma.Submarine
RealWorldCrushDepthBarotrauma.Submarine
RealWorldDepthBarotrauma.Submarine
RectContains(Rectangle rect, Vector2 pos, bool inclusive=false)Barotrauma.Submarinestatic
RectsOverlap(Rectangle rect1, Rectangle rect2, bool inclusive=true)Barotrauma.Submarinestatic
RectsOverlap(RectangleF rect1, RectangleF rect2, bool inclusive=true)Barotrauma.Submarinestatic
RefreshConnectedSubs()Barotrauma.Submarine
RefreshOutdoorNodes()Barotrauma.Submarine
Remove()Barotrauma.Submarinevirtual
RemoveAll()Barotrauma.Entitystatic
RemovedBarotrauma.Entity
RepositionEntities(Vector2 moveAmount, IEnumerable< MapEntity > entities)Barotrauma.Submarinestatic
ReservedIDStartBarotrauma.Entitystatic
RespawnManagerIDBarotrauma.Entitystatic
SaveToXElement(XElement element)Barotrauma.Submarine
SetPosition(Vector2 position, List< Submarine > checkd=null, bool forceUndockFromStaticSubmarines=true)Barotrauma.Submarine
SetPrevTransform(Vector2 position)Barotrauma.Submarine
ShowSonarMarkerBarotrauma.Submarine
SimPositionBarotrauma.Submarine
SpawnerBarotrauma.Entitystatic
SpawnTimeBarotrauma.Entity
SubBodyBarotrauma.Submarine
Submarine(SubmarineInfo info, bool showErrorMessages=true, Func< Submarine, List< MapEntity >> loadEntities=null, IdRemap linkedRemap=null)Barotrauma.Submarine
Barotrauma::Entity.SubmarineBarotrauma.Entity
SubmarineSpecificIDTagBarotrauma.Submarine
TeamIDBarotrauma.Submarine
ToString()Barotrauma.Submarine
Translate(Vector2 amount)Barotrauma.Submarine
TrySaveAs(string filePath, System.IO.MemoryStream previewImage=null)Barotrauma.Submarine
TurretAIBarotrauma.Submarine
Unload()Barotrauma.Submarinestatic
UnloadingBarotrauma.Submarinestatic
Update(float deltaTime)Barotrauma.Submarine
UpdateTransform(bool interpolate=true)Barotrauma.Submarine
VectorToWorldGrid(Vector2 position, Submarine sub=null, bool round=false)Barotrauma.Submarinestatic
VelocityBarotrauma.Submarine
VisibleBordersBarotrauma.Submarine
VisibleEntitiesBarotrauma.Submarinestatic
WorldPositionBarotrauma.Submarine
WreckAIBarotrauma.Submarine