Barotrauma Client Doc
Barotrauma Namespace Reference

Namespaces

namespace  Abilities
 
namespace  CharacterEditor
 
namespace  ClientSource
 
namespace  Extensions
 
namespace  IO
 
namespace  Items
 
namespace  Lights
 
namespace  MapCreatures
 
namespace  Media
 
namespace  Networking
 
namespace  Particles
 
namespace  RuinGeneration
 
namespace  Sounds
 
namespace  SpriteDeformations
 
namespace  Steam
 
namespace  Threading
 
namespace  Transition
 
namespace  Tutorials
 

Classes

class  CachedDistance
 
class  AIController
 
class  AITarget
 
class  EnemyAIController
 
class  AITargetMemory
 
class  HumanAIController
 
class  IndoorsSteeringManager
 
interface  ISteerable
 
class  LatchOntoAI
 
class  MentalStateManager
 
class  NPCConversationCollection
 
class  NPCConversation
 
class  AIObjective
 
class  AIObjectiveChargeBatteries
 
class  AIObjectiveCheckStolenItems
 
class  AIObjectiveCleanupItem
 
class  AIObjectiveCleanupItems
 
class  AIObjectiveCombat
 
class  AIObjectiveContainItem
 
class  AIObjectiveDecontainItem
 
class  AIObjectiveEscapeHandcuffs
 
class  AIObjectiveExtinguishFire
 
class  AIObjectiveExtinguishFires
 
class  AIObjectiveFightIntruders
 
class  AIObjectiveFindDivingGear
 
class  AIObjectiveFindSafety
 
class  AIObjectiveFindThieves
 
class  AIObjectiveFixLeak
 
class  AIObjectiveFixLeaks
 
class  AIObjectiveGetItem
 
class  AIObjectiveGetItems
 
class  AIObjectiveGoTo
 
class  AIObjectiveIdle
 
class  AIObjectiveLoadItem
 
class  AIObjectiveLoadItems
 
class  AIObjectiveLoop
 
class  AIObjectiveManager
 
class  AIObjectiveOperateItem
 
class  AIObjectivePrepare
 
class  AIObjectivePumpWater
 
class  AIObjectiveRepairItem
 
class  AIObjectiveRepairItems
 
class  AIObjectiveRescue
 
class  AIObjectiveRescueAll
 
class  AIObjectiveReturn
 
class  OrderCategoryIcon
 
class  OrderPrefab
 
class  Order
 
class  PathNode
 
class  PathFinder
 
class  PetBehavior
 
class  ShipIssueWorker
 
class  ShipGlobalIssueFixLeaks
 
class  ShipIssueWorkerFixLeaks
 
class  ShipGlobalIssue
 
class  ShipIssueWorkerGlobal
 
class  ShipIssueWorkerItem
 
class  ShipIssueWorkerOperateWeapons
 
class  ShipIssueWorkerPowerUpReactor
 
class  ShipGlobalIssueRepairSystems
 
class  ShipIssueWorkerRepairSystems
 
class  ShipIssueWorkerSteer
 
class  ShipCommandManager
 
class  SteeringManager
 
class  SteeringPath
 
class  SwarmBehavior
 
class  SubmarineTurretAI
 
class  WreckAI
 
class  WreckAIConfig
 
class  AICharacter
 
class  AIChatMessage
 
class  AnimController
 
class  FishAnimController
 
class  HumanoidAnimController
 
class  Ragdoll
 
struct  AttackResult
 
class  Attack
 Attacks are used to deal damage to characters, structures and items. They can be defined in the weapon components of the items or the limb definitions of the characters. The limb attacks can also be used by the player, when they control a monster or have some appendage, like a husk stinger. More...
 
class  CauseOfDeath
 
class  Character
 
class  ActiveTeamChange
 
class  AbilityCharacterLoot
 
class  AbilityCharacterKill
 
class  AbilityAttackData
 
class  AbilityAttackResult
 
class  AbilityCharacterKiller
 
class  AbilityOrderedCharacter
 
class  AbilityItemSelected
 
struct  CharacterInfoPrefab
 
class  CharacterInfo
 
class  SavedStatValue
 
class  AbilitySkillGain
 
class  AbilityExperienceGainMultiplier
 
class  CharacterStateInfo
 
class  CharacterPrefab
 
class  CorpsePrefab
 
class  Affliction
 
class  AfflictionBleeding
 A special affliction type that increases the character's Bloodloss affliction with a rate relative to the strength of the bleeding. More...
 
class  AfflictionHusk
 A special affliction type that gradually makes the character turn into another type of character. See AfflictionPrefabHusk for more details. More...
 
class  CPRSettings
 
class  AfflictionPrefabHusk
 AfflictionPrefabHusk is a special type of affliction that has added functionality for husk infection. More...
 
class  AfflictionPrefab
 AfflictionPrefab is a prefab that defines a type of affliction that can be applied to a character. There are multiple sub-types of afflictions such as AfflictionPrefabHusk, AfflictionPsychosis and AfflictionBleeding that can be used for additional functionality. More...
 
class  AfflictionPsychosis
 A special affliction type that makes the character see and hear things that aren't there. More...
 
class  AfflictionSpaceHerpes
 A special affliction type that periodically inverts the character's controls and stuns the character. The frequency and duration of the effects increases the higher the strength of the affliction is. More...
 
class  BuffDurationIncrease
 A special affliction type that increases the duration of buffs (afflictions of the type "buff"). The increase is defined using the AfflictionPrefab.Effect.MinBuffMultiplier and AfflictionPrefab.Effect.MaxBuffMultiplier attributes of the affliction effect. More...
 
class  CharacterHealth
 
class  DamageModifier
 
class  HumanPrefab
 
class  Job
 
class  AutonomousObjective
 
class  ItemRepairPriority
 
class  JobVariant
 
class  JobPrefab
 
class  Skill
 
class  SkillPrefab
 
class  LimbJoint
 
class  Limb
 
class  AbilityAfflictionCharacter
 
class  NPCPersonalityTrait
 
class  GroundedMovementParams
 
class  SwimParams
 
class  AnimationParams
 
class  FishWalkParams
 
class  FishRunParams
 
class  FishSwimFastParams
 
class  FishSwimSlowParams
 
class  FishGroundedParams
 
class  FishSwimParams
 
interface  IFishAnimation
 
class  HumanWalkParams
 
class  HumanRunParams
 
class  HumanCrouchParams
 
class  HumanSwimFastParams
 
class  HumanSwimSlowParams
 
class  HumanSwimParams
 
class  HumanGroundedParams
 
interface  IHumanAnimation
 
class  CharacterParams
 Contains character data that should be editable in the character editor. More...
 
class  EditableParams
 
class  HumanRagdollParams
 
class  FishRagdollParams
 
class  RagdollParams
 
class  SkillSettings
 
class  CharacterTalent
 
class  TalentMigration
 
class  TalentMigrationAddStat
 Migration that adds a missing permanent stat to the character.
 
class  TalentMigrationUpdateStatIdentifier
 Migration that updates permanent stat identifiers.
 
class  TalentPrefab
 
class  TalentTree
 
class  TalentSubTree
 
struct  TalentOption
 
class  CircuitBoxComponent
 
class  CircuitBoxInputConnection
 
class  CircuitBoxOutputConnection
 
class  CircuitBoxNodeConnection
 
class  CircuitBoxConnection
 
struct  CircuitBoxCursor
 
class  CircuitBoxInputOutputNode
 
class  CircuitBoxNode
 
class  CircuitBoxSelectable
 
class  CircuitBoxSizes
 
class  CircuitBoxWire
 
interface  ICircuitBoxIdentifiable
 
class  Command
 Implementation of the Command pattern.
 
class  AfflictionsFile
 
class  BackgroundCreaturePrefabsFile
 
class  BallastFloraFile
 
class  BeaconStationFile
 
class  CaveGenerationParametersFile
 
class  CharacterFile
 
class  NotSyncedInMultiplayer
 
class  ContentFile
 Base class for content file types, which are loaded from filelist.xml via reflection. PLEASE AVOID INHERITING FROM THIS CLASS DIRECTLY. Inheriting from GenericPrefabFile<T> is likely what you want. More...
 
class  CorpsesFile
 
class  DecalsFile
 
class  EnemySubmarineFile
 
class  EventManagerSettingsFile
 
class  FactionsFile
 
class  GenericPrefabFile
 
class  HashlessFile
 
class  ItemAssemblyFile
 
class  ItemFile
 
class  JobsFile
 
class  LevelGenerationParametersFile
 
class  LevelObjectPrefabsFile
 
class  LocationTypesFile
 
class  MapGenerationParametersFile
 
class  MissionsFile
 
class  NPCConversationsFile
 
class  NPCPersonalityTraitsFile
 
class  NPCSetsFile
 
class  OrdersFile
 
class  OtherFile
 
class  OutpostConfigFile
 
class  OutpostFile
 
class  OutpostModuleFile
 
class  ParticlesFile
 
class  RandomEventsFile
 
class  RuinConfigFile
 
class  ServerExecutableFile
 
class  SkillSettingsFile
 
class  SlideshowsFile
 
class  SoundsFile
 
class  StartItemsFile
 
class  StructureFile
 
class  BaseSubFile
 
class  SubmarineFile
 
class  TalentsFile
 
class  TalentTreesFile
 
class  TextFile
 
class  TutorialsFile
 
class  UIStyleFile
 
class  UpgradeModulesFile
 
class  WreckAIConfigFile
 
class  WreckFile
 
class  ContentPackage
 
class  ContentPackageId
 
class  SteamWorkshopId
 
class  RequiredByCorePackage
 
class  AlternativeContentTypeNames
 
class  CorePackage
 
class  RegularPackage
 
class  ContentPackageManager
 
class  ContentPath
 
class  ContentXElement
 
class  ContentXElementExtensions
 
struct  Identifier
 
class  IdentifierExtensions
 
class  MissingContentPackageException
 
class  CoroutineStatus
 
class  EnumCoroutineStatus
 
class  WaitForSeconds
 
class  CoroutineHandle
 
class  CoroutineManager
 
struct  ColoredText
 
class  DebugConsole
 
class  Decal
 
class  GrimeSprite
 
class  DecalManager
 
class  DecalPrefab
 
class  ArtifactEvent
 
class  Event
 
class  AfflictionAction
 
class  BinaryOptionAction
 
class  CheckAfflictionAction
 
class  CheckConditionalAction
 
class  CheckDataAction
 
class  CheckItemAction
 
class  CheckMoneyAction
 
class  CheckOrderAction
 
class  CheckReputationAction
 
class  CheckSelectedAction
 
class  CheckTalentAction
 
class  CheckTraitorEventStateAction
 
class  CheckTraitorVoteAction
 Checks whether the specific target was voted as the traitor. More...
 
class  CheckVisibilityAction
 
class  ClearTagAction
 
class  CombatAction
 
class  ConversationAction
 
class  CountTargetsAction
 
class  EventAction
 
class  EventLogAction
 
class  EventObjectiveAction
 
class  FireAction
 
class  GiveExpAction
 
class  GiveSkillExpAction
 
class  GodModeAction
 
class  GoTo
 
class  Label
 
class  MessageBoxAction
 
class  MissionAction
 
class  MissionStateAction
 
class  ModifyLocationAction
 
class  MoneyAction
 
class  NPCChangeTeamAction
 
class  NPCFollowAction
 
class  NPCOperateItemAction
 
class  NPCWaitAction
 
class  OnRoundEndAction
 
class  RemoveItemAction
 
class  ReputationAction
 
class  RNGAction
 
class  SetDataAction
 
class  SetPriceMultiplierAction
 
class  SetTraitorEventStateAction
 
class  SkillCheckAction
 
class  SpawnAction
 
class  StatusEffectAction
 
class  TagAction
 
class  TriggerAction
 
class  TriggerEventAction
 
class  TutorialCompleteAction
 
class  UnlockPathAction
 
class  WaitAction
 
class  WaitForItemFabricatedAction
 
class  WaitForItemUsedAction
 
class  EventLog
 Used to store logs of scripted events (a sort of "quest log") More...
 
class  EventManager
 
class  EventManagerSettings
 
class  EventPrefab
 
class  EventSprite
 
class  EventSet
 Event sets are sets of random events that occur within a level (most commonly, monster spawns and scripted events). Event sets can also be nested: a "parent set" can choose from several "subsets", either randomly or by some kind of criteria. More...
 
class  MalfunctionEvent
 
class  AbandonedOutpostMission
 
class  AlienRuinMission
 
class  BeaconMission
 
class  CargoMission
 
class  CombatMission
 
class  EndMission
 
class  EscortMission
 
class  GoToMission
 
class  MineralMission
 
class  Mission
 
class  AbilityMissionMoneyGainMultiplier
 
class  AbilityMissionExperienceGainMultiplier
 
class  MissionPrefab
 
class  MonsterMission
 
class  NestMission
 
class  PirateMission
 
class  SalvageMission
 
class  ScanMission
 
class  MonsterEvent
 
class  ScriptedEvent
 
class  StringExtensions
 
class  StringFormatter
 
class  ForbiddenWordFilter
 
class  GameAnalyticsManager
 
class  AutoItemPlacer
 
class  PurchasedItem
 
class  SoldItem
 
class  CargoManager
 
class  CrewManager
 
class  CampaignMetadata
 
class  Faction
 
class  FactionPrefab
 
class  Reputation
 
struct  WalletChangedEvent
 
struct  WalletInfo
 
struct  NetWalletUpdate
 Network message for the server to update wallet values to clients
 
struct  NetWalletTransfer
 Network message for the client to transfer money between wallets
 
struct  NetWalletSetSalaryUpdate
 Network message for the client to set the salary of someone
 
struct  WalletChangedData
 Represents the difference in balance and salary when a wallet gets updated Not really used right now but could be used for notifications when receiving funds similar to how talents do it
 
struct  NetWalletTransaction
 Represents an update that changed the amount of money or salary of the wallet
 
class  InvalidWallet
 
class  Wallet
 
class  CampaignMode
 
class  CampaignModePresets
 
struct  CampaignSettingDefinitions
 
class  CampaignSettings
 
class  CharacterCampaignData
 
class  CoOpMode
 
class  GameMode
 
class  GameModePreset
 
class  MissionMode
 
class  MultiPlayerCampaign
 
class  PvPMode
 
class  TutorialPrefab
 
class  GameSession
 
class  HireManager
 
class  MedicalClinic
 
class  ReadyCheck
 
class  SlideshowPrefab
 
class  PurchasedUpgrade
 
class  PurchasedItemSwap
 
class  UpgradeManager
 This class handles all upgrade logic. Storing, applying, checking and validation of upgrades. More...
 
class  CharacterInventory
 
class  WearableSprite
 
class  Inventory
 
class  Item
 
class  AbilityApplyTreatment
 
class  ItemInventory
 
struct  SkillRequirementHint
 
struct  DeconstructItem
 
class  FabricationRecipe
 
class  PreferredContainer
 
class  SwappableItem
 
class  ItemPrefab
 
class  RelatedItem
 Used by various features to define different kinds of relations between items: for example, which item a character must have equipped to interact with some item in some way, which items can go inside a container, or which kind of item the target of a status effect must have for the effect to execute. More...
 
class  StartItem
 
class  StartItemSet
 Additive sets of items spawned only at the start of the game.
 
class  MapEntity
 
class  LuaGame
 
struct  LuaSByte
 
struct  LuaByte
 
struct  LuaInt16
 
struct  LuaUInt16
 
struct  LuaInt32
 
struct  LuaUInt32
 
struct  LuaInt64
 
struct  LuaUInt64
 
struct  LuaSingle
 
struct  LuaDouble
 
class  LuaUserData
 
class  LuaCsSetup
 
class  LuaPlatformAccessor
 
class  LuaRequire
 
class  LuaScriptLoader
 
class  SigilExtensions
 
class  LuaCsHook
 
class  LuaCsInstaller
 
class  LuaCsLogger
 
class  LuaCsNetworking
 
class  LuaCsPerformanceCounter
 
class  LuaCsSetupConfig
 
class  LuaCsSteam
 
class  LuaCsTimer
 
class  LuaCsFile
 
class  LuaCsConfig
 
class  ACsMod
 
class  CoreEntityPrefab
 
class  BallastFloraPrefab
 
class  DummyFireSource
 
class  Entity
 
class  EntityGrid
 
class  Explosion
 Explosions are area of effect attacks that can damage characters, items and structures. More...
 
class  FireSource
 
class  Gap
 
class  BackgroundSection
 
class  Hull
 
interface  IDamageable
 
interface  ISpatialEntity
 
interface  IIgnorable
 
class  ItemAssemblyPrefab
 
class  Biome
 
class  CaveGenerationParams
 
class  CaveGenerator
 
class  DestructibleLevelWall
 
class  Level
 
class  LevelData
 
class  LevelGenerationParams
 
class  LevelObject
 
class  LevelObjectManager
 
class  LevelObjectPrefab
 
class  LevelTrigger
 
class  LevelWall
 
class  LinkedSubmarinePrefab
 
class  LinkedSubmarine
 
class  Location
 
class  LocationConnection
 
class  LocationType
 
class  LocationTypeChange
 
class  Map
 
class  MapGenerationParams
 
class  Radiation
 
class  RadiationParams
 
class  MapEntityPrefab
 
class  OrderTarget
 
class  ExtraSubmarineInfo
 
class  BeaconStationInfo
 
class  WreckInfo
 
class  NPCSet
 
class  OutpostGenerationParams
 
class  OutpostGenerator
 
class  OutpostModuleInfo
 
class  PriceInfo
 
class  WallSection
 
class  Structure
 
class  AbilityAttackerSubmarine
 
class  StructurePrefab
 
class  Submarine
 
class  SubmarineBody
 
class  SubmarineInfo
 
class  WayPoint
 
interface  IMemorizable
 
class  Memento
 
class  WriteOnlyBitField
 
class  ReadOnlyBitField
 
class  EntitySpawner
 
class  NetworkSerialize
 Marks fields and properties as to be serialized and deserialized by INetSerializableStruct. Also contains settings for some types like maximum and minimum values for numbers to reduce bits used. More...
 
class  NetSerializableProperties
 Static class that contains serialize and deserialize functions for different types used in INetSerializableStruct
 
interface  INetSerializableStruct
 Interface that allows the creation of automatically serializable and deserializable structs.


 
class  KarmaManager
 
class  Voting
 
class  PerformanceCounter
 
class  Physics
 
class  PosInfo
 
class  PhysicsBody
 
class  Key
 
interface  IImplementsVariants
 
class  VariantExtensions
 
class  Prefab
 
class  PrefabCollection
 
class  PrefabSelector
 
class  PrefabWithUintIdentifier
 Prefab that has a property serves as a deterministic hash of a prefab's identifier. This member is filled automatically by PrefabCollection.Add. Required for GetRandom to work on arbitrary Prefab enumerables, recommended for network synchronization. More...
 
class  PerlinNoise
 
class  GameScreen
 
class  NetLobbyScreen
 
class  Screen
 
interface  ISerializableEntity
 
class  Serialize
 
class  SerializableProperty
 
class  StructSerialization
 
class  XMLExtensions
 
class  CreatureMetrics
 
class  GameSettings
 
class  ConditionalSprite
 
class  DeformableSprite
 
class  Sprite
 
class  SpriteSheet
 
class  DelayedListElement
 
class  DelayedEffect
 
class  PropertyConditional
 Conditionals are used by some in-game mechanics to require one or more conditions to be met for those mechanics to be active. For example, some StatusEffects use Conditionals to only trigger if the affected character is alive. More...
 
class  DurationListElement
 
class  StatusEffect
 StatusEffects can be used to execute various kinds of effects: modifying the state of some entity in some way, spawning things, playing sounds, emitting particles, creating fire and explosions, increasing a characters' skill. They are a crucial part of modding Barotrauma: all kinds of custom behaviors of an item or a creature for example are generally created using StatusEffects. More...
 
class  SteamAchievementManager
 
class  AddedPunctuationLString
 
class  CapitalizeLString
 
class  ConcatLString
 
class  FallbackLString
 
class  FormattedLString
 
class  InputTypeLString
 
class  JoinLString
 
class  LocalizedString
 
class  LowerLString
 
class  RawLString
 
class  ReplaceLString
 
class  ServerMsgLString
 
class  LStringSplitter
 
class  SplitLString
 
class  TagLString
 
class  TrimLString
 
class  UpperLString
 
class  RichString
 
class  StripRichTagsLString
 
class  TextManager
 
struct  LanguageIdentifier
 
class  LanguageIdentifierExtensions
 
class  TextPack
 
class  Timing
 
class  TraitorEvent
 
class  TraitorEventPrefab
 
class  TraitorManager
 
class  PropertyReference
 
class  Upgrade
 
struct  UpgradePrice
 
class  UpgradeContentPrefab
 
class  UpgradeCategory
 
struct  UpgradeMaxLevelMod
 
struct  UpgradeResourceCost
 
struct  ApplicableResourceCollection
 
class  UpgradePrefab
 
class  CollectionConcat
 
class  ListConcat
 
class  CrossThread
 
class  Either
 
class  EitherT
 
class  EitherU
 
class  Homoglyphs
 
class  HttpUtility
 
class  IdRemap
 
class  LinkedPairSet
 
class  ListDictionary
 
class  MathUtils
 
class  CompareCW
 
class  CompareCCW
 
class  Md5Hash
 
class  MTRandom
 Mersenne Twister based random More...
 
class  NamedEvent
 
class  Option
 
class  Rand
 
struct  Range
 An inclusive range, i.e. [Start, End] where Start <= End More...
 
class  ReadOnlyListExtensions
 
class  ReflectionUtils
 
class  Result
 
class  Success
 
class  Failure
 
class  RichTextData
 
class  SaveUtil
 
struct  SerializableTimeZone
 
struct  SerializableDateTime
 DateTime wrapper that tries to offer a reliable string representation that's also human-friendly More...
 
class  TaskExtensions
 
class  TaskPool
 
class  Pair
 
class  ToolBox
 
class  Camera
 
class  CameraTransition
 
class  CharacterHUD
 
class  CharacterSound
 
class  HealingCooldown
 
class  HUDProgressBar
 
class  ChatManager
 A class used for handling special key actions in chat boxes. For example tab completion or up/down arrow key history. More...
 
struct  CircuitBoxLabel
 
class  CircuitBoxMouseDragSnapshotHandler
 This class handles a couple things:
 
class  CircuitBoxUI
 
class  CircuitBoxWireRenderer
 
class  ModProject
 
class  ModMerger
 
class  ScalableFont
 
class  GameMain
 
class  SinglePlayerCampaign
 
class  TestGameMode
 
class  TutorialMode
 
class  HintManager
 
class  RoundSummary
 
class  ChatBox
 
class  GUIComponentStyle
 
class  CrewManagement
 
class  FileSelection
 
class  Graph
 
class  GUI
 
class  GUIButton
 
class  GUICanvas
 
class  GUIColorPicker
 
class  GUIComponent
 
struct  ContextMenuOption
 
class  GUIContextMenu
 
class  GUICustomComponent
 GUIComponent that can be used to render custom content on the UI More...
 
class  GUIDragHandle
 
class  GUIDropDown
 
class  GUIFrame
 
class  GUIImage
 
class  GUILayoutGroup
 
class  GUIListBox
 
class  GUIMessage
 
class  GUIMessageBox
 
class  GUINumberInput
 
class  GUIPrefab
 
class  GUISelector
 
class  GUIFontPrefab
 
class  GUIFont
 
class  GUIColorPrefab
 
class  GUIColor
 
class  GUISpritePrefab
 
class  GUISprite
 
class  GUISpriteSheetPrefab
 
class  GUISpriteSheet
 
class  GUICursorPrefab
 
class  GUICursor
 
class  GUIProgressBar
 
class  GUIRadioButtonGroup
 
class  GUIScissorComponent
 
class  GUIScrollBar
 
class  GUIStyle
 
class  GUITextBlock
 
class  GUITextBox
 
class  GUITickBox
 
class  HUDLayoutSettings
 
class  HUD
 
class  IMEPreviewTextHandler
 
class  LoadingScreen
 
class  MedicalClinicUI
 
class  ParamsEditor
 
class  RectTransform
 
class  ShapeExtensions
 Sprite batch extensions for drawing primitive shapes Modified from: https://github.com/craftworkgames/MonoGame.Extended/blob/develop/Source/MonoGame.Extended/ShapeExtensions.cs
 
class  Polygon
 Original source: https://github.com/craftworkgames/MonoGame.Extended/blob/develop/Source/MonoGame.Extended/Shapes/Polygon.cs More...
 
class  Store
 
class  SubmarineSelection
 
class  TabMenu
 
struct  TalentTreeStyle
 
class  TalentMenu
 
class  UISprite
 
class  UpgradeStore
 
class  VideoPlayer
 
class  VotingInterface
 
class  Widget
 
class  VisualSlot
 
class  BrokenItemSprite
 
class  ContainedItemSprite
 
class  LuaCsSettingsMenu
 
class  BackgroundCreature
 
class  Swarm
 
class  BackgroundCreatureManager
 
class  BackgroundCreaturePrefab
 
class  LevelWallVertexBuffer
 
class  LevelRenderer
 
struct  WaterVertexData
 
class  WaterRenderer
 
class  RoundSound
 
class  SubmarinePreview
 
class  FriendProvider
 
class  SteamFriendProvider
 
class  CompositeServerProvider
 
class  ServerProvider
 
class  SteamDedicatedServerProvider
 
class  SteamP2PServerProvider
 
class  KeyOrMouse
 
class  PlayerInput
 
class  BlurEffect
 
class  CampaignEndScreen
 
class  CampaignSetupUI
 
class  MultiPlayerCampaignSetupUI
 
class  SinglePlayerCampaignSetupUI
 
class  CampaignUI
 
class  CreditsPlayer
 
class  EditorImageManager
 
class  EditorImage
 
class  EditorScreen
 
class  EditorNode
 
class  EventNode
 
class  ValueNode
 
class  SpecialNode
 
class  CustomNode
 
class  NodeConnectionType
 
class  EventEditorNodeConnection
 
class  EventEditorScreen
 
class  LevelEditorScreen
 
class  MainMenuScreen
 
class  ModDownloadScreen
 
class  ParticleEditorScreen
 
class  RoundSummaryScreen
 
class  PanelAnimator
 
class  ServerListScreen
 
class  SlideshowPlayer
 
class  SpriteEditorScreen
 
class  SubEditorScreen
 
class  TestScreen
 
class  SerializableEntityEditor
 
interface  IHasExtraTextPickerEntries
 Implement this interface to insert extra entires to the text pickers created for the SerializableEntityEditors of the entity More...
 
class  CompletedTutorials
 
class  IgnoredHints
 
class  MultiplayerPreferences
 
class  ServerListFilters
 
class  SettingsMenu
 
class  SoundPlayer
 
class  TagNames
 
class  SoundPrefab
 
class  DamageSound
 
class  BackgroundMusic
 
class  GUISound
 
class  SpamServerFilter
 
class  SpamServerFilters
 
class  DecorativeSprite
 
struct  ModListPreset
 
struct  InventorySlotItem
 
class  TransformCommand
 A command for setting and reverting a MapEntity rectangle SubEditorScreen MapEntity
 
class  AddOrDeleteCommand
 A command that removes and unremoves map entities ItemPrefab StructurePrefab

See also
SubEditorScreen

 
class  InventoryPlaceCommand
 A command that places or drops items out of inventories
 
class  PropertyCommand
 A command that sets item properties
 
class  InventoryMoveCommand
 A command that moves items around in inventories
 
class  LimitLString
 
class  WrappedLString
 
struct  ConnectCommand
 
class  GraphicsQuad
 
class  LeakyBucket
 
class  CompareSegmentPointCW
 
class  RichTextDataExtensions
 
class  SpreadsheetExport
 
class  SpriteRecorder
 
class  TextureLoader
 Based on http://jakepoz.com/jake_poznanski__background_load_xna.html
 
class  WikiImage
 

Enumerations

enum class  AIState {
  Idle , Attack , Escape , Eat ,
  Flee , Avoid , Aggressive , PassiveAggressive ,
  Protect , Observe , Freeze , Follow ,
  FleeTo , Patrol
}
 
enum class  AttackPattern { Straight , Sweep , Circle }
 
enum class  CirclePhase {
  Start , CloseIn , FallBack , Advance ,
  Strike
}
 
enum class  WallTargetingMethod { Target = 0x1 , Heading = 0x2 , Steering = 0x4 }
 
enum class  OrderCategory {
  Emergency , Movement , Power , Maintenance ,
  Operate
}
 
enum class  HitDetection { Distance , Contact , None }
 
enum class  AttackContext {
  Any , Water , Ground , Inside ,
  Outside , NotDefined
}
 
enum class  AttackTarget { Any , Character , Structure }
 
enum class  AIBehaviorAfterAttack {
  FallBack , FallBackUntilCanAttack , PursueIfCanAttack , Pursue ,
  FollowThrough , FollowThroughUntilCanAttack , IdleUntilCanAttack , Reverse ,
  ReverseUntilCanAttack
}
 
enum class  CauseOfDeathType {
  Unknown , Pressure , Suffocation , Drowning ,
  Affliction , Disconnected
}
 
enum class  CharacterTeamType { None = 0 , Team1 = 1 , Team2 = 2 , FriendlyNPC = 3 }
 
enum class  LimbType {
  None , LeftHand , RightHand , LeftArm ,
  RightArm , LeftForearm , RightForearm , LeftLeg ,
  RightLeg , LeftFoot , RightFoot , Head ,
  Torso , Tail , Legs , RightThigh ,
  LeftThigh , Waist , Jaw
}
 
enum class  AnimationType {
  NotDefined = 0 , Walk = 1 , Run = 2 , SwimSlow = 3 ,
  SwimFast = 4 , Crouch = 5
}
 
enum class  CircuitBoxOpcode {
  Error , Cursor , AddComponent , MoveComponent ,
  AddWire , RemoveWire , SelectComponents , SelectWires ,
  UpdateSelection , DeleteComponent , ServerInitialize
}
 
enum class  TransitionMode {
  Linear , Smooth , Smoother , EaseIn ,
  EaseOut , Exponential
}
 
enum class  ActionType {
  Always = 0 , OnPicked = 1 , OnUse = 2 , OnSecondaryUse = 3 ,
  OnWearing = 4 , OnContaining = 5 , OnContained = 6 , OnNotContained = 7 ,
  OnActive = 8 , OnFailure = 9 , OnBroken = 10 , OnFire = 11 ,
  InWater = 12 , NotInWater = 13 , OnImpact = 14 , OnEating = 15 ,
  OnDamaged = 16 , OnSevered = 17 , OnProduceSpawned = 18 , OnOpen = 19 ,
  OnClose = 20 , OnSpawn = 21 , OnSuccess = 22 , OnAbility = 23 ,
  OnDeath = OnBroken
}
 ActionTypes define when a StatusEffect is executed. More...
 
enum class  AbilityEffectType {
  Undefined , None , OnAttack , OnAttackResult ,
  OnAttacked , OnAttackedResult , OnGainSkillPoint , OnAllyGainSkillPoint ,
  OnRepairComplete , OnItemFabricationSkillGain , OnItemFabricatedAmount , OnItemFabricatedIngredients ,
  OnAllyItemFabricatedAmount , OnOpenItemContainer , OnUseRangedWeapon , OnReduceAffliction ,
  OnAddDamageAffliction , OnRagdoll , OnRoundEnd , OnLootCharacter ,
  OnAnyMissionCompleted , OnAllMissionsCompleted , OnGiveOrder , OnCrewKillCharacter ,
  OnKillCharacter , OnDieToCharacter , OnAllyGainMissionExperience , OnGainMissionExperience ,
  OnGainMissionMoney , OnLocationDiscovered , OnItemDeconstructed , OnItemDeconstructedByAlly ,
  OnItemDeconstructedMaterial , OnItemDeconstructedInventory , OnStopTinkering , OnItemPicked ,
  OnItemSelected , OnGeneticMaterialCombinedOrRefined , OnCrewGeneticMaterialCombinedOrRefined , AfterSubmarineAttacked ,
  OnApplyTreatment , OnStatusEffectIdentifier , OnRepairedOutsideLeak
}
 
enum class  StatTypes {
  None , ElectricalSkillBonus , HelmSkillBonus , MechanicalSkillBonus ,
  MedicalSkillBonus , WeaponsSkillBonus , HelmSkillOverride , MedicalSkillOverride ,
  WeaponsSkillOverride , ElectricalSkillOverride , MechanicalSkillOverride , MaximumHealthMultiplier ,
  MovementSpeed , WalkingSpeed , SwimmingSpeed , BuffDurationMultiplier ,
  DebuffDurationMultiplier , MedicalItemEffectivenessMultiplier , FlowResistance , AttackMultiplier ,
  TeamAttackMultiplier , RangedAttackSpeed , TurretAttackSpeed , TurretPowerCostReduction ,
  TurretChargeSpeed , MeleeAttackSpeed , MeleeAttackMultiplier , RangedSpreadReduction ,
  RepairSpeed , MechanicalRepairSpeed , DeconstructorSpeedMultiplier , RepairToolStructureRepairMultiplier ,
  RepairToolStructureDamageMultiplier , RepairToolDeattachTimeMultiplier , MaxRepairConditionMultiplierMechanical , MaxRepairConditionMultiplierElectrical ,
  IncreaseFabricationQuality , GeneticMaterialRefineBonus , GeneticMaterialTaintedProbabilityReductionOnCombine , SkillGainSpeed ,
  ExtraLevelGain , HelmSkillGainSpeed , WeaponsSkillGainSpeed , MedicalSkillGainSpeed ,
  ElectricalSkillGainSpeed , MechanicalSkillGainSpeed , MedicalItemApplyingMultiplier , BuffItemApplyingMultiplier ,
  PoisonMultiplier , TinkeringDuration , TinkeringStrength , TinkeringDamage ,
  ReputationGainMultiplier , ReputationLossMultiplier , MissionMoneyGainMultiplier , ExperienceGainMultiplier ,
  MissionExperienceGainMultiplier , ExtraMissionCount , ExtraSpecialSalesCount , StoreSellMultiplier ,
  StoreBuyMultiplierAffiliated , StoreBuyMultiplier , ShipyardBuyMultiplierAffiliated , ShipyardBuyMultiplier ,
  MaxAttachableCount , ExplosionRadiusMultiplier , ExplosionDamageMultiplier , FabricationSpeed ,
  BallastFloraDamageMultiplier , HoldBreathMultiplier , Apprenticeship , CPRBoost ,
  LockedTalents , HireCostMultiplier , InventoryExtraStackSize , SoundRangeMultiplier ,
  SightRangeMultiplier
}
 StatTypes are used to alter several traits of a character. They are mostly used by talents. More...
 
enum class  AbilityFlags {
  None = 0 , MustWalk = 0x1 , ImmuneToPressure = 0x2 , IgnoredByEnemyAI = 0x4 ,
  MoveNormallyWhileDragging = 0x8 , CanTinker = 0x10 , CanTinkerFabricatorsAndDeconstructors = 0x20 , TinkeringPowersDevices = 0x40 ,
  GainSkillPastMaximum = 0x80 , RetainExperienceForNewCharacter = 0x100 , AllowSecondOrderedTarget = 0x200 , AlwaysStayConscious = 0x400 ,
  CanNotDieToAfflictions = 0x800
}
 AbilityFlags are a set of toggleable flags that can be applied to characters. More...
 
enum class  CharacterType { Bot = 0b01 , Player = 0b10 , Both = Bot | Player }
 
enum class  StartingBalanceAmount { Low , Medium , High }
 
enum class  GameDifficulty { Easy , Medium , Hard , Hellish }
 
enum class  NumberType { Int , Float }
 
enum class  ChatMode { None , Local , Radio }
 
enum class  MissionType {
  None = 0x0 , Salvage = 0x1 , Monster = 0x2 , Cargo = 0x4 ,
  Beacon = 0x8 , Nest = 0x10 , Mineral = 0x20 , Combat = 0x40 ,
  AbandonedOutpost = 0x80 , Escort = 0x100 , Pirate = 0x200 , GoTo = 0x400 ,
  ScanAlienRuins = 0x800 , ClearAlienRuins = 0x1000 , End = 0x2000 , All = Salvage | Monster | Cargo | Beacon | Nest | Mineral | Combat | AbandonedOutpost | Escort | Pirate | GoTo | ScanAlienRuins | ClearAlienRuins | End
}
 
enum class  FactionAffiliation { Positive , Neutral , Negative }
 
enum class  InputType {
  Select , Use , Aim , Up ,
  Down , Left , Right , Attack ,
  Run , Crouch , InfoTab , Chat ,
  RadioChat , CrewOrders , Ragdoll , Health ,
  Grab , SelectNextCharacter , SelectPreviousCharacter , Voice ,
  RadioVoice , LocalVoice , Deselect , Shoot ,
  Command , ToggleInventory , TakeOneFromInventorySlot , TakeHalfFromInventorySlot ,
  NextFireMode , PreviousFireMode , ActiveChat , ToggleChatMode ,
  ChatBox
}
 
enum class  InvSlotType {
  None = 0 , Any = 1 , RightHand = 2 , LeftHand = 4 ,
  Head = 8 , InnerClothes = 16 , OuterClothes = 32 , Headset = 64 ,
  Card = 128 , Bag = 256 , HealthInterface = 512
}
 
enum class  WearableType {
  Item , Hair , Beard , Moustache ,
  FaceAttachment , Husk , Herpes
}
 
enum class  MapEntityCategory {
  None = 0 , Structure = 1 , Decorative = 2 , Machine = 4 ,
  Medical = 8 , Weapon = 16 , Diving = 32 , Equipment = 64 ,
  Fuel = 128 , Electrical = 256 , Material = 1024 , Alien = 2048 ,
  Wrecked = 4096 , ItemAssembly = 8192 , Legacy = 16384 , Misc = 32768
}
 
enum class  Direction : byte { None = 0 , Left = 1 , Right = 2 }
 
enum class  SubmarineTag { Shuttle = 1 , HideInMenus = 2 }
 
enum class  SubmarineType {
  Player , Outpost , OutpostModule , Wreck ,
  BeaconStation , EnemySubmarine , Ruin
}
 
enum class  SubmarineClass { Undefined , Scout , Attack , Transport }
 
enum class  SpawnType {
  Path = 0 , Human = 1 , Enemy = 2 , Cargo = 4 ,
  Corpse = 8 , Submarine = 16 , ExitPoint = 32
}
 
enum class  IsPropertySaveable { Yes , No }
 
enum class  WindowMode { Windowed , Fullscreen , BorderlessWindowed }
 
enum class  LosMode { None = 0 , Transparent = 1 , Opaque = 2 }
 
enum class  VoiceMode { Disabled , PushToTalk , Activity }
 
enum class  EnemyHealthBarMode { ShowAll , BossHealthBarsOnly , HideAll }
 
enum class  FormatCapitals { Yes , No }
 
enum class  Alignment {
  CenterX = 1 , Left = 2 , Right = 4 , CenterY = 8 ,
  Top = 16 , Bottom = 32 , TopLeft = (Top | Left) , TopCenter = (CenterX | Top) ,
  TopRight = (Top | Right) , CenterLeft = (Left | CenterY) , Center = (CenterX | CenterY) , CenterRight = (Right | CenterY) ,
  BottomLeft = (Bottom | Left) , BottomCenter = (CenterX | Bottom) , BottomRight = (Bottom | Right) , Any = Left | Right | Top | Bottom | Center
}
 
enum class  SpriteFallBackState {
  None , Hover , Pressed , Selected ,
  HoverSelected , Toggle
}
 
enum class  GUISoundType {
  UIMessage , ChatMessage , RadioMessage , DeadMessage ,
  Select , PickItem , PickItemFail , DropItem ,
  PopupMenu , Decrease , Increase , UISwitch ,
  TickBox , ConfirmTransaction , Cart
}
 
enum class  CursorState {
  Default = 0 , Hand = 1 , Move = 2 , IBeam = 3 ,
  Dragging = 4 , Waiting = 5 , WaitingBackground = 6
}
 
enum class  SlideDirection { Up , Down , Left , Right }
 
enum class  ForceUpperCase { Inherit , No , Yes }
 
enum class  Anchor {
  TopLeft , TopCenter , TopRight , CenterLeft ,
  Center , CenterRight , BottomLeft , BottomCenter ,
  BottomRight
}
 
enum class  Pivot {
  TopLeft , TopCenter , TopRight , CenterLeft ,
  Center , CenterRight , BottomLeft , BottomCenter ,
  BottomRight
}
 
enum class  ScaleBasis {
  Normal , BothWidth , BothHeight , Smallest ,
  Largest
}
 
enum class  MouseButton {
  None = -1 , PrimaryMouse = 0 , SecondaryMouse = 1 , MiddleMouse = 2 ,
  MouseButton4 = 3 , MouseButton5 = 4 , MouseWheelUp = 5 , MouseWheelDown = 6
}
 
enum class  SpamServerFilterType {
  Invalid , NameEquals , NameContains , MessageEquals ,
  MessageContains , PlayerCountLarger , PlayerCountExact , MaxPlayersLarger ,
  MaxPlayersExact , GameModeEquals , PlayStyleEquals , Endpoint ,
  LanguageEquals
}
 

Functions

readonly record struct TalentResistanceIdentifier (Identifier ResistanceIdentifier, Identifier TalentIdentifier)
 
delegate void LuaCsAction (params object[] args)
 
delegate object LuaCsFunc (params object[] args)
 
delegate DynValue LuaCsPatchFunc (object instance, LuaCsHook.ParameterTable ptable)
 
delegate object LuaCsPatch (object self, Dictionary< string, object > args)
 
delegate void TextBoxEvent (GUITextBox sender, Keys key)
 

Enumeration Type Documentation

◆ AbilityEffectType

Enumerator
Undefined 
None 
OnAttack 
OnAttackResult 
OnAttacked 
OnAttackedResult 
OnGainSkillPoint 
OnAllyGainSkillPoint 
OnRepairComplete 
OnItemFabricationSkillGain 
OnItemFabricatedAmount 
OnItemFabricatedIngredients 
OnAllyItemFabricatedAmount 
OnOpenItemContainer 
OnUseRangedWeapon 
OnReduceAffliction 
OnAddDamageAffliction 
OnRagdoll 
OnRoundEnd 
OnLootCharacter 
OnAnyMissionCompleted 
OnAllMissionsCompleted 
OnGiveOrder 
OnCrewKillCharacter 
OnKillCharacter 
OnDieToCharacter 
OnAllyGainMissionExperience 
OnGainMissionExperience 
OnGainMissionMoney 
OnLocationDiscovered 
OnItemDeconstructed 
OnItemDeconstructedByAlly 
OnItemDeconstructedMaterial 
OnItemDeconstructedInventory 
OnStopTinkering 
OnItemPicked 
OnItemSelected 
OnGeneticMaterialCombinedOrRefined 
OnCrewGeneticMaterialCombinedOrRefined 
AfterSubmarineAttacked 
OnApplyTreatment 
OnStatusEffectIdentifier 
OnRepairedOutsideLeak 

Definition at line 124 of file Enums.cs.

◆ AbilityFlags

AbilityFlags are a set of toggleable flags that can be applied to characters.

Enumerator
None 

Used to indicate an erroneous ability flag. Should not be used.

MustWalk 

Character will not be able to run.

ImmuneToPressure 

Character is immune to pressure.

IgnoredByEnemyAI 

Character won't be targeted by enemy AI.

MoveNormallyWhileDragging 

Character can drag corpses without a movement speed penalty.

CanTinker 

Character is able to tinker with items.

CanTinkerFabricatorsAndDeconstructors 

Character is able to tinker with fabricators and deconstructors.

TinkeringPowersDevices 

Allows items tinkered by the character to consume no power.

GainSkillPastMaximum 

Allows the character to gain skills past 100.

RetainExperienceForNewCharacter 

Allows the character to retain experience when respawning as a new character.

AllowSecondOrderedTarget 

Allows CharacterAbilityApplyStatusEffectsToLastOrderedCharacter to affect the last 2 characters ordered.

AlwaysStayConscious 

Character will stay conscious even if their vitality drops below 0.

CanNotDieToAfflictions 

Prevents afflictions on the character from dropping the characters vitality below the kill threshold. The character can still die from sources like getting crushed by pressure or if their head is severed.

Definition at line 598 of file Enums.cs.

◆ ActionType

enum Barotrauma.ActionType
strong

ActionTypes define when a StatusEffect is executed.

Enumerator
Always 

Executes every frame regardless of the state of the entity.

OnPicked 

Executes when the item is picked up. Only valid for items.

OnUse 

Executes when the item is used. The meaning of "using" an item depends on the item, but generally it means the action that happens when holding the item and clicking LMB. Only valid for items.

OnSecondaryUse 

Executes when an item is held and the aim key is held. Only valid for items.

OnWearing 

Executes continuously while the item is being worn. Only valid for wearable items.

OnContaining 

Executes continuously when a specific Containable is inside an ItemContainer. Only valid for Containables defined in an ItemContainer component.

OnContained 

Executes continuously when the item is contained in some inventory. Only valid for items.

OnNotContained 

Executes continuously when the item is NOT contained in an inventory. Only valid for items.

OnActive 

Executes continuously when the item is active. The meaning of "active" depends on the item, but generally means the item is on, powered, and doing the thing it's intended for. Only valid for items.

OnFailure 

Executes when using the item fails due to a failed skill check. Only valid for items.

OnBroken 

Executes when using the item's condition drops to 0. Only valid for items.

OnFire 

Executes continuously when the entity is within the damage range of fire. Valid for items and characters.

InWater 

Executes continuously when the entity is submerged. Valid for items and characters.

NotInWater 

Executes continuously when the entity is NOT submerged. Valid for items and characters.

OnImpact 

Executes when the entity hits something hard enough. For items, the threshold is determined by ItemPrefab.ImpactTolerance, for characters by Ragdoll.ImpactTolerance. Valid for items and characters.

OnEating 

Executes continuously when the character is eating another character. Only valid for characters.

OnDamaged 

Executes when the entity receives damage from an external source (i.e. an affliction that increases in severity, or an item degrading by itself don't count). Valid for items and characters.

OnSevered 

Executes when the limb gets severed. Only valid for limbs.

OnProduceSpawned 

Executes when a Items.Components.Growable produces an item (e.g. when a plant grows a fruit). Only valid for Growable items.

OnOpen 

Executes when a Items.Components.Door is opened. Only valid for doors.

OnClose 

Executes when a Items.Components.Door is closed. Only valid for doors.

OnSpawn 

Executes when the entity spawns. Valid for items and characters.

OnSuccess 

Executes when using the item succeeds based on a skill check. Only valid for items.

OnAbility 

Executes when an Ability (an effect from a talent) triggers the status effect. Only valid in Abilities, the target can be either a character or an item depending on the type of Ability.

OnDeath 

Executes when the character dies. Only valid for characters.

Definition at line 18 of file Enums.cs.

◆ AIBehaviorAfterAttack

Enumerator
FallBack 
FallBackUntilCanAttack 
PursueIfCanAttack 
Pursue 
FollowThrough 
FollowThroughUntilCanAttack 
IdleUntilCanAttack 
Reverse 
ReverseUntilCanAttack 

Definition at line 34 of file BarotraumaShared/SharedSource/Characters/Attack.cs.

◆ AIState

enum Barotrauma.AIState
strong
Enumerator
Idle 
Attack 
Escape 
Eat 
Flee 
Avoid 
Aggressive 
PassiveAggressive 
Protect 
Observe 
Freeze 
Follow 
FleeTo 
Patrol 

Definition at line 14 of file BarotraumaShared/SharedSource/Characters/AI/EnemyAIController.cs.

◆ Alignment

enum Barotrauma.Alignment
strong
Enumerator
CenterX 
Left 
Right 
CenterY 
Top 
Bottom 
TopLeft 
TopCenter 
TopRight 
CenterLeft 
Center 
CenterRight 
BottomLeft 
BottomCenter 
BottomRight 
Any 

Definition at line 11 of file BarotraumaShared/SharedSource/Utils/MathUtils.cs.

◆ Anchor

enum Barotrauma.Anchor
strong
Enumerator
TopLeft 
TopCenter 
TopRight 
CenterLeft 
Center 
CenterRight 
BottomLeft 
BottomCenter 
BottomRight 

Definition at line 10 of file RectTransform.cs.

◆ AnimationType

Enumerator
NotDefined 
Walk 
Run 
SwimSlow 
SwimFast 
Crouch 

Definition at line 12 of file AnimationParams.cs.

◆ AttackContext

Enumerator
Any 
Water 
Ground 
Inside 
Outside 
NotDefined 

Definition at line 17 of file BarotraumaShared/SharedSource/Characters/Attack.cs.

◆ AttackPattern

Enumerator
Straight 
Sweep 
Circle 

Definition at line 16 of file BarotraumaShared/SharedSource/Characters/AI/EnemyAIController.cs.

◆ AttackTarget

Enumerator
Any 
Character 
Structure 

Definition at line 27 of file BarotraumaShared/SharedSource/Characters/Attack.cs.

◆ CauseOfDeathType

Enumerator
Unknown 
Pressure 
Suffocation 
Drowning 
Affliction 
Disconnected 

Definition at line 5 of file CauseOfDeath.cs.

◆ CharacterTeamType

Enumerator
None 
Team1 
Team2 
FriendlyNPC 

Definition at line 21 of file BarotraumaShared/SharedSource/Characters/Character.cs.

◆ CharacterType

Enumerator
Bot 
Player 
Both 

Definition at line 668 of file Enums.cs.

◆ ChatMode

enum Barotrauma.ChatMode
strong
Enumerator
None 
Local 
Radio 

Definition at line 696 of file Enums.cs.

◆ CirclePhase

Enumerator
Start 
CloseIn 
FallBack 
Advance 
Strike 

Definition at line 18 of file BarotraumaShared/SharedSource/Characters/AI/EnemyAIController.cs.

◆ CircuitBoxOpcode

Enumerator
Error 
Cursor 
AddComponent 
MoveComponent 
AddWire 
RemoveWire 
SelectComponents 
SelectWires 
UpdateSelection 
DeleteComponent 
ServerInitialize 

Definition at line 11 of file CircuitBoxNetStructs.cs.

◆ CursorState

Enumerator
Default 
Hand 
Move 
IBeam 
Dragging 
Waiting 
WaitingBackground 

Definition at line 39 of file GUI.cs.

◆ Direction

enum Barotrauma.Direction : byte
strong
Enumerator
None 
Left 
Right 

Definition at line 17 of file BarotraumaShared/SharedSource/Map/Submarine.cs.

◆ EnemyHealthBarMode

Enumerator
ShowAll 
BossHealthBarsOnly 
HideAll 

Definition at line 38 of file GameSettings.cs.

◆ FactionAffiliation

Enumerator
Positive 
Neutral 
Negative 

Definition at line 8 of file Factions.cs.

◆ ForceUpperCase

Enumerator
Inherit 
No 
Yes 

Definition at line 12 of file GUITextBlock.cs.

◆ FormatCapitals

Enumerator
Yes 
No 

Definition at line 16 of file TextManager.cs.

◆ GameDifficulty

Enumerator
Easy 
Medium 
Hard 
Hellish 

Definition at line 682 of file Enums.cs.

◆ GUISoundType

Enumerator
UIMessage 
ChatMessage 
RadioMessage 
DeadMessage 
Select 
PickItem 
PickItemFail 
DropItem 
PopupMenu 
Decrease 
Increase 
UISwitch 
TickBox 
ConfirmTransaction 
Cart 

Definition at line 20 of file GUI.cs.

◆ HitDetection

Enumerator
Distance 
Contact 
None 

Definition at line 10 of file BarotraumaShared/SharedSource/Characters/Attack.cs.

◆ InputType

enum Barotrauma.InputType
strong
Enumerator
Select 
Use 
Aim 
Up 
Down 
Left 
Right 
Attack 
Run 
Crouch 
InfoTab 
Chat 
RadioChat 
CrewOrders 
Ragdoll 
Health 
Grab 
SelectNextCharacter 
SelectPreviousCharacter 
Voice 
RadioVoice 
LocalVoice 
Deselect 
Shoot 
Command 
ToggleInventory 
TakeOneFromInventorySlot 
TakeHalfFromInventorySlot 
NextFireMode 
PreviousFireMode 
ActiveChat 
ToggleChatMode 
ChatBox 

Definition at line 3 of file InputType.cs.

◆ InvSlotType

Enumerator
None 
Any 
RightHand 
LeftHand 
Head 
InnerClothes 
OuterClothes 
Headset 
Card 
Bag 
HealthInterface 

Definition at line 11 of file BarotraumaShared/SharedSource/Items/CharacterInventory.cs.

◆ IsPropertySaveable

Enumerator
Yes 
No 

Definition at line 18 of file SerializableProperty.cs.

◆ LimbType

enum Barotrauma.LimbType
strong
Enumerator
None 
LeftHand 
RightHand 
LeftArm 
RightArm 
LeftForearm 
RightForearm 
LeftLeg 
RightLeg 
LeftFoot 
RightFoot 
Head 
Torso 
Tail 
Legs 
RightThigh 
LeftThigh 
Waist 
Jaw 

Definition at line 18 of file BarotraumaShared/SharedSource/Characters/Limb.cs.

◆ LosMode

enum Barotrauma.LosMode
strong
Enumerator
None 
Transparent 
Opaque 

Definition at line 24 of file GameSettings.cs.

◆ MapEntityCategory

Enumerator
None 
Structure 
Decorative 
Machine 
Medical 
Weapon 
Diving 
Equipment 
Fuel 
Electrical 
Material 
Alien 
Wrecked 
ItemAssembly 
Legacy 
Misc 

Definition at line 10 of file BarotraumaShared/SharedSource/Map/MapEntityPrefab.cs.

◆ MissionType

Enumerator
None 
Salvage 
Monster 
Cargo 
Beacon 
Nest 
Mineral 
Combat 
AbandonedOutpost 
Escort 
Pirate 
GoTo 
ScanAlienRuins 
ClearAlienRuins 
End 
All 

Definition at line 11 of file BarotraumaShared/SharedSource/Events/Missions/MissionPrefab.cs.

◆ MouseButton

Enumerator
None 
PrimaryMouse 
SecondaryMouse 
MiddleMouse 
MouseButton4 
MouseButton5 
MouseWheelUp 
MouseWheelDown 

Definition at line 11 of file BarotraumaClient/ClientSource/PlayerInput.cs.

◆ NumberType

enum Barotrauma.NumberType
strong
Enumerator
Int 
Float 

Definition at line 690 of file Enums.cs.

◆ OrderCategory

Enumerator
Emergency 
Movement 
Power 
Maintenance 
Operate 

Definition at line 11 of file Order.cs.

◆ Pivot

enum Barotrauma.Pivot
strong
Enumerator
TopLeft 
TopCenter 
TopRight 
CenterLeft 
Center 
CenterRight 
BottomLeft 
BottomCenter 
BottomRight 

Definition at line 17 of file RectTransform.cs.

◆ ScaleBasis

enum Barotrauma.ScaleBasis
strong
Enumerator
Normal 
BothWidth 
BothHeight 
Smallest 
Largest 

Definition at line 24 of file RectTransform.cs.

◆ SlideDirection

Enumerator
Up 
Down 
Left 
Right 

Definition at line 16 of file GUIComponent.cs.

◆ SpamServerFilterType

Enumerator
Invalid 
NameEquals 
NameContains 
MessageEquals 
MessageContains 
PlayerCountLarger 
PlayerCountExact 
MaxPlayersLarger 
MaxPlayersExact 
GameModeEquals 
PlayStyleEquals 
Endpoint 
LanguageEquals 

Definition at line 18 of file SpamServerFilter.cs.

◆ SpawnType

enum Barotrauma.SpawnType
strong
Enumerator
Path 
Human 
Enemy 
Cargo 
Corpse 
Submarine 
ExitPoint 

Definition at line 14 of file BarotraumaShared/SharedSource/Map/WayPoint.cs.

◆ SpriteFallBackState

Enumerator
None 
Hover 
Pressed 
Selected 
HoverSelected 
Toggle 

Definition at line 10 of file ComponentStyle.cs.

◆ StartingBalanceAmount

Enumerator
Low 
Medium 
High 

Definition at line 675 of file Enums.cs.

◆ StatTypes

enum Barotrauma.StatTypes
strong

StatTypes are used to alter several traits of a character. They are mostly used by talents.

A lot of StatTypes use a "percentage" value. The way this works is that the value is 0 by default and 1 is added to the value of the stat type to get the final multiplier. For example if the value is set to 0.2 then 1 is added to it making it 1.2 and that is used as a multiplier. This makes it so values between -100% and +100% can be easily represented as -1 and 1 respectively. For example 0.5 would translate to 1.5 for +50% and -0.2 would translate to 0.8 for -20% multiplier.

Enumerator
None 

Used to indicate an invalid stat type. Should not be used.

ElectricalSkillBonus 

Boosts electrical skill by a flat amount.

HelmSkillBonus 

Boosts helm skill by a flat amount.

MechanicalSkillBonus 

Boosts mechanical skill by a flat amount.

MedicalSkillBonus 

Boosts medical skill by a flat amount.

WeaponsSkillBonus 

Boosts weapons skill by a flat amount.

HelmSkillOverride 

Boosts the character's helm skill to the given value if it's lower than the given value.

MedicalSkillOverride 

Boosts the character's medical skill to the given value if it's lower than the given value.

WeaponsSkillOverride 

Boosts the character's weapons skill to the given value if it's lower than the given value.

ElectricalSkillOverride 

Boosts the character's electrical skill to the given value if it's lower than the given value.

MechanicalSkillOverride 

Boosts the character's mechanical skill to the given value if it's lower than the given value.

MaximumHealthMultiplier 

Increases character's maximum vitality by a percentage.

MovementSpeed 

Increases both walking and swimming speed of the character by a percentage.

WalkingSpeed 

Increases the character's walking speed by a percentage.

SwimmingSpeed 

Increases the character's swimming speed by a percentage.

BuffDurationMultiplier 

Decreases how long it takes for buffs applied to the character decay over time by a percentage. Buffs are afflictions that have isBuff set to true.

DebuffDurationMultiplier 

Decreases how long it takes for debuff applied to the character decay over time by a percentage. Debuffs are afflictions that have isBuff set to false.

MedicalItemEffectivenessMultiplier 

Increases the strength of afflictions that are applied to the character by a percentage. Medicines are items that have the "medical" tag.

FlowResistance 

Increases the resistance to pushing force caused by flowing water by a percentage. The resistance cannot be below 0% or higher than 100%.

AttackMultiplier 

Increases how much damage the character deals via all attacks by a percentage.

TeamAttackMultiplier 

Increases how much damage the character deals to other characters on the same team by a percentage.

RangedAttackSpeed 

Decreases the reload time of ranged weapons held by the character by a percentage.

TurretAttackSpeed 

Decreases the reload time of submarine turrets operated by the character by a percentage.

TurretPowerCostReduction 

Decreases the power consumption of submarine turrets operated by the character by a percentage.

TurretChargeSpeed 

Increases how fast submarine turrets operated by the character charge up by a percentage. Affects turrets like pulse laser.

MeleeAttackSpeed 

Increases how fast the character can swing melee weapons by a percentage.

MeleeAttackMultiplier 

Increases the damage dealt by melee weapons held by the character by a percentage.

RangedSpreadReduction 

Decreases the spread of ranged weapons held by the character by a percentage.

RepairSpeed 

Increases the repair speed of the character by a percentage.

MechanicalRepairSpeed 

Increases the repair speed of the character when repairing mechanical items by a percentage.

DeconstructorSpeedMultiplier 

Increase deconstruction speed of deconstructor operated by the character by a percentage.

RepairToolStructureRepairMultiplier 

Increases the repair speed of repair tools that fix submarine walls by a percentage.

RepairToolStructureDamageMultiplier 

Increases the wall damage of tools that destroy submarine walls like plasma cutter by a percentage.

RepairToolDeattachTimeMultiplier 

Increase the detach speed of items like minerals that require a tool to detach from the wall by a percentage.

MaxRepairConditionMultiplierMechanical 

Allows the character to repair mechanical items past the maximum condition by a flat percentage amount. For example setting this to 0.1 allows the character to repair mechanical items to 110% condition.

MaxRepairConditionMultiplierElectrical 

Allows the character to repair electrical items past the maximum condition by a flat percentage amount. For example setting this to 0.1 allows the character to repair electrical items to 110% condition.

IncreaseFabricationQuality 

Increase the the quality of items crafted by the character by a flat amount. Can be made to only affect certain item with a given tag types by specifying a tag via CharacterAbilityGivePermanentStat, when no tag is specified the ability affects all items.

GeneticMaterialRefineBonus 

Boosts the condition of genes combined by the character by a flat amount.

GeneticMaterialTaintedProbabilityReductionOnCombine 

Reduces the chance to taint a gene when combining genes by a percentage. Tainting probability can not go below 0% or above 100%.

SkillGainSpeed 

Increases the speed at which the character gains skills by a percentage.

ExtraLevelGain 

Whenever the character's skill level up add a flat amount of more skill levels to the character.

HelmSkillGainSpeed 

Increases the speed at which the character gains helm skill by a percentage.

WeaponsSkillGainSpeed 

Increases the speed at which the character gains weapons skill by a percentage.

MedicalSkillGainSpeed 

Increases the speed at which the character gains medical skill by a percentage.

ElectricalSkillGainSpeed 

Increases the speed at which the character gains electrical skill by a percentage.

MechanicalSkillGainSpeed 

Increases the speed at which the character gains mechanical skill by a percentage.

MedicalItemApplyingMultiplier 

Increases the strength of afflictions the character applies to other characters via medicine by a percentage. Medicines are items that have the "medical" tag.

BuffItemApplyingMultiplier 

Increases the strength of afflictions the character applies to other characters via medicine by a percentage. Works only for afflictions that have isBuff set to true.

PoisonMultiplier 

Increases the strength of afflictions the character applies to other characters via medicine by a percentage. Works only for afflictions that have "poison" type.

TinkeringDuration 

Increases how long the character can tinker with items by a flat amount where 1 = 1 second.

TinkeringStrength 

Increases the effectiveness of the character's tinkerings by a percentage. Tinkering strength affects the speed and effectiveness of the item that is being tinkered with.

TinkeringDamage 

Increases how much condition tinkered items lose when the character tinkers with them by a percentage.

ReputationGainMultiplier 

Increases how much reputation the character gains by a percentage. Can be made to only affect certain factions with a given tag types by specifying a tag via CharacterAbilityGivePermanentStat, when no tag is specified the ability affects all factions.

ReputationLossMultiplier 

Increases how much reputation the character loses by a percentage. Can be made to only affect certain factions with a given tag types by specifying a tag via CharacterAbilityGivePermanentStat, when no tag is specified the ability affects all factions.

MissionMoneyGainMultiplier 

Increases how much money the character gains from missions by a percentage.

ExperienceGainMultiplier 

Increases how much talent experience the character gains from all sources by a percentage.

MissionExperienceGainMultiplier 

Increases how much talent experience the character gains from missions by a percentage.

ExtraMissionCount 

Increases how many missions the characters crew can have at the same time by a flat amount.

ExtraSpecialSalesCount 

Increases how many items are in stock in special sales in the store by a flat amount.

StoreSellMultiplier 

Increases how much money is gained from selling items to the store by a percentage.

StoreBuyMultiplierAffiliated 

Decreases the prices of items in affiliated store by a percentage.

StoreBuyMultiplier 

Decreases the prices of items in all stores by a percentage.

ShipyardBuyMultiplierAffiliated 

Decreases the price of upgrades and submarines in affiliated outposts by a percentage.

ShipyardBuyMultiplier 

Decreases the price of upgrades and submarines in all outposts by a percentage.

MaxAttachableCount 

Limits how many of a certain item can be attached to the wall in the submarine at the same time. Has to be used with CharacterAbilityGivePermanentStat to specify the tag of the item that is affected. Does nothing if no tag is specified.

ExplosionRadiusMultiplier 

Increase the radius of explosions caused by the character by a percentage.

ExplosionDamageMultiplier 

Increases the damage of explosions caused by the character by a percentage.

FabricationSpeed 

Decreases the time it takes to fabricate items on fabricators operated by the character by a percentage.

BallastFloraDamageMultiplier 

Increases how much damage the character deals to ballast flora by a percentage.

HoldBreathMultiplier 

Increases the time it takes for the character to pass out when out of oxygen.

Apprenticeship 

Used to set the character's apprencticeship to a certain job. Used by the "apprenticeship" talent and requires a job to be specified via CharacterAbilityGivePermanentStat.

CPRBoost 

Increases the revival chance of the character when performing CPR by a percentage.

LockedTalents 

Can be used to prevent certain talents from being unlocked by specifying the talent's identifier via CharacterAbilityGivePermanentStat.

HireCostMultiplier 

Used to reduce or increase the cost of hiring certain jobs by a percentage.

InventoryExtraStackSize 

Used to increase how much items can stack in the characters inventory.

SoundRangeMultiplier 

Modifies the range of the sounds emitted by the character (can be used to make the character easier or more difficult for monsters to hear)

SightRangeMultiplier 

Modifies how far the character can be seen from (can be used to make the character easier or more difficult for monsters to see)

Definition at line 178 of file Enums.cs.

◆ SubmarineClass

Enumerator
Undefined 
Scout 
Attack 
Transport 

Definition at line 28 of file BarotraumaShared/SharedSource/Map/SubmarineInfo.cs.

◆ SubmarineTag

Enumerator
Shuttle 
HideInMenus 

Definition at line 19 of file BarotraumaShared/SharedSource/Map/SubmarineInfo.cs.

◆ SubmarineType

Enumerator
Player 
Outpost 
OutpostModule 
Wreck 
BeaconStation 
EnemySubmarine 
Ruin 

Definition at line 27 of file BarotraumaShared/SharedSource/Map/SubmarineInfo.cs.

◆ TransitionMode

Enumerator
Linear 
Smooth 
Smoother 
EaseIn 
EaseOut 
Exponential 

Definition at line 5 of file Enums.cs.

◆ VoiceMode

enum Barotrauma.VoiceMode
strong
Enumerator
Disabled 
PushToTalk 
Activity 

Definition at line 31 of file GameSettings.cs.

◆ WallTargetingMethod

Enumerator
Target 
Heading 
Steering 

Definition at line 20 of file BarotraumaShared/SharedSource/Characters/AI/EnemyAIController.cs.

◆ WearableType

Enumerator
Item 
Hair 
Beard 
Moustache 
FaceAttachment 
Husk 
Herpes 

Definition at line 14 of file BarotraumaShared/SharedSource/Items/Components/Wearable.cs.

◆ WindowMode

enum Barotrauma.WindowMode
strong
Enumerator
Windowed 
Fullscreen 
BorderlessWindowed 

Definition at line 19 of file GameSettings.cs.

Function Documentation

◆ LuaCsAction()

delegate void Barotrauma.LuaCsAction ( params object[]  args)

◆ LuaCsFunc()

delegate object Barotrauma.LuaCsFunc ( params object[]  args)

◆ LuaCsPatch()

delegate object Barotrauma.LuaCsPatch ( object  self,
Dictionary< string, object >  args 
)

◆ LuaCsPatchFunc()

delegate DynValue Barotrauma.LuaCsPatchFunc ( object  instance,
LuaCsHook.ParameterTable  ptable 
)

◆ TalentResistanceIdentifier()

readonly record struct Barotrauma.TalentResistanceIdentifier ( Identifier  ResistanceIdentifier,
Identifier  TalentIdentifier 
)

◆ TextBoxEvent()

delegate void Barotrauma.TextBoxEvent ( GUITextBox  sender,
Keys  key 
)