Barotrauma Server Doc
Barotrauma.AfflictionPrefab Class Reference

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...

Inheritance diagram for Barotrauma.AfflictionPrefab:
Barotrauma.PrefabWithUintIdentifier Barotrauma.Prefab Barotrauma.AfflictionPrefabHusk

Classes

class  Description
 The description element can be used to define descriptions for the affliction which are shown under specific conditions; for example a description that only shows to other players or only at certain strength levels. More...
 
class  Effect
 Effects are the primary way to add functionality to afflictions. More...
 
class  PeriodicEffect
 PeriodicEffect applies StatusEffects to the character periodically. More...
 

Public Member Functions

override void Dispose ()
 
 AfflictionPrefab (ContentXElement element, AfflictionsFile file, Type type)
 
LocalizedString GetDescription (float strength, Description.TargetType targetType)
 
override string ToString ()
 
Affliction Instantiate (float strength, Character source=null)
 
Effect GetActiveEffect (float currentStrength)
 
float GetTreatmentSuitability (Item item)
 
- Public Member Functions inherited from Barotrauma.Prefab
 Prefab (ContentFile file, Identifier identifier)
 
 Prefab (ContentFile file, ContentXElement element)
 

Static Public Member Functions

static void LoadAllEffectsAndTreatmentSuitabilities ()
 Should be called before each round: loads all StatusEffects and refreshes treatment suitabilities. More...
 
static void ClearAllEffects ()
 Removes all the effects of the prefab (including the sounds and other assets defined in them). Note that you need to call LoadAllEffectsAndTreatmentSuitabilities before trying to use the affliction again! More...
 
- Static Public Member Functions inherited from Barotrauma.Prefab
static void DisallowCallFromConstructor ()
 

Public Attributes

readonly LocalizedString Name
 
readonly LocalizedString CauseOfDeathDescription
 
readonly ImmutableList< DescriptionDescriptions
 
readonly Identifier AfflictionType
 Arbitrary string that is used to identify the type of the affliction. More...
 
readonly bool LimbSpecific
 If set to true, the affliction affects individual limbs. Otherwise, it affects the whole character. More...
 
readonly LimbType IndicatorLimb
 If the affliction doesn't affect individual limbs, this attribute determines where the game will render the affliction's indicator when viewed in the in-game health UI. More...
 
readonly Identifier TranslationIdentifier
 Can be set to the identifier of another affliction to make this affliction reuse the same name and description. More...
 
readonly bool IsBuff
 If set to true, the game will recognize this affliction as a buff. This means, among other things, that bots won't attempt to treat it, and the health UI will render the affected limb in green rather than red. More...
 
readonly bool AffectMachines
 If set to true, this affliction can affect characters that are marked as machines, such as the Fractal Guardian. More...
 
readonly bool HealableInMedicalClinic
 If set to true, this affliction can be healed at the medical clinic. More...
 
readonly float HealCostMultiplier
 How much each unit of this affliction's strength will add to the cost of healing at the medical clinic. More...
 
readonly int BaseHealCost
 The minimum cost of healing this affliction at the medical clinic. More...
 
readonly bool ShowBarInHealthMenu
 If set to false, the health UI will not show the strength of the affliction as a bar under its indicator. More...
 
readonly bool HideIconAfterDelay
 If set to true, this affliction's icon will be hidden from the HUD after 5 seconds. More...
 
readonly float ActivationThreshold = 0.0f
 How high the strength has to be for the affliction to take effect More...
 
readonly float ShowIconThreshold = 0.05f
 How high the strength has to be for the affliction icon to be shown in the UI More...
 
readonly float ShowIconToOthersThreshold = 0.05f
 How high the strength has to be for the affliction icon to be shown to others with a health scanner or via the health interface More...
 
readonly float MaxStrength = 100.0f
 The maximum strength this affliction can have. More...
 
readonly float GrainBurst
 The strength of the radiation grain effect to apply when the strength of this affliction increases. More...
 
readonly float ShowInHealthScannerThreshold
 How high the strength has to be for the affliction icon to be shown with a health scanner More...
 
readonly float TreatmentThreshold
 How strong the affliction needs to be before bots attempt to treat it. Also effects when the affliction is shown in the suitable treatments list. More...
 
ImmutableHashSet< IdentifierIgnoreTreatmentIfAfflictedBy
 Bots will not try to treat the affliction if the character has any of these afflictions More...
 
readonly float Duration
 The duration of the affliction, in seconds. If set to 0, the affliction does not expire. More...
 
float KarmaChangeOnApplied
 How much karma changes when a player applies this affliction to someone (per strength of the affliction) More...
 
readonly float BurnOverlayAlpha
 Opacity of the burn effect (darker tint) on limbs affected by this affliction. 1 = full strength. More...
 
readonly float DamageOverlayAlpha
 Opacity of the bloody damage overlay on limbs affected by this affliction. 1 = full strength. More...
 
readonly Identifier AchievementOnReceived
 
readonly Identifier AchievementOnRemoved
 Steam achievement given when the affliction is removed from the controlled character. More...
 
readonly Color[] IconColors
 A gradient that defines which color to render this affliction's icon with, based on the affliction's current strength. More...
 
readonly bool AfflictionOverlayAlphaIsLinear
 If set to true and the affliction has an AfflictionOverlay element, the overlay's opacity will be strictly proportional to its strength. Otherwise, the overlay's opacity will be determined based on its activation threshold and effects. More...
 
readonly bool ResetBetweenRounds
 If set to true, this affliction will not persist between rounds. More...
 
readonly bool DamageParticles
 Should damage particles be emitted when a character receives this affliction? Only relevant if the affliction is of the type "bleeding" or "damage". More...
 
readonly float MedicalSkillGain
 An arbitrary modifier that affects how much medical skill is increased when you apply the affliction on a target. If the affliction causes damage or is of the 'poison' or 'paralysis' type, the skill is increased only when the target is hostile. If the affliction is of the 'buff' type, the skill is increased only when the target is friendly. More...
 
readonly float WeaponsSkillGain
 An arbitrary modifier that affects how much weapons skill is increased when you apply the affliction on a target. The skill is increased only when the target is hostile. More...
 
readonly Sprite Icon
 An icon that’s used in the UI to represent this affliction. More...
 
readonly Sprite AfflictionOverlay
 A sprite that covers the affected player's entire screen when this affliction is active. Its opacity is controlled by the active effect's MinAfflictionOverlayAlphaMultiplier and MaxAfflictionOverlayAlphaMultiplier More...
 
- Public Attributes inherited from Barotrauma.Prefab
readonly Identifier Identifier
 
readonly ContentFile ContentFile
 

Static Public Attributes

static readonly Identifier DamageType = "damage".ToIdentifier()
 
static readonly Identifier BurnType = "burn".ToIdentifier()
 
static readonly Identifier BleedingType = "bleeding".ToIdentifier()
 
static readonly Identifier ParalysisType = "paralysis".ToIdentifier()
 
static readonly Identifier PoisonType = "poison".ToIdentifier()
 
static readonly Identifier StunType = "stun".ToIdentifier()
 
static readonly Identifier EMPType = "emp".ToIdentifier()
 
static readonly Identifier SpaceHerpesType = "spaceherpes".ToIdentifier()
 
static readonly Identifier AlienInfectedType = "alieninfected".ToIdentifier()
 
static readonly Identifier InvertControlsType = "invertcontrols".ToIdentifier()
 
static readonly PrefabCollection< AfflictionPrefabPrefabs = new PrefabCollection<AfflictionPrefab>()
 
- Static Public Attributes inherited from Barotrauma.Prefab
static readonly ImmutableHashSet< Type > Types
 

Properties

static AfflictionPrefab InternalDamage [get]
 
static AfflictionPrefab BiteWounds [get]
 
static AfflictionPrefab ImpactDamage [get]
 
static AfflictionPrefab Bleeding [get]
 
static AfflictionPrefab Burn [get]
 
static AfflictionPrefab OxygenLow [get]
 
static AfflictionPrefab Bloodloss [get]
 
static AfflictionPrefab Pressure [get]
 
static AfflictionPrefab OrganDamage [get]
 
static AfflictionPrefab Stun [get]
 
static AfflictionPrefab RadiationSickness [get]
 
static IEnumerable< AfflictionPrefabList [get]
 
Identifier[] TargetSpecies [get, protected set]
 A list of species this affliction is allowed to affect. More...
 
IEnumerable< EffectEffects [get]
 
IList< PeriodicEffectPeriodicEffects [get]
 
ImmutableDictionary< Identifier, float > TreatmentSuitabilities = new Dictionary<Identifier, float>().ToImmutableDictionary() [get]
 
bool HasTreatments [get]
 Can this affliction be treated with some item? More...
 
- Properties inherited from Barotrauma.PrefabWithUintIdentifier
UInt32 UintIdentifier [get, set]
 
- Properties inherited from Barotrauma.Prefab
ContentPackageContentPackage [get]
 
ContentPath FilePath [get]
 

Additional Inherited Members

- Protected Member Functions inherited from Barotrauma.PrefabWithUintIdentifier
 PrefabWithUintIdentifier (ContentFile file, Identifier identifier)
 
 PrefabWithUintIdentifier (ContentFile file, ContentXElement element)
 
- Protected Member Functions inherited from Barotrauma.Prefab
virtual Identifier DetermineIdentifier (XElement element)
 

Detailed Description

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.

When defining a new affliction, the type will be determined by the element name.

<Afflictions>
<Affliction identifier="mycoolaffliction1" />
<AfflictionPrefabHusk identifier="mycoolaffliction2"/>
<AfflictionBleeding identifier="mycoolaffliction3"/>
</Afflictions>

Definition at line 206 of file AfflictionPrefab.cs.

Constructor & Destructor Documentation

◆ AfflictionPrefab()

Barotrauma.AfflictionPrefab.AfflictionPrefab ( ContentXElement  element,
AfflictionsFile  file,
Type  type 
)

Definition at line 865 of file AfflictionPrefab.cs.

Member Function Documentation

◆ ClearAllEffects()

static void Barotrauma.AfflictionPrefab.ClearAllEffects ( )
static

Removes all the effects of the prefab (including the sounds and other assets defined in them). Note that you need to call LoadAllEffectsAndTreatmentSuitabilities before trying to use the affliction again!

Definition at line 1036 of file AfflictionPrefab.cs.

◆ Dispose()

override void Barotrauma.AfflictionPrefab.Dispose ( )
virtual

Implements Barotrauma.Prefab.

Definition at line 633 of file AfflictionPrefab.cs.

◆ GetActiveEffect()

Effect Barotrauma.AfflictionPrefab.GetActiveEffect ( float  currentStrength)

Definition at line 1124 of file AfflictionPrefab.cs.

◆ GetDescription()

LocalizedString Barotrauma.AfflictionPrefab.GetDescription ( float  strength,
Description.TargetType  targetType 
)

Definition at line 1001 of file AfflictionPrefab.cs.

◆ GetTreatmentSuitability()

float Barotrauma.AfflictionPrefab.GetTreatmentSuitability ( Item  item)

Definition at line 1149 of file AfflictionPrefab.cs.

◆ Instantiate()

Affliction Barotrauma.AfflictionPrefab.Instantiate ( float  strength,
Character  source = null 
)

Definition at line 1108 of file AfflictionPrefab.cs.

◆ LoadAllEffectsAndTreatmentSuitabilities()

static void Barotrauma.AfflictionPrefab.LoadAllEffectsAndTreatmentSuitabilities ( )
static

Should be called before each round: loads all StatusEffects and refreshes treatment suitabilities.

Definition at line 1023 of file AfflictionPrefab.cs.

◆ ToString()

override string Barotrauma.AfflictionPrefab.ToString ( )

Definition at line 1103 of file AfflictionPrefab.cs.

Member Data Documentation

◆ AchievementOnReceived

readonly Identifier Barotrauma.AfflictionPrefab.AchievementOnReceived

Steam achievement given when the controlled character receives the affliction.

Definition at line 778 of file AfflictionPrefab.cs.

◆ AchievementOnRemoved

readonly Identifier Barotrauma.AfflictionPrefab.AchievementOnRemoved

Steam achievement given when the affliction is removed from the controlled character.

Definition at line 783 of file AfflictionPrefab.cs.

◆ ActivationThreshold

readonly float Barotrauma.AfflictionPrefab.ActivationThreshold = 0.0f

How high the strength has to be for the affliction to take effect

Definition at line 718 of file AfflictionPrefab.cs.

◆ AffectMachines

readonly bool Barotrauma.AfflictionPrefab.AffectMachines

If set to true, this affliction can affect characters that are marked as machines, such as the Fractal Guardian.

Definition at line 681 of file AfflictionPrefab.cs.

◆ AfflictionOverlay

readonly Sprite Barotrauma.AfflictionPrefab.AfflictionOverlay

A sprite that covers the affected player's entire screen when this affliction is active. Its opacity is controlled by the active effect's MinAfflictionOverlayAlphaMultiplier and MaxAfflictionOverlayAlphaMultiplier

Definition at line 852 of file AfflictionPrefab.cs.

◆ AfflictionOverlayAlphaIsLinear

readonly bool Barotrauma.AfflictionPrefab.AfflictionOverlayAlphaIsLinear

If set to true and the affliction has an AfflictionOverlay element, the overlay's opacity will be strictly proportional to its strength. Otherwise, the overlay's opacity will be determined based on its activation threshold and effects.

Definition at line 795 of file AfflictionPrefab.cs.

◆ AfflictionType

readonly Identifier Barotrauma.AfflictionPrefab.AfflictionType

Arbitrary string that is used to identify the type of the affliction.

Definition at line 647 of file AfflictionPrefab.cs.

◆ AlienInfectedType

readonly Identifier Barotrauma.AfflictionPrefab.AlienInfectedType = "alieninfected".ToIdentifier()
static

Definition at line 613 of file AfflictionPrefab.cs.

◆ BaseHealCost

readonly int Barotrauma.AfflictionPrefab.BaseHealCost

The minimum cost of healing this affliction at the medical clinic.

Definition at line 702 of file AfflictionPrefab.cs.

◆ BleedingType

readonly Identifier Barotrauma.AfflictionPrefab.BleedingType = "bleeding".ToIdentifier()
static

Definition at line 607 of file AfflictionPrefab.cs.

◆ BurnOverlayAlpha

readonly float Barotrauma.AfflictionPrefab.BurnOverlayAlpha

Opacity of the burn effect (darker tint) on limbs affected by this affliction. 1 = full strength.

Definition at line 769 of file AfflictionPrefab.cs.

◆ BurnType

readonly Identifier Barotrauma.AfflictionPrefab.BurnType = "burn".ToIdentifier()
static

Definition at line 606 of file AfflictionPrefab.cs.

◆ CauseOfDeathDescription

readonly LocalizedString Barotrauma.AfflictionPrefab.CauseOfDeathDescription

Definition at line 639 of file AfflictionPrefab.cs.

◆ DamageOverlayAlpha

readonly float Barotrauma.AfflictionPrefab.DamageOverlayAlpha

Opacity of the bloody damage overlay on limbs affected by this affliction. 1 = full strength.

Definition at line 774 of file AfflictionPrefab.cs.

◆ DamageParticles

readonly bool Barotrauma.AfflictionPrefab.DamageParticles

Should damage particles be emitted when a character receives this affliction? Only relevant if the affliction is of the type "bleeding" or "damage".

Definition at line 806 of file AfflictionPrefab.cs.

◆ DamageType

readonly Identifier Barotrauma.AfflictionPrefab.DamageType = "damage".ToIdentifier()
static

Definition at line 605 of file AfflictionPrefab.cs.

◆ Descriptions

readonly ImmutableList<Description> Barotrauma.AfflictionPrefab.Descriptions

Definition at line 642 of file AfflictionPrefab.cs.

◆ Duration

readonly float Barotrauma.AfflictionPrefab.Duration

The duration of the affliction, in seconds. If set to 0, the affliction does not expire.

Definition at line 759 of file AfflictionPrefab.cs.

◆ EMPType

readonly Identifier Barotrauma.AfflictionPrefab.EMPType = "emp".ToIdentifier()
static

Definition at line 611 of file AfflictionPrefab.cs.

◆ GrainBurst

readonly float Barotrauma.AfflictionPrefab.GrainBurst

The strength of the radiation grain effect to apply when the strength of this affliction increases.

Definition at line 738 of file AfflictionPrefab.cs.

◆ HealableInMedicalClinic

readonly bool Barotrauma.AfflictionPrefab.HealableInMedicalClinic

If set to true, this affliction can be healed at the medical clinic.

<doc> <override type="DefaultValue"> false if the affliction is a buff or has the type "geneticmaterialbuff" or "geneticmaterialdebuff", true otherwise. </override> </doc>

Definition at line 691 of file AfflictionPrefab.cs.

◆ HealCostMultiplier

readonly float Barotrauma.AfflictionPrefab.HealCostMultiplier

How much each unit of this affliction's strength will add to the cost of healing at the medical clinic.

Definition at line 697 of file AfflictionPrefab.cs.

◆ HideIconAfterDelay

readonly bool Barotrauma.AfflictionPrefab.HideIconAfterDelay

If set to true, this affliction's icon will be hidden from the HUD after 5 seconds.

Definition at line 713 of file AfflictionPrefab.cs.

◆ Icon

readonly Sprite Barotrauma.AfflictionPrefab.Icon

An icon that’s used in the UI to represent this affliction.

Definition at line 846 of file AfflictionPrefab.cs.

◆ IconColors

readonly Color [] Barotrauma.AfflictionPrefab.IconColors

A gradient that defines which color to render this affliction's icon with, based on the affliction's current strength.

Definition at line 789 of file AfflictionPrefab.cs.

◆ IgnoreTreatmentIfAfflictedBy

ImmutableHashSet<Identifier> Barotrauma.AfflictionPrefab.IgnoreTreatmentIfAfflictedBy

Bots will not try to treat the affliction if the character has any of these afflictions

Definition at line 754 of file AfflictionPrefab.cs.

◆ IndicatorLimb

readonly LimbType Barotrauma.AfflictionPrefab.IndicatorLimb

If the affliction doesn't affect individual limbs, this attribute determines where the game will render the affliction's indicator when viewed in the in-game health UI.

For example, the psychosis indicator is rendered on the head, and low oxygen is rendered on the torso.

Definition at line 662 of file AfflictionPrefab.cs.

◆ InvertControlsType

readonly Identifier Barotrauma.AfflictionPrefab.InvertControlsType = "invertcontrols".ToIdentifier()
static

Definition at line 614 of file AfflictionPrefab.cs.

◆ IsBuff

readonly bool Barotrauma.AfflictionPrefab.IsBuff

If set to true, the game will recognize this affliction as a buff. This means, among other things, that bots won't attempt to treat it, and the health UI will render the affected limb in green rather than red.

Definition at line 675 of file AfflictionPrefab.cs.

◆ KarmaChangeOnApplied

float Barotrauma.AfflictionPrefab.KarmaChangeOnApplied

How much karma changes when a player applies this affliction to someone (per strength of the affliction)

Definition at line 764 of file AfflictionPrefab.cs.

◆ LimbSpecific

readonly bool Barotrauma.AfflictionPrefab.LimbSpecific

If set to true, the affliction affects individual limbs. Otherwise, it affects the whole character.

Definition at line 652 of file AfflictionPrefab.cs.

◆ MaxStrength

readonly float Barotrauma.AfflictionPrefab.MaxStrength = 100.0f

The maximum strength this affliction can have.

Definition at line 733 of file AfflictionPrefab.cs.

◆ MedicalSkillGain

readonly float Barotrauma.AfflictionPrefab.MedicalSkillGain

An arbitrary modifier that affects how much medical skill is increased when you apply the affliction on a target. If the affliction causes damage or is of the 'poison' or 'paralysis' type, the skill is increased only when the target is hostile. If the affliction is of the 'buff' type, the skill is increased only when the target is friendly.

Definition at line 813 of file AfflictionPrefab.cs.

◆ Name

readonly LocalizedString Barotrauma.AfflictionPrefab.Name

Definition at line 637 of file AfflictionPrefab.cs.

◆ ParalysisType

readonly Identifier Barotrauma.AfflictionPrefab.ParalysisType = "paralysis".ToIdentifier()
static

Definition at line 608 of file AfflictionPrefab.cs.

◆ PoisonType

readonly Identifier Barotrauma.AfflictionPrefab.PoisonType = "poison".ToIdentifier()
static

Definition at line 609 of file AfflictionPrefab.cs.

◆ Prefabs

readonly PrefabCollection<AfflictionPrefab> Barotrauma.AfflictionPrefab.Prefabs = new PrefabCollection<AfflictionPrefab>()
static

Definition at line 629 of file AfflictionPrefab.cs.

◆ ResetBetweenRounds

readonly bool Barotrauma.AfflictionPrefab.ResetBetweenRounds

If set to true, this affliction will not persist between rounds.

Definition at line 800 of file AfflictionPrefab.cs.

◆ ShowBarInHealthMenu

readonly bool Barotrauma.AfflictionPrefab.ShowBarInHealthMenu

If set to false, the health UI will not show the strength of the affliction as a bar under its indicator.

Definition at line 708 of file AfflictionPrefab.cs.

◆ ShowIconThreshold

readonly float Barotrauma.AfflictionPrefab.ShowIconThreshold = 0.05f

How high the strength has to be for the affliction icon to be shown in the UI

Definition at line 723 of file AfflictionPrefab.cs.

◆ ShowIconToOthersThreshold

readonly float Barotrauma.AfflictionPrefab.ShowIconToOthersThreshold = 0.05f

How high the strength has to be for the affliction icon to be shown to others with a health scanner or via the health interface

Definition at line 728 of file AfflictionPrefab.cs.

◆ ShowInHealthScannerThreshold

readonly float Barotrauma.AfflictionPrefab.ShowInHealthScannerThreshold

How high the strength has to be for the affliction icon to be shown with a health scanner

Definition at line 743 of file AfflictionPrefab.cs.

◆ SpaceHerpesType

readonly Identifier Barotrauma.AfflictionPrefab.SpaceHerpesType = "spaceherpes".ToIdentifier()
static

Definition at line 612 of file AfflictionPrefab.cs.

◆ StunType

readonly Identifier Barotrauma.AfflictionPrefab.StunType = "stun".ToIdentifier()
static

Definition at line 610 of file AfflictionPrefab.cs.

◆ TranslationIdentifier

readonly Identifier Barotrauma.AfflictionPrefab.TranslationIdentifier

Can be set to the identifier of another affliction to make this affliction reuse the same name and description.

Definition at line 668 of file AfflictionPrefab.cs.

◆ TreatmentThreshold

readonly float Barotrauma.AfflictionPrefab.TreatmentThreshold

How strong the affliction needs to be before bots attempt to treat it. Also effects when the affliction is shown in the suitable treatments list.

Definition at line 749 of file AfflictionPrefab.cs.

◆ WeaponsSkillGain

readonly float Barotrauma.AfflictionPrefab.WeaponsSkillGain

An arbitrary modifier that affects how much weapons skill is increased when you apply the affliction on a target. The skill is increased only when the target is hostile.

Definition at line 819 of file AfflictionPrefab.cs.

Property Documentation

◆ BiteWounds

AfflictionPrefab Barotrauma.AfflictionPrefab.BiteWounds
staticget

Definition at line 617 of file AfflictionPrefab.cs.

◆ Bleeding

AfflictionPrefab Barotrauma.AfflictionPrefab.Bleeding
staticget

Definition at line 619 of file AfflictionPrefab.cs.

◆ Bloodloss

AfflictionPrefab Barotrauma.AfflictionPrefab.Bloodloss
staticget

Definition at line 622 of file AfflictionPrefab.cs.

◆ Burn

AfflictionPrefab Barotrauma.AfflictionPrefab.Burn
staticget

Definition at line 620 of file AfflictionPrefab.cs.

◆ Effects

IEnumerable<Effect> Barotrauma.AfflictionPrefab.Effects
get

Definition at line 837 of file AfflictionPrefab.cs.

◆ HasTreatments

bool Barotrauma.AfflictionPrefab.HasTreatments
get

Can this affliction be treated with some item?

Definition at line 863 of file AfflictionPrefab.cs.

◆ ImpactDamage

AfflictionPrefab Barotrauma.AfflictionPrefab.ImpactDamage
staticget

Definition at line 618 of file AfflictionPrefab.cs.

◆ InternalDamage

AfflictionPrefab Barotrauma.AfflictionPrefab.InternalDamage
staticget

Definition at line 616 of file AfflictionPrefab.cs.

◆ List

IEnumerable<AfflictionPrefab> Barotrauma.AfflictionPrefab.List
staticget

Definition at line 631 of file AfflictionPrefab.cs.

◆ OrganDamage

AfflictionPrefab Barotrauma.AfflictionPrefab.OrganDamage
staticget

Definition at line 624 of file AfflictionPrefab.cs.

◆ OxygenLow

AfflictionPrefab Barotrauma.AfflictionPrefab.OxygenLow
staticget

Definition at line 621 of file AfflictionPrefab.cs.

◆ PeriodicEffects

IList<PeriodicEffect> Barotrauma.AfflictionPrefab.PeriodicEffects
get

Definition at line 839 of file AfflictionPrefab.cs.

◆ Pressure

AfflictionPrefab Barotrauma.AfflictionPrefab.Pressure
staticget

Definition at line 623 of file AfflictionPrefab.cs.

◆ RadiationSickness

AfflictionPrefab Barotrauma.AfflictionPrefab.RadiationSickness
staticget

Definition at line 626 of file AfflictionPrefab.cs.

◆ Stun

AfflictionPrefab Barotrauma.AfflictionPrefab.Stun
staticget

Definition at line 625 of file AfflictionPrefab.cs.

◆ TargetSpecies

Identifier [] Barotrauma.AfflictionPrefab.TargetSpecies
getprotected set

A list of species this affliction is allowed to affect.

Definition at line 824 of file AfflictionPrefab.cs.

◆ TreatmentSuitabilities

ImmutableDictionary<Identifier, float> Barotrauma.AfflictionPrefab.TreatmentSuitabilities = new Dictionary<Identifier, float>().ToImmutableDictionary()
get

Definition at line 854 of file AfflictionPrefab.cs.