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| Limb (Ragdoll ragdoll, Character character, LimbParams limbParams) |
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void | MoveToPos (Vector2 pos, float force, bool pullFromCenter=false) |
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void | MirrorPullJoint () |
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AttackResult | AddDamage (Vector2 simPosition, float damage, float bleedingDamage, float burnDamage, bool playSound) |
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AttackResult | AddDamage (Vector2 simPosition, IEnumerable< Affliction > afflictions, bool playSound, float damageMultiplier=1, float penetration=0f, Character attacker=null) |
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bool | SectorHit (Vector2 armorSector, Vector2 simPosition) |
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void | Update (float deltaTime) |
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void | HideAndDisable (float duration=0, bool ignoreCollisions=true) |
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void | ReEnable () |
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bool | UpdateAttack (float deltaTime, Vector2 attackSimPos, IDamageable damageTarget, out AttackResult attackResult, float distance=-1, Limb targetLimb=null) |
| Returns true if the attack successfully hit something. If the distance is not given, it will be calculated. More...
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void | ExecuteAttack (IDamageable damageTarget, Limb targetLimb, out AttackResult attackResult) |
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void | Release () |
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void | ApplyStatusEffects (ActionType actionType, float deltaTime) |
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void | Blink () |
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void | UpdateBlink (float deltaTime, float referenceRotation) |
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IEnumerable< LimbJoint > | GetConnectedJoints () |
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IEnumerable< Limb > | GetConnectedLimbs () |
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void | Remove () |
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void | LoadParams () |
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float | SeveredFadeOutTime = 10 [get] |
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Vector2 | StepOffset [get] |
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bool | InWater [get, set] |
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bool | IgnoreCollisions [get, set] |
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Vector2 | MouthPos [get, set] |
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List< DamageModifier > | DamageModifiers = new List<DamageModifier>() [get] |
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int | HealthIndex [get] |
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float | Scale [get] |
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float | AttackPriority [get] |
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bool? | DoesFlip [get] |
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bool | DoesMirror [get] |
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float | SteerForce [get] |
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bool | IsLowerBody [get] |
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bool | IsLeg [get] |
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bool? | IsSevered [get, set] |
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Submarine | Submarine [get] |
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bool | Hidden [get, set] |
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Vector2?? | WorldPosition [get] |
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Vector2??? | Position [get] |
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Vector2 | SimPosition [get] |
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float | Rotation [get] |
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Vector2 | AnimTargetPos [get] |
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float | Mass [get] |
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bool | Disabled [get, set] |
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Vector2 | LinearVelocity [get] |
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float?? | Dir [get, set] |
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int | RefJointIndex [get] |
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bool | PullJointEnabled [get, set] |
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float | PullJointMaxForce [get, set] |
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Vector2 | PullJointWorldAnchorA [get, set] |
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Vector2 | PullJointWorldAnchorB [get, set] |
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Vector2 | PullJointLocalAnchorA [get] |
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bool | Removed [get] |
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Items.Components.Rope | AttachedRope [get, set] |
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string | Name [get] |
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bool | IsDead [get] |
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float | Health [get] |
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float | HealthPercentage [get] |
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bool | IsHuman [get] |
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AIState | AIState [get] |
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bool | IsFlipped [get] |
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bool | CanBeSeveredAlive [get] |
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Dictionary< Identifier, SerializableProperty > | SerializableProperties [get] |
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Dictionary< ActionType, List< StatusEffect > > | StatusEffects [get] |
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bool | IsStuck [get] |
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string | Name [get] |
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Dictionary< Identifier, SerializableProperty > | SerializableProperties [get] |
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Vector2 | Position [get] |
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Vector2 | WorldPosition [get] |
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Vector2 | SimPosition [get] |
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Submarine | Submarine [get] |
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Definition at line 204 of file Limb.cs.
◆ Limb()
Barotrauma.Limb.Limb |
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Ragdoll |
ragdoll, |
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Character |
character, |
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LimbParams |
limbParams |
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) |
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◆ AddDamage() [1/2]
AttackResult Barotrauma.Limb.AddDamage |
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Vector2 |
simPosition, |
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float |
damage, |
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float |
bleedingDamage, |
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float |
burnDamage, |
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bool |
playSound |
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) |
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◆ AddDamage() [2/2]
AttackResult Barotrauma.Limb.AddDamage |
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Vector2 |
simPosition, |
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IEnumerable< Affliction > |
afflictions, |
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bool |
playSound, |
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float |
damageMultiplier = 1 , |
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float |
penetration = 0f , |
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Character |
attacker = null |
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) |
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◆ ApplyStatusEffects()
void Barotrauma.Limb.ApplyStatusEffects |
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ActionType |
actionType, |
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float |
deltaTime |
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) |
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◆ Blink()
void Barotrauma.Limb.Blink |
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| ) |
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◆ ExecuteAttack()
◆ GetArmorSectorSize()
float Barotrauma.Limb.GetArmorSectorSize |
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Vector2 |
armorSector | ) |
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protected |
◆ GetConnectedJoints()
IEnumerable<LimbJoint> Barotrauma.Limb.GetConnectedJoints |
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| ) |
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◆ GetConnectedLimbs()
IEnumerable<Limb> Barotrauma.Limb.GetConnectedLimbs |
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| ) |
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◆ HideAndDisable()
void Barotrauma.Limb.HideAndDisable |
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float |
duration = 0 , |
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bool |
ignoreCollisions = true |
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) |
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◆ LoadParams()
void Barotrauma.Limb.LoadParams |
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| ) |
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◆ MirrorPullJoint()
void Barotrauma.Limb.MirrorPullJoint |
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| ) |
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◆ MoveToPos()
void Barotrauma.Limb.MoveToPos |
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Vector2 |
pos, |
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float |
force, |
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bool |
pullFromCenter = false |
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) |
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◆ ReEnable()
void Barotrauma.Limb.ReEnable |
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| ) |
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◆ Release()
void Barotrauma.Limb.Release |
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| ) |
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◆ Remove()
void Barotrauma.Limb.Remove |
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| ) |
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◆ SectorHit()
bool Barotrauma.Limb.SectorHit |
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Vector2 |
armorSector, |
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Vector2 |
simPosition |
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) |
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◆ Update()
void Barotrauma.Limb.Update |
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float |
deltaTime | ) |
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◆ UpdateAttack()
bool Barotrauma.Limb.UpdateAttack |
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float |
deltaTime, |
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Vector2 |
attackSimPos, |
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IDamageable |
damageTarget, |
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out AttackResult |
attackResult, |
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float |
distance = -1 , |
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Limb |
targetLimb = null |
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) |
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Returns true if the attack successfully hit something. If the distance is not given, it will be calculated.
Definition at line 970 of file Limb.cs.
◆ UpdateBlink()
void Barotrauma.Limb.UpdateBlink |
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float |
deltaTime, |
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float |
referenceRotation |
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) |
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◆ attack
readonly Attack Barotrauma.Limb.attack |
◆ BlinkPhase
float Barotrauma.Limb.BlinkPhase |
◆ body
◆ character
◆ DebugRefPos
Vector2 Barotrauma.Limb.DebugRefPos |
◆ DebugTargetPos
Vector2 Barotrauma.Limb.DebugTargetPos |
◆ FreezeBlinkState
bool Barotrauma.Limb.FreezeBlinkState |
◆ Hull
Hull Barotrauma.Limb.Hull |
◆ OtherWearables
◆ Params
readonly LimbParams Barotrauma.Limb.Params |
◆ ragdoll
readonly Ragdoll Barotrauma.Limb.ragdoll |
Note that during the limb initialization, character.AnimController returns null, whereas this field is already assigned.
Definition at line 213 of file Limb.cs.
◆ type
◆ WearingItems
◆ AIState
◆ AnimTargetPos
Vector2 Barotrauma.Limb.AnimTargetPos |
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get |
◆ AttachedRope
◆ AttackPriority
float Barotrauma.Limb.AttackPriority |
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get |
◆ CanBeSeveredAlive
bool Barotrauma.Limb.CanBeSeveredAlive |
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get |
◆ DamageModifiers
◆ Dir
float?? Barotrauma.Limb.Dir |
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getset |
◆ Disabled
bool Barotrauma.Limb.Disabled |
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getset |
◆ DoesFlip
bool? Barotrauma.Limb.DoesFlip |
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get |
◆ DoesMirror
bool Barotrauma.Limb.DoesMirror |
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get |
◆ Health
float Barotrauma.Limb.Health |
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get |
◆ HealthIndex
int Barotrauma.Limb.HealthIndex |
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get |
◆ HealthPercentage
float Barotrauma.Limb.HealthPercentage |
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get |
◆ Hidden
bool Barotrauma.Limb.Hidden |
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getset |
◆ IgnoreCollisions
bool Barotrauma.Limb.IgnoreCollisions |
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getset |
◆ InWater
bool Barotrauma.Limb.InWater |
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getset |
◆ IsDead
bool Barotrauma.Limb.IsDead |
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get |
◆ IsFlipped
bool Barotrauma.Limb.IsFlipped |
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get |
◆ IsHuman
bool Barotrauma.Limb.IsHuman |
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get |
◆ IsLeg
bool Barotrauma.Limb.IsLeg |
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get |
◆ IsLowerBody
bool Barotrauma.Limb.IsLowerBody |
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get |
◆ IsSevered
bool? Barotrauma.Limb.IsSevered |
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getset |
◆ IsStuck
bool Barotrauma.Limb.IsStuck |
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get |
◆ LinearVelocity
Vector2 Barotrauma.Limb.LinearVelocity |
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get |
◆ Mass
float Barotrauma.Limb.Mass |
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get |
◆ MouthPos
Vector2 Barotrauma.Limb.MouthPos |
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getset |
◆ Name
string Barotrauma.Limb.Name |
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get |
◆ Position
Vector2??? Barotrauma.Limb.Position |
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get |
◆ PullJointEnabled
bool Barotrauma.Limb.PullJointEnabled |
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getset |
◆ PullJointLocalAnchorA
Vector2 Barotrauma.Limb.PullJointLocalAnchorA |
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get |
◆ PullJointMaxForce
float Barotrauma.Limb.PullJointMaxForce |
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getset |
◆ PullJointWorldAnchorA
Vector2 Barotrauma.Limb.PullJointWorldAnchorA |
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getset |
◆ PullJointWorldAnchorB
Vector2 Barotrauma.Limb.PullJointWorldAnchorB |
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getset |
◆ RefJointIndex
int Barotrauma.Limb.RefJointIndex |
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get |
◆ Removed
bool Barotrauma.Limb.Removed |
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get |
◆ Rotation
float Barotrauma.Limb.Rotation |
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get |
◆ Scale
float Barotrauma.Limb.Scale |
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get |
◆ SerializableProperties
◆ SeveredFadeOutTime
float Barotrauma.Limb.SeveredFadeOutTime = 10 |
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get |
◆ SimPosition
Vector2 Barotrauma.Limb.SimPosition |
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get |
◆ StatusEffects
◆ SteerForce
float Barotrauma.Limb.SteerForce |
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get |
◆ StepOffset
Vector2 Barotrauma.Limb.StepOffset |
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get |
◆ Submarine
◆ WorldPosition
Vector2?? Barotrauma.Limb.WorldPosition |
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get |