Barotrauma Server Doc
Barotrauma.Structure Member List

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

AddDamage(int sectionIndex, float damage, Character attacker=null, bool emitParticles=true)Barotrauma.Structure
AddDamage(Character attacker, Vector2 worldPosition, Attack attack, Vector2 impulseDirection, float deltaTime, bool playSound=false)Barotrauma.Structure
AddLinked(MapEntity entity)Barotrauma.MapEntity
AddUpgrade(Upgrade upgrade, bool createNetworkEvent=false)Barotrauma.Structurevirtual
AiTargetBarotrauma.Entity
aiTargetBarotrauma.Entityprotected
AllowedLinksBarotrauma.MapEntity
AllSectionBodiesDisabled()Barotrauma.Structure
BodiesBarotrauma.Structure
BodyHeightBarotrauma.Structure
BodyOffsetBarotrauma.Structure
BodyRotationBarotrauma.Structure
BodyWidthBarotrauma.Structure
CastShadowBarotrauma.Structure
CheckIsHighlighted()Barotrauma.MapEntityprotectedvirtual
ClearHighlightedEntities()Barotrauma.MapEntitystatic
Clone()Barotrauma.Structurevirtual
Barotrauma::MapEntity.Clone(List< MapEntity > entitiesToClone)Barotrauma.MapEntitystatic
CreationIndexBarotrauma.Entity
CreationStackTraceBarotrauma.Entity
CrushDepthBarotrauma.Structure
DefaultRectBarotrauma.Structure
DetermineID(ushort id, Submarine submarine)Barotrauma.Entityprotectedvirtual
DirectionUnitBarotrauma.Structureprotected
DisallowedUpgradesBarotrauma.MapEntity
DisallowedUpgradeSetBarotrauma.MapEntity
DrawBelowWaterBarotrauma.Structure
DrawDamageEffectBarotrauma.Structure
DrawOverWaterBarotrauma.Structure
DrawPositionBarotrauma.Entity
DropShadowOffsetBarotrauma.Structure
DummyIDBarotrauma.Entitystatic
DumpIds(int count, string filename)Barotrauma.Entitystatic
Entity(Submarine submarine, ushort id)Barotrauma.Entity
EntityCountBarotrauma.Entitystatic
EntitySpawnerIDBarotrauma.Entitystatic
ErrorLineBarotrauma.Entity
ExternalHighlightBarotrauma.MapEntity
FindEntityByID(ushort ID)Barotrauma.Entitystatic
FindFreeIdBlock(int minBlockSize)Barotrauma.Entitystatic
FindPrefab(string name, Identifier identifier)Barotrauma.Structurestatic
FindSectionIndex(Vector2 displayPos, bool world=false, bool clamp=false)Barotrauma.Structure
flippedXBarotrauma.MapEntityprotected
FlippedXBarotrauma.MapEntity
FlippedYBarotrauma.MapEntity
FlipX(bool relativeToSub)Barotrauma.Structurevirtual
FlipY(bool relativeToSub)Barotrauma.Structurevirtual
FreeID()Barotrauma.Entity
GetAttachTarget(Vector2 worldPosition)Barotrauma.Structurestatic
GetEntities()Barotrauma.Entitystatic
GetLinkedEntities< T >(HashSet< T > list=null, int? maxDepth=null, Func< T, bool > filter=null)Barotrauma.MapEntity
GetSection(int sectionIndex)Barotrauma.Structure
GetTransformedQuad()Barotrauma.Structurevirtual
GetUpgrade(Identifier identifier)Barotrauma.MapEntity
GetUpgrades()Barotrauma.MapEntity
HasBodyBarotrauma.Structure
HasDamageBarotrauma.Structure
HasUpgrade(Identifier identifier)Barotrauma.MapEntity
HealthBarotrauma.Structure
HiddenInGameBarotrauma.MapEntity
highlightedEntitiesBarotrauma.MapEntityprotectedstatic
HighlightedEntitiesBarotrauma.MapEntitystatic
IDBarotrauma.Entity
IdFreedBarotrauma.Entity
IndestructibleBarotrauma.Structure
InDetectableBarotrauma.Entity
InitializeLoadedLinks(IEnumerable< MapEntity > entities)Barotrauma.MapEntitystatic
InsertToList()Barotrauma.MapEntityprotected
IsHighlightedBarotrauma.MapEntity
IsHorizontalBarotrauma.Structure
IsMouseOn(Vector2 position)Barotrauma.Structurevirtual
IsPlatformBarotrauma.Structure
LayerBarotrauma.MapEntity
LinkableBarotrauma.MapEntity
linkedToBarotrauma.MapEntity
linkedToIDBarotrauma.MapEntityprotected
Load(ContentXElement element, Submarine submarine, IdRemap idRemap)Barotrauma.Structurestatic
LoadAll(Submarine submarine, XElement parentElement, string filePath, int idOffset)Barotrauma.MapEntitystatic
MapEntity(MapEntityPrefab prefab, Submarine submarine, ushort id)Barotrauma.MapEntity
MapEntityListBarotrauma.MapEntitystatic
MapEntityUpdateIntervalBarotrauma.MapEntitystatic
MapLoaded(List< MapEntity > entities, bool updateHulls)Barotrauma.MapEntitystatic
MaxEntityCountBarotrauma.Entitystatic
MaxHealthBarotrauma.Structure
Move(Vector2 amount, bool ignoreContacts=true)Barotrauma.Structurevirtual
NameBarotrauma.Structure
NoAITargetBarotrauma.Structure
NullEntityIDBarotrauma.Entitystatic
OnMapLoaded()Barotrauma.Structurevirtual
OriginalContainerIndexBarotrauma.MapEntity
OriginalModuleIndexBarotrauma.MapEntity
ParseLinks(XElement element, IdRemap idRemap)Barotrauma.MapEntityprotected
PositionBarotrauma.MapEntity
PoweredUpdateIntervalBarotrauma.MapEntitystatic
PrefabBarotrauma.Structure
RectBarotrauma.Structure
rectBarotrauma.MapEntityprotected
RectHeightBarotrauma.MapEntity
RectWidthBarotrauma.MapEntity
Remove()Barotrauma.Structurevirtual
RemoveAll()Barotrauma.Entitystatic
RemovedBarotrauma.Entity
RemoveIfLinkedOutpostDoorInUseBarotrauma.MapEntity
RemoveLinked(MapEntity e)Barotrauma.MapEntity
ReservedIDStartBarotrauma.Entitystatic
Reset()Barotrauma.Structurevirtual
ResizeHorizontalBarotrauma.MapEntity
ResizeVerticalBarotrauma.MapEntity
ResolveLinks(IdRemap childRemap)Barotrauma.MapEntity
RespawnManagerIDBarotrauma.Entitystatic
RotationBarotrauma.Structure
rotationRadBarotrauma.Structureprotected
Save(XElement parentElement)Barotrauma.Structurevirtual
ScaleBarotrauma.Structure
ScaleWhenTextureOffsetSetBarotrauma.Structure
SectionBodyDisabled(int sectionIndex)Barotrauma.Structure
SectionCountBarotrauma.Structure
SectionDamage(int sectionIndex)Barotrauma.Structure
SectionIsLeaking(int sectionIndex)Barotrauma.Structure
SectionIsLeakingFromOutside(int sectionIndex)Barotrauma.Structure
SectionLength(int sectionIndex)Barotrauma.Structure
SectionPosition(int sectionIndex, bool world=false)Barotrauma.Structure
SectionsBarotrauma.Structure
SerializablePropertiesBarotrauma.Structure
ServerEventWrite(IWriteMessage msg, Client c, NetEntityEvent.IData extraData=null)Barotrauma.Structure
SetCollisionCategory(Category collisionCategory)Barotrauma.Structure
SetDamage(int sectionIndex, float damage, Character attacker=null, bool createNetworkEvent=true, bool isNetworkEvent=true, bool createExplosionEffect=true)Barotrauma.Structure
SetUpgrade(Upgrade upgrade, bool createNetworkEvent=false)Barotrauma.MapEntity
ShallowRemove()Barotrauma.Structurevirtual
ShouldBeSavedBarotrauma.MapEntity
SightRangeBarotrauma.MapEntity
Barotrauma::MapEntity.SimPositionBarotrauma.MapEntity
Barotrauma::IDamageable.SimPositionBarotrauma.IDamageable
SoundRangeBarotrauma.MapEntity
SpawnerBarotrauma.Entitystatic
SpawnTimeBarotrauma.Entity
SpecialTagBarotrauma.Structure
SpriteBarotrauma.Structure
SpriteColorBarotrauma.Structure
spriteColorBarotrauma.Structureprotected
SpriteDepthBarotrauma.MapEntity
SpriteDepthOverrideIsSetBarotrauma.MapEntity
SpriteOverrideDepthBarotrauma.MapEntity
StairDirectionBarotrauma.Structure
Structure(Rectangle rectangle, StructurePrefab sp, Submarine submarine, ushort id=Entity.NullEntityID, XElement element=null)Barotrauma.Structure
SubmarineBarotrauma.Entity
TagsBarotrauma.Structure
TextureOffsetBarotrauma.Structure
textureOffsetBarotrauma.Structureprotected
textureScaleBarotrauma.Structureprotected
TextureScaleBarotrauma.Structure
ToString()Barotrauma.Structure
unresolvedLinkedToIDBarotrauma.MapEntity
Update(float deltaTime, Camera cam)Barotrauma.Structurevirtual
UpdateAll(float deltaTime, Camera cam)Barotrauma.MapEntitystatic
UpgradesBarotrauma.MapEntityprotected
UseDropShadowBarotrauma.Structure
WallListBarotrauma.Structurestatic
WallSectionSizeBarotrauma.Structurestatic
Barotrauma::MapEntity.WorldPositionBarotrauma.Entity
Barotrauma::IDamageable.WorldPositionBarotrauma.IDamageable
WorldRectBarotrauma.MapEntity