Barotrauma Server Doc
Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12345]
 CBarotrauma.Abilities.AbilityCondition
 CBarotrauma.Abilities.AbilityObject
 CBarotrauma.Level.AbyssIsland
 CBarotrauma.Networking.AccountId
 CBarotrauma.Networking.AccountInfo
 CBarotrauma.CrewManager.ActiveOrder
 CBarotrauma.ActiveTeamChange
 CBarotrauma.Networking.Address
 CBarotrauma.AIChatMessage
 CBarotrauma.AIObjective
 CBarotrauma.AIObjectiveLoop< Character >
 CBarotrauma.AIObjectiveLoop< Gap >
 CBarotrauma.AIObjectiveLoop< Hull >
 CBarotrauma.AIObjectiveLoop< Item >
 CBarotrauma.AIObjectiveLoop< PowerContainer >
 CBarotrauma.AIObjectiveLoop< Pump >
 CBarotrauma.AIObjectiveManager
 CBarotrauma.AITarget
 CBarotrauma.MapCreatures.Behavior.BallastFloraBehavior.AITarget
 CBarotrauma.AITargetMemory
 CBarotrauma.AfflictionPrefab.Effect.AppliedStatValueStatType that will be applied to the affected character when the effect is active that is proportional to the effect's strength
 CAssemblyLoadContext
 CAssemblyManagerProvides functionality for the loading, unloading and management of plugins implementing IAssemblyPlugin. All plugins are loaded into their own AssemblyLoadContext along with their dependencies
 CBarotrauma.Character.Attacker
 CBarotrauma.IDamageable.AttackEventData
 CBarotrauma.AttackResult
 CAttribute
 CBarotrauma.GameSettings.Config.AudioSettings
 CBarotrauma.FactionPrefab.AutomaticMission
 CBarotrauma.AutonomousObjective
 CBarotrauma.BackgroundSection
 CBarotrauma.MapCreatures.Behavior.BallastFloraBranch
 CBarotrauma.MapCreatures.Behavior.BallastFloraStateMachine
 CBarotrauma.Networking.BanList
 CBarotrauma.Networking.BannedPlayer
 CBinaryOptionAction
 CBarotrauma.CachedDistance
 CBarotrauma.NetSerializableProperties.CachedReflectedVariable
 CBarotrauma.Camera
 CBarotrauma.CargoManager
 CBarotrauma.CauseOfDeath
 CBarotrauma.Level.Cave
 CBarotrauma.Abilities.CharacterAbility
 CBarotrauma.Abilities.CharacterAbilityGroup
 CBarotrauma.CharacterCampaignData
 CBarotrauma.CharacterHealth
 CCharacterHUD
 CBarotrauma.CharacterInfo
 CBarotrauma.CharacterTalent
 CBarotrauma.Networking.ChatMessage
 CBarotrauma.LevelObjectPrefab.ChildObject
 CBarotrauma.Level.ClusterLocation
 CBarotrauma.ColoredText
 CBarotrauma.DebugConsole.Command
 CBarotrauma.ItemPrefab.CommonnessInfo
 CBarotrauma.ConditionalSprite
 CBarotrauma.GameSettings.Config
 CBarotrauma.Items.Components.Connection
 CBarotrauma.ContentFileBase 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
 CBarotrauma.ContentPackage
 CBarotrauma.ContentPackageId
 CBarotrauma.ContentPath
 CBarotrauma.ContentXElement
 CCoordinateSpace2D
 CBarotrauma.CoroutineHandle
 CBarotrauma.CoroutineStatus
 CBarotrauma.CrewManager
 CBarotrauma.Decal
 CBarotrauma.DeconstructItem
 CBarotrauma.DeformableSprite
 CBarotrauma.DelayedListElement
 CRunConfig.Dependency
 CBarotrauma.AfflictionPrefab.DescriptionThe 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
 CBarotrauma.IO.DirectoryInfo
 CBarotrauma.DoSProtection.DoSActionA struct that executes an action when it's created and another one when it's disposed
 CVoronoi2.DoubleVector2
 CBarotrauma.DurationListElement
 CVoronoi2.Edge
 CBarotrauma.AfflictionPrefab.EffectEffects are the primary way to add functionality to afflictions
 CBarotrauma.Either< T, U >
 CBarotrauma.Either< Barotrauma.Identifier[], Barotrauma.EventPrefab >
 CBarotrauma.Either< Barotrauma.Networking.Address, Barotrauma.Networking.AccountId >
 CBarotrauma.Either< SubmarineClass, int >
 CBarotrauma.Networking.Endpoint
 CBarotrauma.EntityGrid
 CBarotrauma.EventLog.Entry
 CBarotrauma.Event
 CBarotrauma.EventLog.Event
 CBarotrauma.EventAction
 CEventAction
 CBarotrauma.EventLogUsed to store logs of scripted events (a sort of "quest log")
 CEventLog
 CBarotrauma.EventManager
 CException
 CBarotrauma.ExplosionExplosions are area of effect attacks that can damage characters, items and structures
 CBarotrauma.FabricationRecipe
 CBarotrauma.Faction
 CBarotrauma.IO.FileInfo
 CBarotrauma.Networking.FileSender
 CBarotrauma.Networking.FileSender.FileTransferOut
 CBarotrauma.ItemPrefab.FixedQuantityResourceInfo
 CBarotrauma.GameMain
 CBarotrauma.GameMode
 CBarotrauma.GameModePreset
 CBarotrauma.GameSession
 CBarotrauma.GenericPrefabFile< BallastFloraPrefab >
 CBarotrauma.GenericPrefabFile< CaveGenerationParams >
 CBarotrauma.GenericPrefabFile< CorpsePrefab >
 CBarotrauma.GenericPrefabFile< EventManagerSettings >
 CBarotrauma.GenericPrefabFile< FactionPrefab >
 CBarotrauma.GenericPrefabFile< ItemAssemblyPrefab >
 CBarotrauma.GenericPrefabFile< ItemPrefab >
 CBarotrauma.GenericPrefabFile< LevelObjectPrefab >
 CBarotrauma.GenericPrefabFile< LocationType >
 CBarotrauma.GenericPrefabFile< MissionPrefab >
 CBarotrauma.GenericPrefabFile< NPCPersonalityTrait >
 CBarotrauma.GenericPrefabFile< NPCSet >
 CBarotrauma.GenericPrefabFile< OutpostGenerationParams >
 CBarotrauma.GenericPrefabFile< RuinGenerationParams >
 CBarotrauma.GenericPrefabFile< SlideshowPrefab >
 CBarotrauma.GenericPrefabFile< StartItemSet >
 CBarotrauma.GenericPrefabFile< StructurePrefab >
 CBarotrauma.GenericPrefabFile< TalentPrefab >
 CBarotrauma.GenericPrefabFile< TalentTree >
 CBarotrauma.GenericPrefabFile< TutorialPrefab >
 CBarotrauma.GenericPrefabFile< UpgradeContentPrefab >
 CBarotrauma.GenericPrefabFile< WreckAIConfig >
 CBarotrauma.StatusEffect.GiveSkillIncreases a character's skills when the effect executes. Only valid if the target is a character or a limb
 CBarotrauma.StatusEffect.GiveTalentInfoUnlocks a talent, or multiple talents when the effect executes. Only valid if the target is a character or a limb
 CVoronoi2.GraphEdge
 CBarotrauma.GameSettings.Config.GraphicsSettings
 CBarotrauma.Items.Components.GridInfo
 CVoronoi2.Halfedge
 CBarotrauma.CharacterInfo.HeadInfo
 CBarotrauma.FactionPrefab.HireableCharacter
 CBarotrauma.HireManager
 CBarotrauma.Homoglyphs
 CBarotrauma.HttpUtility
 CBarotrauma.Abilities.IAbilityAffliction
 CBarotrauma.Abilities.IAbilityAttackResult
 CBarotrauma.Abilities.IAbilityCharacter
 CBarotrauma.Abilities.IAbilityItem
 CBarotrauma.Abilities.IAbilityItemPrefab
 CBarotrauma.Abilities.IAbilityLocation
 CBarotrauma.Abilities.IAbilityMission
 CBarotrauma.Abilities.IAbilitySkillIdentifier
 CBarotrauma.Abilities.IAbilitySubmarine
 CBarotrauma.Abilities.IAbilityValue
 CBarotrauma.MapCreatures.Behavior.IBallastFloraState
 CBarotrauma.ICircuitBoxIdentifiable
 CICollection
 CIComparable
 CIComparer
 CBarotrauma.IDamageable
 CBarotrauma.Networking.NetEntityEvent.IData
 CIDisposable
 CBarotrauma.Items.Components.IDrawableComponent
 CBarotrauma.IdRemap
 CBarotrauma.EntitySpawner.IEntitySpawnInfo
 CIEnumerable
 CIEquatable
 CBarotrauma.Items.Components.ItemComponent.IEventData
 CIEventData
 CBarotrauma.IFishAnimation
 CBarotrauma.IHumanAnimation
 CBarotrauma.IImplementsVariants< T >
 CBarotrauma.IImplementsVariants< CharacterPrefab >
 CBarotrauma.IImplementsVariants< ItemPrefab >
 CIList
 CBarotrauma.IMemorizable< T >
 CBarotrauma.IMemorizable< AnimationParams >
 CBarotrauma.IMemorizable< RagdollParams >
 CBarotrauma.Networking.INetSerializable
 CBarotrauma.Level.InterestingPosition
 CBarotrauma.Networking.IReadMessage
 CIReadOnlyDictionary
 CIReadOnlyList
 CBarotrauma.NetSerializableProperties.IReadWriteBehavior
 CBarotrauma.ISerializableEntity
 CBarotrauma.ISpatialEntity
 CBarotrauma.ISteerable
 CBarotrauma.PetBehavior.ItemProduction.Item
 CItem
 CBarotrauma.Inventory.ItemSlot
 CBarotrauma.Voting.IVote
 CBarotrauma.Networking.IWriteMessage
 CBarotrauma.Job
 CBarotrauma.Key
 CBarotrauma.LanguageIdentifier
 CBarotrauma.LatchOntoAI
 CBarotrauma.LevelData
 CBarotrauma.LevelTrigger
 CBarotrauma.CharacterHealth.LimbHealth
 CBarotrauma.LimbJoint
 CBarotrauma.ListDictionary< Barotrauma.Identifier, Barotrauma.LocalizedString >
 CAssemblyManager.LoadedACL
 CBarotrauma.Location
 CBarotrauma.Map.LocationChangeInfo
 CBarotrauma.LocationConnection
 CBarotrauma.LocationTypeChange
 CBarotrauma.LStringSplitter
 CBarotrauma.LuaByte
 CBarotrauma.LuaCsConfig
 CBarotrauma.LuaCsFile
 CBarotrauma.LuaCsHook
 CBarotrauma.LuaCsLogger
 CBarotrauma.LuaCsSetup.LuaCsModStore
 CBarotrauma.LuaCsNetworking
 CBarotrauma.LuaCsPerformanceCounter
 CBarotrauma.LuaCsSetup
 CBarotrauma.LuaCsSetupConfig
 CBarotrauma.LuaCsSteam
 CBarotrauma.LuaCsTimer
 CBarotrauma.LuaDouble
 CBarotrauma.LuaGame
 CBarotrauma.LuaInt16
 CBarotrauma.LuaInt32
 CBarotrauma.LuaInt64
 CBarotrauma.LuaRequire
 CBarotrauma.LuaSByte
 CBarotrauma.LuaSingle
 CBarotrauma.LuaUInt16
 CBarotrauma.LuaUInt32
 CBarotrauma.LuaUInt64
 CBarotrauma.LuaUserData
 CBarotrauma.Map
 CBarotrauma.Md5Hash
 CBarotrauma.Memento< T >
 CBarotrauma.MentalStateManager
 CBarotrauma.Mission
 CBarotrauma.LuaCsSetup.LuaCsModStore.ModStore< T, TStore >
 CBarotrauma.LuaCsSetup.LuaCsModStore.ModStore< ACsMod, object >
 CBarotrauma.LuaCsSetup.LuaCsModStore.ModStore< string, DynValue >
 CBarotrauma.OutpostGenerationParams.ModuleCount
 CBarotrauma.MedicalClinic.NetAffliction
 CBarotrauma.MedicalClinic.NetCrewMember
 CBarotrauma.Networking.NetEntityEvent
 CBarotrauma.Networking.NetEntityEventManager
 CBarotrauma.Networking.NetworkConnection
 CBarotrauma.Hull.NetworkFireSource
 CBarotrauma.Networking.NetworkMember
 CBarotrauma.Items.Components.ElectricalDischarger.Node
 CBarotrauma.PrefabCollection< T >.InheritanceTreeCollection.Node
 CBarotrauma.NPCConversation
 CBarotrauma.Option< T >
 CBarotrauma.Option< Barotrauma.Character >
 CBarotrauma.Option< Barotrauma.ContentPackageId >
 CBarotrauma.Option< Barotrauma.ContentXElement >
 CBarotrauma.Option< Barotrauma.Item >
 CBarotrauma.Option< Barotrauma.Networking.AccountId >
 CBarotrauma.Option< Barotrauma.Networking.SteamId >
 CBarotrauma.Option< Barotrauma.SerializableDateTime >
 CBarotrauma.Option< byte[]>
 CBarotrauma.Option< int >
 CBarotrauma.Option< ushort >
 CBarotrauma.Order
 CBarotrauma.Networking.OrderChatMessage.OrderMessageInfo
 CBarotrauma.Pair< T1, T2 >
 CBarotrauma.LuaCsHook.ParameterTable
 CBarotrauma.PathFinder
 CBarotrauma.PathNode
 CBarotrauma.Level.PathPoint
 CBarotrauma.Networking.ServerPeer.PendingClient
 CBarotrauma.PerformanceCounter
 CBarotrauma.AfflictionPrefab.PeriodicEffectPeriodicEffect applies StatusEffects to the character periodically
 CBarotrauma.Networking.PermissionPreset
 CBarotrauma.PetBehavior
 CBarotrauma.PhysicsBody
 CPlatformAccessorBase
 CBarotrauma.PosInfo
 CBarotrauma.Items.Components.PowerRange
 CBarotrauma.Items.Components.PowerSourceGroup
 CBarotrauma.Prefab
 CBarotrauma.PreferredContainer
 CBarotrauma.JobPrefab.PreviewItem
 CBarotrauma.Networking.PreviousPlayer
 CBarotrauma.TraitorManager.PreviousTraitorEvent
 CBarotrauma.PriceInfo
 CBarotrauma.PropertyConditionalConditionals 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
 CBarotrauma.PurchasedItem
 CBarotrauma.Ragdoll
 CRandom
 CBarotrauma.Range< T >An inclusive range, i.e. [Start, End] where Start <= End
 CBarotrauma.Range< int >
 CBarotrauma.ReadOnlyBitField
 CBarotrauma.RelatedItemUsed 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
 CBarotrauma.Reputation
 CBarotrauma.MissionPrefab.ReputationReward
 CBarotrauma.FabricationRecipe.RequiredItem
 CBarotrauma.LocationTypeChange.Requirement
 CBarotrauma.Result< T, TError >
 CBarotrauma.RichString
 CBarotrauma.RichTextData
 CBarotrauma.RuinGeneration.Ruin
 CRunConfig
 CBarotrauma.Networking.ServerSettings.SavedClientPermission
 CBarotrauma.Screen
 CScriptLoaderBase
 CSegmentTableReader< T >
 CSegmentTableWriter< T >
 CBarotrauma.SerializableProperty
 CBarotrauma.SerializableTimeZone
 CBarotrauma.Networking.ServerContentPackage
 CBarotrauma.Networking.ServerLog
 CBarotrauma.ShipCommandManager
 CBarotrauma.ShipGlobalIssue
 CBarotrauma.ShipIssueWorker
 CBarotrauma.Items.Components.Signal
 CBarotrauma.Networking.SingleUIntUnionUtility struct for writing Singles
 CVoronoi2.Site
 CBarotrauma.Skill
 CBarotrauma.SkillPrefab
 CBarotrauma.SkillRequirementHint
 CBarotrauma.IO.Validation.Skipper
 CBarotrauma.SlideshowPrefab.Slide
 CBarotrauma.SoldItem
 CBarotrauma.Sprite
 CBarotrauma.StatusEffectStatusEffects 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
 CBarotrauma.SteeringManager
 CBarotrauma.SteeringPath
 CBarotrauma.Location.StoreInfo
 CSystem.IO.Stream
 CBarotrauma.EventAction.SubactionGroup
 CBarotrauma.EventSet.SubEventPrefab
 CBarotrauma.SubmarineBody
 CBarotrauma.SwappableItem
 CBarotrauma.SwarmBehavior
 CBarotrauma.Location.TakenItem
 CBarotrauma.Networking.TempClient
 CBarotrauma.Items.Components.TerminalMessage
 CBarotrauma.TextPack
 CBarotrauma.PerformanceCounter.TickInfo
 CBarotrauma.KarmaManager.ClientMemory.TimeAmount
 CBarotrauma.TraitorManager
 CBarotrauma.TraitorManager.TraitorResults
 CBarotrauma.MissionPrefab.TriggerEvent
 CBarotrauma.Level.Tunnel
 CBarotrauma.ContentFile.TypeInfo
 CBarotrauma.Option< T >.UnspecifiedNone
 CBarotrauma.UpgradeManagerThis class handles all upgrade logic. Storing, applying, checking and validation of upgrades
 CBarotrauma.Networking.VoipServer
 CVoronoi2.VoronoiDescription of Voronoi
 CVoronoi2.VoronoiCell
 CBarotrauma.Voting
 CBarotrauma.WearableSprite
 CBarotrauma.Items.Components.Wire.WireSection