Barotrauma Client
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Classes | |
struct | AddToCrewEventData |
struct | AssignCampaignInteractionEventData |
class | Attacker |
struct | CharacterStatusEventData |
struct | ControlEventData |
struct | ExecuteAttackEventData |
struct | InventoryStateEventData |
struct | LatchedOntoTargetEventData |
struct | ObjectiveManagerStateEventData |
struct | RemoveFromCrewEventData |
struct | SetAttackTargetEventData |
struct | TreatmentEventData |
struct | UpdateExperienceEventData |
struct | UpdatePermanentStatsEventData |
struct | UpdateSkillsEventData |
struct | UpdateTalentsEventData |
Public Types | |
enum | EventType { InventoryState = 0 , Control = 1 , Status = 2 , Treatment = 3 , SetAttackTarget = 4 , ExecuteAttack = 5 , AssignCampaignInteraction = 6 , ObjectiveManagerState = 7 , TeamChange = 8 , AddToCrew = 9 , UpdateExperience = 10 , UpdateTalents = 11 , UpdateSkills = 12 , UpdateMoney = 13 , UpdatePermanentStats = 14 , RemoveFromCrew = 15 , LatchOntoTarget = 16 , MinValue = 0 , MaxValue = 16 } |
Public Member Functions | |||
void | SetOriginalTeam (CharacterTeamType newTeam) | ||
bool | HasTeamChange (string identifier) | ||
bool | TryAddNewTeamChange (string identifier, ActiveTeamChange newTeamChange) | ||
bool | TryRemoveTeamChange (string identifier) | ||
void | UpdateTeam () | ||
Identifier | GetBaseCharacterSpeciesName () | ||
bool | IsDualWieldingRangedWeapons () | ||
void | ReleaseSecondaryItem () | ||
bool | IsAnySelectedItem (Item item) | ||
Is the item either the primary or the secondary selected item? | |||
bool | HasSelectedAnotherSecondaryItem (Item item) | ||
delegate void | OnDeathHandler (Character character, CauseOfDeath causeOfDeath) | ||
delegate void | OnAttackedHandler (Character attacker, AttackResult attackResult) | ||
void | ReloadHead (int? headId=null, int hairIndex=-1, int beardIndex=-1, int moustacheIndex=-1, int faceAttachmentIndex=-1) | ||
void | LoadHeadAttachments () | ||
bool | IsKeyHit (InputType inputType) | ||
bool | IsKeyDown (InputType inputType) | ||
void | SetInput (InputType inputType, bool hit, bool held) | ||
void | ClearInput (InputType inputType) | ||
void | ClearInputs () | ||
override string | ToString () | ||
void | GiveJobItems (WayPoint spawnPoint=null) | ||
void | GiveIdCardTags (WayPoint spawnPoint, bool createNetworkEvent=false) | ||
float | GetSkillLevel (string skillIdentifier) | ||
float | GetSkillLevel (Identifier skillIdentifier) | ||
Vector2 | GetTargetMovement () | ||
bool | CanRunWhileDragging () | ||
Vector2 | ApplyMovementLimits (Vector2 targetMovement, float currentSpeed) | ||
void | StackSpeedMultiplier (float val) | ||
void | ResetSpeedMultiplier () | ||
void | StackHealthMultiplier (float val) | ||
float | GetTemporarySpeedReduction () | ||
Speed reduction from the current limb specific damage. Min 0, max 1. | |||
float | GetRightHandPenalty () | ||
float | GetLeftHandPenalty () | ||
float | GetLegPenalty (float startSum=0) | ||
float | ApplyTemporarySpeedLimits (float speed) | ||
void | Control (float deltaTime, Camera cam) | ||
void | SetAttackTarget (Limb attackLimb, IDamageable damageTarget, Vector2 attackPos) | ||
bool | CanSeeTarget (ISpatialEntity target, ISpatialEntity seeingEntity=null, bool seeThroughWindows=false, bool checkFacing=false) | ||
bool | IsFacing (Vector2 targetWorldPos) | ||
A simple check if the character Dir is towards the target or not. Uses the world coordinates. | |||
bool | HasItem (Item item, bool requireEquipped=false, InvSlotType? slotType=null) | ||
bool | HasEquippedItem (Item item, InvSlotType? slotType=null, Func< InvSlotType, bool > predicate=null) | ||
bool | HasEquippedItem (Identifier tagOrIdentifier, bool allowBroken=true, InvSlotType? slotType=null) | ||
Item | GetEquippedItem (Identifier tagOrIdentifier=default, InvSlotType? slotType=null) | ||
bool | CanAccessInventory (Inventory inventory, CharacterInventory.AccessLevel accessLevel=CharacterInventory.AccessLevel.Limited) | ||
bool | CanBeHealedBy (Character character, bool checkFriendlyTeam=true) | ||
bool | CanBeDraggedBy (Character character) | ||
bool | IsInventoryAccessibleTo (Character character, CharacterInventory.AccessLevel accessLevel=CharacterInventory.AccessLevel.Limited) | ||
Is the inventory accessible to the character? Doesn't check if the character can actually interact with it (distance checks etc). | |||
bool | FindItem (ref int itemIndex, out Item targetItem, IEnumerable< Identifier > identifiers=null, bool ignoreBroken=true, IEnumerable< Item > ignoredItems=null, IEnumerable< Identifier > ignoredContainerIdentifiers=null, Func< Item, bool > customPredicate=null, Func< Item, float > customPriorityFunction=null, float maxItemDistance=10000, ISpatialEntity positionalReference=null) | ||
Finds the closest item seeking by identifiers or tags from the world. Ignores items that are outside or in another team's submarine or in a submarine that is not connected to this submarine. Also ignores non-interactable items and items that are taken by someone else. The method is run in steps for performance reasons. So you'll have to provide the reference to the itemIndex. Returns false while running and true when done. | |||
bool | IsItemTakenBySomeoneElse (Item item) | ||
bool | CanInteractWith (Character c, float maxDist=200.0f, bool checkVisibility=true, bool skipDistanceCheck=false) | ||
bool | CanInteractWith (Item item, bool checkLinked=true) | ||
bool | CanInteractWith (Item item, out float distanceToItem, bool checkLinked) | ||
void | SetCustomInteract (Action< Character, Character > onCustomInteract, LocalizedString hudText) | ||
Set an action that's invoked when another character interacts with this one. | |||
void | SelectCharacter (Character character) | ||
void | DeselectCharacter () | ||
void | DoInteractionUpdate (float deltaTime, Vector2 mouseSimPos) | ||
virtual void | Update (float deltaTime, Camera cam) | ||
void | AddAttacker (Character character, float damage) | ||
void | ForgiveAttacker (Character character) | ||
float | GetDamageDoneByAttacker (Character otherCharacter) | ||
float | GetDistanceToClosestLimb (Vector2 simPos) | ||
void | DespawnNow (bool createNetworkEvents=true) | ||
bool | CanHearCharacter (Character speaker) | ||
void | SetOrder (Order order, bool isNewOrder, bool speak=true, bool force=false) | ||
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Order | GetCurrentOrderWithTopPriority () | ||
Order | GetCurrentOrder (Order order) | ||
void | DisableLine (Identifier identifier) | ||
void | DisableLine (string identifier) | ||
void | Speak (string message, ChatMessageType? messageType=null, float delay=0.0f, Identifier identifier=default, float minDurationBetweenSimilar=0.0f) | ||
void | SetAllDamage (float damageAmount, float bleedingDamageAmount, float burnDamageAmount) | ||
AttackResult | AddDamage (Character attacker, Vector2 worldPosition, Attack attack, Vector2 impulseDirection, float deltaTime, bool playSound=true) | ||
AttackResult | ApplyAttack (Character attacker, Vector2 worldPosition, Attack attack, float deltaTime, Vector2 impulseDirection, bool playSound=false, Limb targetLimb=null, float penetration=0f) | ||
Apply the specified attack to this character. If the targetLimb is not specified, the limb closest to worldPosition will receive the damage. | |||
void | TrySeverLimbJoints (Limb targetLimb, float severLimbsProbability, float damage, bool allowBeheading, bool ignoreSeveranceProbabilityModifier=false, Character attacker=null) | ||
AttackResult | AddDamage (Vector2 worldPosition, IEnumerable< Affliction > afflictions, float stun, bool playSound, Vector2? attackImpulse=null, Character attacker=null, float damageMultiplier=1f) | ||
AttackResult | AddDamage (Vector2 worldPosition, IEnumerable< Affliction > afflictions, float stun, bool playSound, Vector2 attackImpulse, out Limb hitLimb, Character attacker=null, float damageMultiplier=1) | ||
void | RecordKill (Character target) | ||
AttackResult | DamageLimb (Vector2 worldPosition, Limb hitLimb, IEnumerable< Affliction > afflictions, float stun, bool playSound, Vector2 attackImpulse, Character attacker=null, float damageMultiplier=1, bool allowStacking=true, float penetration=0f, bool shouldImplode=false) | ||
void | TryAdjustAttackerSkill (Character attacker, AttackResult attackResult) | ||
void | TryAdjustHealerSkill (Character healer, float healthChange=0, Affliction affliction=null) | ||
void | SetStun (float newStun, bool allowStunDecrease=false, bool isNetworkMessage=false) | ||
void | ApplyStatusEffects (ActionType actionType, float deltaTime) | ||
void | BreakJoints () | ||
void | Kill (CauseOfDeathType causeOfDeath, Affliction causeOfDeathAffliction, bool isNetworkMessage=false, bool log=true) | ||
void | Revive (bool removeAfflictions=true, bool createNetworkEvent=false) | ||
override void | Remove () | ||
void | TeleportTo (Vector2 worldPos) | ||
void | SaveInventory () | ||
Calls SaveInventory(Barotrauma.Inventory, XElement) using 'Inventory' and 'Info.InventoryData'. | |||
void | SpawnInventoryItems (Inventory inventory, ContentXElement itemData) | ||
IEnumerable< AttackContext > | GetAttackContexts () | ||
List< Hull > | GetVisibleHulls () | ||
Returns hulls that are visible to the character, including the current hull. Note that this is not an accurate visibility check, it only checks for open gaps between the adjacent and linked hulls. Can be heavy if used every frame. | |||
Vector2 | GetRelativeSimPosition (ISpatialEntity target, Vector2? worldPos=null) | ||
bool | HasJob (string identifier) | ||
bool | HasJob (Identifier identifier) | ||
void | LoadTalents () | ||
bool | GiveTalent (Identifier talentIdentifier, bool addingFirstTime=true) | ||
bool | GiveTalent (UInt32 talentIdentifier, bool addingFirstTime=true) | ||
bool | GiveTalent (TalentPrefab talentPrefab, bool addingFirstTime=true) | ||
bool | HasTalent (Identifier identifier) | ||
bool | HasUnlockedAllTalents () | ||
bool | HasTalents () | ||
void | CheckTalents (AbilityEffectType abilityEffectType, AbilityObject abilityObject) | ||
void | CheckTalents (AbilityEffectType abilityEffectType) | ||
bool | IsInSameRoomAs (Character character) | ||
Check if the character is in the same room Room and hull differ in that a room can consist of multiple linked hulls. | |||
bool | HasRecipeForItem (Identifier recipeIdentifier) | ||
bool | HasStoreAccessForItem (ItemPrefab prefab) | ||
void | GiveMoney (int amount) | ||
Shows visual notification of money gained by the specific player. Useful for mid-mission monetary gains. | |||
float | GetStatValue (StatTypes statType, bool includeSaved=true) | ||
void | OnWearablesChanged () | ||
void | ChangeStat (StatTypes statType, float value) | ||
void | AddAbilityFlag (AbilityFlags abilityFlag) | ||
void | RemoveAbilityFlag (AbilityFlags abilityFlag) | ||
bool | HasAbilityFlag (AbilityFlags abilityFlag) | ||
float | GetAbilityResistance (Identifier resistanceId) | ||
float | GetAbilityResistance (AfflictionPrefab affliction) | ||
void | ChangeAbilityResistance (TalentResistanceIdentifier identifier, float value) | ||
void | RemoveAbilityResistance (TalentResistanceIdentifier identifier) | ||
bool | IsFriendly (Character other) | ||
bool | IsOnFriendlyTeam (Character other) | ||
bool | IsOnFriendlyTeam (CharacterTeamType otherTeam) | ||
bool | IsSameSpeciesOrGroup (Character other) | ||
void | StopClimbing () | ||
void | ResetNetState () | ||
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Entity (Submarine submarine, ushort id) | |||
void | FreeID () | ||
Removes the entity from the entity dictionary and frees up the ID it was using. | |||
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Static Public Member Functions | |
static Character | Create (CharacterInfo characterInfo, Vector2 position, string seed, ushort id=Entity.NullEntityID, bool isRemotePlayer=false, bool hasAi=true, RagdollParams ragdoll=null, bool spawnInitialItems=true) |
Create a new character. | |
static Character | Create (string speciesName, Vector2 position, string seed, CharacterInfo characterInfo=null, ushort id=Entity.NullEntityID, bool isRemotePlayer=false, bool hasAi=true, bool createNetworkEvent=true, RagdollParams ragdoll=null, bool throwErrorIfNotFound=true, bool spawnInitialItems=true) |
Create a new character. | |
static Character | Create (Identifier speciesName, Vector2 position, string seed, CharacterInfo characterInfo=null, ushort id=Entity.NullEntityID, bool isRemotePlayer=false, bool hasAi=true, bool createNetworkEvent=true, RagdollParams ragdoll=null, bool throwErrorIfNotFound=true, bool spawnInitialItems=true) |
static Character | Create (CharacterPrefab prefab, Vector2 position, string seed, CharacterInfo characterInfo=null, ushort id=Entity.NullEntityID, bool isRemotePlayer=false, bool hasAi=true, bool createNetworkEvent=true, RagdollParams ragdoll=null, bool spawnInitialItems=true) |
static bool | IsTargetVisible (ISpatialEntity target, ISpatialEntity seeingEntity, bool seeThroughWindows=false, bool checkFacing=false) |
static void | UpdateAnimAll (float deltaTime) |
static void | UpdateAll (float deltaTime, Camera cam) |
static void | RemoveByPrefab (CharacterPrefab prefab) |
static void | SaveInventory (Inventory inventory, XElement parentElement) |
static IEnumerable< Character > | GetFriendlyCrew (Character character) |
static bool | IsFriendly (Character me, Character other) |
static bool | IsOnFriendlyTeam (CharacterTeamType myTeam, CharacterTeamType otherTeam) |
static bool | IsOnFriendlyTeam (Character me, Character other) |
static bool | IsSameSpeciesOrGroup (Character me, Character other) |
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static IReadOnlyCollection< Entity > | GetEntities () |
static int | FindFreeIdBlock (int minBlockSize) |
Finds a contiguous block of free IDs of at least the given size. | |
static Entity | FindEntityByID (ushort ID) |
Find an entity based on the ID. | |
static void | RemoveAll () |
static void | DumpIds (int count, string filename) |
Public Attributes | |
Hull | PreviousHull = null |
Hull | CurrentHull = null |
readonly Dictionary< Identifier, SerializableProperty > | Properties |
readonly HashSet< LatchOntoAI > | Latchers = new HashSet<LatchOntoAI>() |
readonly HashSet< Projectile > | AttachedProjectiles = new HashSet<Projectile>() |
bool | IsCriminal |
Do the outpost security officers treat the character as a criminal? Triggers when the character has either committed a major crime or resisted being arrested (or fled). Only affects the reactions of friendly NPCs in the outposts. The NPCs still don't react immediately to "criminals", but take this into account when the character next time does something wrong. The consequences are that the guards will not hold fire and will not give more warnings before attacking. | |
bool | IsHostileEscortee |
Set true only, if the character is turned hostile from an escort mission (See EscortMission). | |
CombatAction | CombatAction |
readonly AnimController | AnimController |
readonly string | Seed |
Entity | LastDamageSource |
AttackResult | LastDamage |
readonly CharacterPrefab | Prefab |
readonly CharacterParams | Params |
LocalizedString | TraitorCurrentObjective = "" |
ConversationAction | ActiveConversation |
bool | RequireConsciousnessForCustomInteract = true |
float | KnockbackCooldownTimer |
bool | IsRagdolled |
bool | IsForceRagdolled |
bool | dontFollowCursor |
bool | DisableHealthWindow |
bool | GodMode = false |
Godmoded characters cannot receive any afflictions whatsoever. | |
CampaignMode.InteractionType | CampaignInteractionType |
Identifier | MerchantIdentifier |
HashSet< Identifier > | MarkedAsLooted = new() |
OnDeathHandler | OnDeath |
OnAttackedHandler | OnAttacked |
UInt16 | LastNetworkUpdateID = 0 |
UInt16 | LastProcessedID |
ID of the last inputs the server has processed. | |
float | healthUpdateTimer |
bool | isSynced = false |
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readonly ushort | ID |
Unique, but non-persistent identifier. Stays the same if the entities are created in the exactly same order, but doesn't persist e.g. between the rounds. | |
readonly string | CreationStackTrace |
readonly UInt64 | CreationIndex |
Static Public Attributes | |
static readonly List< Character > | CharacterList = new List<Character>() |
static int | CharacterUpdateInterval = 1 |
const float | MaxHighlightDistance = 150.0f |
const float | MaxDragDistance = 200.0f |
const float | KnockbackCooldown = 5.0f |
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const ushort | NullEntityID = 0 |
const ushort | EntitySpawnerID = ushort.MaxValue |
const ushort | RespawnManagerID = ushort.MaxValue - 1 |
const ushort | DummyID = ushort.MaxValue - 2 |
const ushort | ReservedIDStart = ushort.MaxValue - 3 |
const ushort | MaxEntityCount = ushort.MaxValue - 4 |
static EntitySpawner | Spawner |
Protected Member Functions | |
Character (CharacterPrefab prefab, Vector2 position, string seed, CharacterInfo characterInfo=null, ushort id=Entity.NullEntityID, bool isRemotePlayer=false, RagdollParams ragdollParams=null, bool spawnInitialItems=true) | |
float | GetDistanceToClosestPlayer () |
How far the character is from the closest human player (including spectators) | |
float | GetDistanceSqrToClosestPlayer () |
How far the character is from the closest human player (including spectators) | |
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virtual ushort | DetermineID (ushort id, Submarine submarine) |
Protected Attributes | |
Key[] | keys |
readonly Dictionary< string, ActiveTeamChange > | activeTeamChanges = new Dictionary<string, ActiveTeamChange>() |
ActiveTeamChange | currentTeamChange |
float | oxygenAvailable |
Item | focusedItem |
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AITarget | aiTarget |
Properties | |
bool | Enabled [get, set] |
bool | DisabledByEvent [get, set] |
MonsterEvents disable monsters (which includes removing them from the character list, so they essentially "don't exist") until they're ready to spawn. | |
bool | IsRemotelyControlled [get] |
Is the character controlled remotely (either by another player, or a server-side AIController) | |
bool | IsRemotePlayer [get, set] |
Is the character controlled by another human player (should always be false in single player) | |
bool | IsLocalPlayer [get] |
bool | IsPlayer [get] |
bool | IsCommanding [get] |
Is the character player or does it have an active ship command manager (an AI controlled sub)? Bots in the player team are not treated as commanders. | |
bool | IsBot [get] |
bool | IsEscorted [get, set] |
Identifier | JobIdentifier [get] |
bool | DoesBleed [get, set] |
Dictionary< Identifier, SerializableProperty > | SerializableProperties [get] |
Key[] | Keys [get] |
HumanPrefab | HumanPrefab [get, set] |
Identifier | Faction [get, set] |
CharacterTeamType | TeamID [get, set] |
CharacterTeamType | OriginalTeamID [get] |
Wallet | Wallet [get, set] |
bool | IsOnPlayerTeam [get] |
bool | IsOriginallyOnPlayerTeam [get] |
bool | IsFriendlyNPCTurnedHostile [get] |
bool | IsInstigator [get] |
IEnumerable< Attacker > | LastAttackers [get] |
Character | LastAttacker [get] |
Character | LastOrderedCharacter [get] |
Character | SecondLastOrderedCharacter [get] |
Dictionary< ItemPrefab, double > | ItemSelectedDurations [get] |
float | InvisibleTimer [get, set] |
Identifier | SpeciesName [get] |
Identifier | Group [get] |
bool | IsHumanoid [get] |
bool | IsMachine [get] |
bool | IsHusk [get] |
bool | IsDisguisedAsHusk [get] |
bool | IsHuskInfected [get] |
bool | IsMale [get] |
bool | IsFemale [get] |
string | BloodDecalName [get] |
bool | CanSpeak [get, set] |
bool | NeedsAir [get, set] |
bool | NeedsWater [get, set] |
bool | NeedsOxygen [get] |
float | Noise [get, set] |
float | Visibility [get, set] |
float | MaxPerceptionDistance [get, set] |
bool | IsTraitor [get, set] |
bool | IsHuman [get] |
List< Order > | CurrentOrders [get] |
bool | IsDismissed [get] |
Entity | ViewTarget [get, set] |
Vector2 | AimRefPosition [get] |
CharacterInfo | Info [get, set] |
Identifier | VariantOf [get] |
string | Name [get] |
string | DisplayName [get] |
string | LogName [get] |
bool | HideFace [get, set] |
string | ConfigPath [get] |
float | Mass [get] |
CharacterInventory | Inventory [get] |
bool | DisableInteract [get, set] |
Prevents the character from interacting with items or characters. | |
bool | DisableFocusingOnEntities [get, set] |
Prevents the character from highlighting items or characters with the cursor, meaning it can't interact with anything but the things it has currently selected/equipped. | |
LocalizedString | CustomInteractHUDText [get] |
bool | AllowCustomInteract [get] |
bool | LockHands [get, set] |
bool | AllowInput [get] |
bool | CanMove [get] |
bool | CanInteract [get] |
bool | CanEat [get] |
Vector2 | CursorPosition [get, set] |
Vector2 | SmoothedCursorPosition [get] |
Vector2 | CursorWorldPosition [get] |
Character | FocusedCharacter [get, set] |
Character | SelectedCharacter [get, set] |
Character | SelectedBy [get, set] |
IEnumerable< Item > | HeldItems [get] |
Items the character has in their hand slots. Doesn't return nulls and only returns items held in both hands once. | |
float | LowPassMultiplier [get, set] |
float | ObstructVisionAmount [get, set] |
bool | ObstructVision [get, set] |
Provided for backwards compatibility: use ObstructVisionAmount instead. | |
float | PressureProtection [get, set] |
bool | InPressure [get] |
Can be used by status effects to check whether the characters is in a high-pressure environment. | |
AnimController.Animation | Anim [get] |
Can be used by status effects. | |
bool | IsIncapacitated [get] |
bool | IsUnconscious [get] |
bool | IsHandcuffed [get] |
bool | IsPet [get] |
float | Oxygen [get, set] |
float | OxygenAvailable [get, set] |
float | HullOxygenPercentage [get] |
bool | UseHullOxygen = true [get, set] |
float | Stun [get, set] |
CharacterHealth | CharacterHealth [get] |
float | Vitality [get] |
float | Health [get] |
float | HealthPercentage [get] |
float | MaxVitality [get] |
float | MaxHealth [get] |
bool | WasFullHealth [get] |
Was the character in full health at the beginning of the frame? | |
AIState | AIState [get] |
bool | IsLatched [get] |
float | EmpVulnerability [get] |
float | PoisonVulnerability [get] |
bool | IsFlipped [get] |
float | Bloodloss [get, set] |
float | Bleeding [get] |
float | SpeechImpediment [get, set] |
float | TextChatVolume [get, set] |
How "loud" the player is when they use text chat. When the user speaks in text chat this gets set to 1 and then slowly decreases back to 0 over 5 seconds. | |
float | PressureTimer [get] |
float | DisableImpactDamageTimer [get, set] |
bool | IgnoreMeleeWeapons [get, set] |
float | CurrentSpeed [get] |
Current speed of the character's collider. Can be used by status effects to check if the character is moving. | |
Item | SelectedItem [get, set] |
The primary selected item. It can be any device that character interacts with. This excludes items like ladders and chairs which are assigned to SelectedSecondaryItem. | |
Item | SelectedSecondaryItem [get, set] |
The secondary selected item. It's an item other than a device (see SelectedItem), e.g. a ladder or a chair. | |
bool | HasSelectedAnyItem [get] |
Has the characters selected a primary or a secondary item? | |
Item | FocusedItem [get, set] |
Item | PickingItem [get, set] |
virtual AIController | AIController [get] |
bool | IsDead [get, set] |
bool | EnableDespawn = true [get, set] |
CauseOfDeath | CauseOfDeath [get] |
bool | CanBeSelected [get] |
bool | IsDraggable [get] |
bool | CanAim [get] |
bool | InWater [get] |
bool | IsLowInOxygen [get] |
bool | Unkillable [get, set] |
bool | UseHealthWindow [get, set] |
Is the health interface available on this character? Can be used by status effects. | |
override Vector2 | SimPosition [get] |
override Vector2 | Position [get] |
override Vector2 | DrawPosition [get] |
bool | IsInFriendlySub [get] |
bool | IsInPlayerSub [get] |
float | AITurretPriority [get] |
Vector2? | OverrideMovement [get, set] |
bool | ForceRun [get, set] |
bool | IsClimbing [get] |
bool | CanRun [get] |
float | SpeedMultiplier = 1 [get] |
Can be used to modify the character's speed via StatusEffects. | |
float | PropulsionSpeedMultiplier [get, set] |
Can be used to modify the speed at which Propulsion ItemComponents move the character via StatusEffects (e.g. heavy suit can slow down underwater scooters) | |
float | HealthMultiplier = 1 [get] |
Can be used to modify the character's health via StatusEffects. | |
float | HumanPrefabHealthMultiplier = 1 [get] |
Health multiplier of the human prefab this character is an instance of (if any) | |
bool | IsKnockedDown [get] |
Is the character knocked down regardless whether the technical state is dead, unconcious, paralyzed, or stunned. With stunning, the parameter uses an one second delay before the character is treated as knocked down. The purpose of this is to ignore minor stunning. If you don't want to to ignore any stun, use the Stun property. | |
bool | IsCaptain [get] |
bool | IsEngineer [get] |
bool | IsMechanic [get] |
bool | IsMedic [get] |
bool | IsSecurity [get] |
bool | IsAssistant [get] |
bool | IsWatchman [get] |
bool | IsVip [get] |
bool | IsPrisoner [get] |
bool | IsKiller [get] |
Color? | UniqueNameColor = null [get, set] |
bool | IsProtectedFromPressure [get] |
Is the character currently protected from the pressure by immunity/ability or a status effect (e.g. from a diving suit). | |
bool | IsImmuneToPressure [get] |
IReadOnlyCollection< CharacterTalent > | CharacterTalents [get] |
float | HealthUpdateInterval [get, set] |
List< CharacterStateInfo > | MemState [get] |
List< CharacterStateInfo > | MemLocalState [get] |
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static int | EntityCount [get] |
bool | Removed [get] |
bool | IdFreed [get] |
virtual Vector2 | SimPosition [get] |
virtual Vector2 | Position [get] |
virtual Vector2 | WorldPosition [get] |
virtual Vector2 | DrawPosition [get] |
Submarine | Submarine [get, set] |
AITarget | AiTarget [get] |
bool | InDetectable [get, set] |
Indetectable characters can't be spotted by AIs and aren't visible on the sonar or health scanner. | |
double | SpawnTime [get] |
string | ErrorLine [get] |
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Vector2 | WorldPosition [get] |
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protected |
void Barotrauma.Character.AddAbilityFlag | ( | AbilityFlags | abilityFlag | ) |
void Barotrauma.Character.AddAttacker | ( | Character | character, |
float | damage ) |
AttackResult Barotrauma.Character.AddDamage | ( | Character | attacker, |
Vector2 | worldPosition, | ||
Attack | attack, | ||
Vector2 | impulseDirection, | ||
float | deltaTime, | ||
bool | playSound = true ) |
Implements Barotrauma.IDamageable.
AttackResult Barotrauma.Character.AddDamage | ( | Vector2 | worldPosition, |
IEnumerable< Affliction > | afflictions, | ||
float | stun, | ||
bool | playSound, | ||
Vector2 | attackImpulse, | ||
out Limb | hitLimb, | ||
Character | attacker = null, | ||
float | damageMultiplier = 1 ) |
AttackResult Barotrauma.Character.AddDamage | ( | Vector2 | worldPosition, |
IEnumerable< Affliction > | afflictions, | ||
float | stun, | ||
bool | playSound, | ||
Vector2? | attackImpulse = null, | ||
Character | attacker = null, | ||
float | damageMultiplier = 1f ) |
AttackResult Barotrauma.Character.ApplyAttack | ( | Character | attacker, |
Vector2 | worldPosition, | ||
Attack | attack, | ||
float | deltaTime, | ||
Vector2 | impulseDirection, | ||
bool | playSound = false, | ||
Limb | targetLimb = null, | ||
float | penetration = 0f ) |
Apply the specified attack to this character. If the targetLimb is not specified, the limb closest to worldPosition will receive the damage.
void Barotrauma.Character.ApplyStatusEffects | ( | ActionType | actionType, |
float | deltaTime ) |
float Barotrauma.Character.ApplyTemporarySpeedLimits | ( | float | speed | ) |
void Barotrauma.Character.BreakJoints | ( | ) |
bool Barotrauma.Character.CanAccessInventory | ( | Inventory | inventory, |
CharacterInventory.AccessLevel | accessLevel = CharacterInventory::AccessLevel::Limited ) |
bool Barotrauma.Character.CanBeDraggedBy | ( | Character | character | ) |
bool Barotrauma.Character.CanBeHealedBy | ( | Character | character, |
bool | checkFriendlyTeam = true ) |
bool Barotrauma.Character.CanHearCharacter | ( | Character | speaker | ) |
bool Barotrauma.Character.CanInteractWith | ( | Character | c, |
float | maxDist = 200::0f, | ||
bool | checkVisibility = true, | ||
bool | skipDistanceCheck = false ) |
bool Barotrauma.Character.CanInteractWith | ( | Item | item, |
bool | checkLinked = true ) |
bool Barotrauma.Character.CanInteractWith | ( | Item | item, |
out float | distanceToItem, | ||
bool | checkLinked ) |
bool Barotrauma.Character.CanRunWhileDragging | ( | ) |
bool Barotrauma.Character.CanSeeTarget | ( | ISpatialEntity | target, |
ISpatialEntity | seeingEntity = null, | ||
bool | seeThroughWindows = false, | ||
bool | checkFacing = false ) |
void Barotrauma.Character.ChangeAbilityResistance | ( | TalentResistanceIdentifier | identifier, |
float | value ) |
void Barotrauma.Character.ChangeStat | ( | StatTypes | statType, |
float | value ) |
void Barotrauma.Character.CheckTalents | ( | AbilityEffectType | abilityEffectType | ) |
void Barotrauma.Character.CheckTalents | ( | AbilityEffectType | abilityEffectType, |
AbilityObject | abilityObject ) |
void Barotrauma.Character.ClearInput | ( | InputType | inputType | ) |
void Barotrauma.Character.ClearInputs | ( | ) |
void Barotrauma.Character.Control | ( | float | deltaTime, |
Camera | cam ) |
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Create a new character.
characterInfo | The name, gender, config file, etc of the character. |
position | Position in display units. |
seed | RNG seed to use if the character config has randomizable parameters. |
isRemotePlayer | Is the character controlled by a remote player. |
hasAi | Is the character controlled by AI. |
ragdoll | Ragdoll configuration file. If null, will select the default. |
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Create a new character.
speciesName | Name of the species (or the path to the config file) |
position | Position in display units. |
seed | RNG seed to use if the character config has randomizable parameters. |
characterInfo | The name, gender, etc of the character. Only used for humans, and if the parameter is not given, a random CharacterInfo is generated. |
id | ID to assign to the character. If set to 0, automatically find an available ID. |
isRemotePlayer | Is the character controlled by a remote player. |
hasAi | Is the character controlled by AI. |
createNetworkEvent | Should clients receive a network event about the creation of this character? |
ragdoll | Ragdoll configuration file. If null, will select the default. |
AttackResult Barotrauma.Character.DamageLimb | ( | Vector2 | worldPosition, |
Limb | hitLimb, | ||
IEnumerable< Affliction > | afflictions, | ||
float | stun, | ||
bool | playSound, | ||
Vector2 | attackImpulse, | ||
Character | attacker = null, | ||
float | damageMultiplier = 1, | ||
bool | allowStacking = true, | ||
float | penetration = 0f, | ||
bool | shouldImplode = false ) |
void Barotrauma.Character.DeselectCharacter | ( | ) |
void Barotrauma.Character.DespawnNow | ( | bool | createNetworkEvents = true | ) |
void Barotrauma.Character.DisableLine | ( | Identifier | identifier | ) |
void Barotrauma.Character.DisableLine | ( | string | identifier | ) |
void Barotrauma.Character.DoInteractionUpdate | ( | float | deltaTime, |
Vector2 | mouseSimPos ) |
bool Barotrauma.Character.FindItem | ( | ref int | itemIndex, |
out Item | targetItem, | ||
IEnumerable< Identifier > | identifiers = null, | ||
bool | ignoreBroken = true, | ||
IEnumerable< Item > | ignoredItems = null, | ||
IEnumerable< Identifier > | ignoredContainerIdentifiers = null, | ||
Func< Item, bool > | customPredicate = null, | ||
Func< Item, float > | customPriorityFunction = null, | ||
float | maxItemDistance = 10000, | ||
ISpatialEntity | positionalReference = null ) |
Finds the closest item seeking by identifiers or tags from the world. Ignores items that are outside or in another team's submarine or in a submarine that is not connected to this submarine. Also ignores non-interactable items and items that are taken by someone else. The method is run in steps for performance reasons. So you'll have to provide the reference to the itemIndex. Returns false while running and true when done.
void Barotrauma.Character.ForgiveAttacker | ( | Character | character | ) |
float Barotrauma.Character.GetAbilityResistance | ( | AfflictionPrefab | affliction | ) |
float Barotrauma.Character.GetAbilityResistance | ( | Identifier | resistanceId | ) |
IEnumerable< AttackContext > Barotrauma.Character.GetAttackContexts | ( | ) |
Identifier Barotrauma.Character.GetBaseCharacterSpeciesName | ( | ) |
Order Barotrauma.Character.GetCurrentOrderWithTopPriority | ( | ) |
float Barotrauma.Character.GetDamageDoneByAttacker | ( | Character | otherCharacter | ) |
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How far the character is from the closest human player (including spectators)
float Barotrauma.Character.GetDistanceToClosestLimb | ( | Vector2 | simPos | ) |
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How far the character is from the closest human player (including spectators)
Item Barotrauma.Character.GetEquippedItem | ( | Identifier | tagOrIdentifier = default, |
InvSlotType? | slotType = null ) |
float Barotrauma.Character.GetLeftHandPenalty | ( | ) |
float Barotrauma.Character.GetLegPenalty | ( | float | startSum = 0 | ) |
Vector2 Barotrauma.Character.GetRelativeSimPosition | ( | ISpatialEntity | target, |
Vector2? | worldPos = null ) |
float Barotrauma.Character.GetRightHandPenalty | ( | ) |
float Barotrauma.Character.GetSkillLevel | ( | Identifier | skillIdentifier | ) |
float Barotrauma.Character.GetSkillLevel | ( | string | skillIdentifier | ) |
float Barotrauma.Character.GetStatValue | ( | StatTypes | statType, |
bool | includeSaved = true ) |
Vector2 Barotrauma.Character.GetTargetMovement | ( | ) |
float Barotrauma.Character.GetTemporarySpeedReduction | ( | ) |
Speed reduction from the current limb specific damage. Min 0, max 1.
List< Hull > Barotrauma.Character.GetVisibleHulls | ( | ) |
Returns hulls that are visible to the character, including the current hull. Note that this is not an accurate visibility check, it only checks for open gaps between the adjacent and linked hulls. Can be heavy if used every frame.
void Barotrauma.Character.GiveIdCardTags | ( | WayPoint | spawnPoint, |
bool | createNetworkEvent = false ) |
void Barotrauma.Character.GiveJobItems | ( | WayPoint | spawnPoint = null | ) |
void Barotrauma.Character.GiveMoney | ( | int | amount | ) |
Shows visual notification of money gained by the specific player. Useful for mid-mission monetary gains.
bool Barotrauma.Character.GiveTalent | ( | Identifier | talentIdentifier, |
bool | addingFirstTime = true ) |
bool Barotrauma.Character.GiveTalent | ( | TalentPrefab | talentPrefab, |
bool | addingFirstTime = true ) |
bool Barotrauma.Character.GiveTalent | ( | UInt32 | talentIdentifier, |
bool | addingFirstTime = true ) |
bool Barotrauma.Character.HasAbilityFlag | ( | AbilityFlags | abilityFlag | ) |
bool Barotrauma.Character.HasEquippedItem | ( | Identifier | tagOrIdentifier, |
bool | allowBroken = true, | ||
InvSlotType? | slotType = null ) |
bool Barotrauma.Character.HasEquippedItem | ( | Item | item, |
InvSlotType? | slotType = null, | ||
Func< InvSlotType, bool > | predicate = null ) |
bool Barotrauma.Character.HasItem | ( | Item | item, |
bool | requireEquipped = false, | ||
InvSlotType? | slotType = null ) |
bool Barotrauma.Character.HasJob | ( | Identifier | identifier | ) |
bool Barotrauma.Character.HasJob | ( | string | identifier | ) |
bool Barotrauma.Character.HasRecipeForItem | ( | Identifier | recipeIdentifier | ) |
bool Barotrauma.Character.HasSelectedAnotherSecondaryItem | ( | Item | item | ) |
bool Barotrauma.Character.HasStoreAccessForItem | ( | ItemPrefab | prefab | ) |
bool Barotrauma.Character.HasTalent | ( | Identifier | identifier | ) |
bool Barotrauma.Character.HasTalents | ( | ) |
bool Barotrauma.Character.HasTeamChange | ( | string | identifier | ) |
bool Barotrauma.Character.HasUnlockedAllTalents | ( | ) |
bool Barotrauma.Character.IsAnySelectedItem | ( | Item | item | ) |
Is the item either the primary or the secondary selected item?
item |
bool Barotrauma.Character.IsDualWieldingRangedWeapons | ( | ) |
bool Barotrauma.Character.IsFacing | ( | Vector2 | targetWorldPos | ) |
A simple check if the character Dir is towards the target or not. Uses the world coordinates.
bool Barotrauma.Character.IsFriendly | ( | Character | other | ) |
bool Barotrauma.Character.IsInSameRoomAs | ( | Character | character | ) |
Check if the character is in the same room Room and hull differ in that a room can consist of multiple linked hulls.
bool Barotrauma.Character.IsInventoryAccessibleTo | ( | Character | character, |
CharacterInventory.AccessLevel | accessLevel = CharacterInventory::AccessLevel::Limited ) |
Is the inventory accessible to the character? Doesn't check if the character can actually interact with it (distance checks etc).
bool Barotrauma.Character.IsItemTakenBySomeoneElse | ( | Item | item | ) |
bool Barotrauma.Character.IsKeyDown | ( | InputType | inputType | ) |
bool Barotrauma.Character.IsKeyHit | ( | InputType | inputType | ) |
bool Barotrauma.Character.IsOnFriendlyTeam | ( | Character | other | ) |
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bool Barotrauma.Character.IsOnFriendlyTeam | ( | CharacterTeamType | otherTeam | ) |
bool Barotrauma.Character.IsSameSpeciesOrGroup | ( | Character | other | ) |
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void Barotrauma.Character.Kill | ( | CauseOfDeathType | causeOfDeath, |
Affliction | causeOfDeathAffliction, | ||
bool | isNetworkMessage = false, | ||
bool | log = true ) |
void Barotrauma.Character.LoadHeadAttachments | ( | ) |
void Barotrauma.Character.LoadTalents | ( | ) |
delegate void Barotrauma.Character.OnAttackedHandler | ( | Character | attacker, |
AttackResult | attackResult ) |
delegate void Barotrauma.Character.OnDeathHandler | ( | Character | character, |
CauseOfDeath | causeOfDeath ) |
void Barotrauma.Character.OnWearablesChanged | ( | ) |
void Barotrauma.Character.RecordKill | ( | Character | target | ) |
void Barotrauma.Character.ReleaseSecondaryItem | ( | ) |
void Barotrauma.Character.ReloadHead | ( | int? | headId = null, |
int | hairIndex = -1, | ||
int | beardIndex = -1, | ||
int | moustacheIndex = -1, | ||
int | faceAttachmentIndex = -1 ) |
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Reimplemented from Barotrauma.Entity.
void Barotrauma.Character.RemoveAbilityFlag | ( | AbilityFlags | abilityFlag | ) |
void Barotrauma.Character.RemoveAbilityResistance | ( | TalentResistanceIdentifier | identifier | ) |
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void Barotrauma.Character.ResetNetState | ( | ) |
void Barotrauma.Character.ResetSpeedMultiplier | ( | ) |
void Barotrauma.Character.Revive | ( | bool | removeAfflictions = true, |
bool | createNetworkEvent = false ) |
void Barotrauma.Character.SaveInventory | ( | ) |
Calls SaveInventory(Barotrauma.Inventory, XElement) using 'Inventory' and 'Info.InventoryData'.
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void Barotrauma.Character.SelectCharacter | ( | Character | character | ) |
void Barotrauma.Character.SetAllDamage | ( | float | damageAmount, |
float | bleedingDamageAmount, | ||
float | burnDamageAmount ) |
void Barotrauma.Character.SetAttackTarget | ( | Limb | attackLimb, |
IDamageable | damageTarget, | ||
Vector2 | attackPos ) |
void Barotrauma.Character.SetCustomInteract | ( | Action< Character, Character > | onCustomInteract, |
LocalizedString | hudText ) |
Set an action that's invoked when another character interacts with this one.
onCustomInteract | Action invoked when another character interacts with this one. T1 = this character, T2 = the interacting character |
hudText | Displayed on the character when highlighted. |
void Barotrauma.Character.SetInput | ( | InputType | inputType, |
bool | hit, | ||
bool | held ) |
void Barotrauma.Character.SetOrder | ( | Order | order, |
bool | isNewOrder, | ||
bool | speak = true, | ||
bool | force = false ) |
force | Force an order to be set for the character, bypassing hearing checks |
void Barotrauma.Character.SetOriginalTeam | ( | CharacterTeamType | newTeam | ) |
void Barotrauma.Character.SetStun | ( | float | newStun, |
bool | allowStunDecrease = false, | ||
bool | isNetworkMessage = false ) |
void Barotrauma.Character.SpawnInventoryItems | ( | Inventory | inventory, |
ContentXElement | itemData ) |
void Barotrauma.Character.Speak | ( | string | message, |
ChatMessageType? | messageType = null, | ||
float | delay = 0::0f, | ||
Identifier | identifier = default, | ||
float | minDurationBetweenSimilar = 0::0f ) |
void Barotrauma.Character.StackHealthMultiplier | ( | float | val | ) |
void Barotrauma.Character.StackSpeedMultiplier | ( | float | val | ) |
void Barotrauma.Character.StopClimbing | ( | ) |
void Barotrauma.Character.TeleportTo | ( | Vector2 | worldPos | ) |
override string Barotrauma.Character.ToString | ( | ) |
bool Barotrauma.Character.TryAddNewTeamChange | ( | string | identifier, |
ActiveTeamChange | newTeamChange ) |
void Barotrauma.Character.TryAdjustAttackerSkill | ( | Character | attacker, |
AttackResult | attackResult ) |
void Barotrauma.Character.TryAdjustHealerSkill | ( | Character | healer, |
float | healthChange = 0, | ||
Affliction | affliction = null ) |
bool Barotrauma.Character.TryRemoveTeamChange | ( | string | identifier | ) |
void Barotrauma.Character.TrySeverLimbJoints | ( | Limb | targetLimb, |
float | severLimbsProbability, | ||
float | damage, | ||
bool | allowBeheading, | ||
bool | ignoreSeveranceProbabilityModifier = false, | ||
Character | attacker = null ) |
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Reimplemented in Barotrauma.AICharacter.
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void Barotrauma.Character.UpdateTeam | ( | ) |
ConversationAction Barotrauma.Character.ActiveConversation |
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readonly AnimController Barotrauma.Character.AnimController |
readonly HashSet<Projectile> Barotrauma.Character.AttachedProjectiles = new HashSet<Projectile>() |
CampaignMode.InteractionType Barotrauma.Character.CampaignInteractionType |
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CombatAction Barotrauma.Character.CombatAction |
Hull Barotrauma.Character.CurrentHull = null |
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bool Barotrauma.Character.DisableHealthWindow |
bool Barotrauma.Character.dontFollowCursor |
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bool Barotrauma.Character.GodMode = false |
Godmoded characters cannot receive any afflictions whatsoever.
float Barotrauma.Character.healthUpdateTimer |
bool Barotrauma.Character.IsCriminal |
Do the outpost security officers treat the character as a criminal? Triggers when the character has either committed a major crime or resisted being arrested (or fled). Only affects the reactions of friendly NPCs in the outposts. The NPCs still don't react immediately to "criminals", but take this into account when the character next time does something wrong. The consequences are that the guards will not hold fire and will not give more warnings before attacking.
bool Barotrauma.Character.IsForceRagdolled |
bool Barotrauma.Character.IsHostileEscortee |
Set true only, if the character is turned hostile from an escort mission (See EscortMission).
bool Barotrauma.Character.IsRagdolled |
bool Barotrauma.Character.isSynced = false |
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float Barotrauma.Character.KnockbackCooldownTimer |
AttackResult Barotrauma.Character.LastDamage |
Entity Barotrauma.Character.LastDamageSource |
UInt16 Barotrauma.Character.LastNetworkUpdateID = 0 |
UInt16 Barotrauma.Character.LastProcessedID |
ID of the last inputs the server has processed.
readonly HashSet<LatchOntoAI> Barotrauma.Character.Latchers = new HashSet<LatchOntoAI>() |
HashSet<Identifier> Barotrauma.Character.MarkedAsLooted = new() |
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Identifier Barotrauma.Character.MerchantIdentifier |
OnAttackedHandler Barotrauma.Character.OnAttacked |
OnDeathHandler Barotrauma.Character.OnDeath |
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readonly CharacterParams Barotrauma.Character.Params |
readonly CharacterPrefab Barotrauma.Character.Prefab |
Hull Barotrauma.Character.PreviousHull = null |
readonly Dictionary<Identifier, SerializableProperty> Barotrauma.Character.Properties |
bool Barotrauma.Character.RequireConsciousnessForCustomInteract = true |
readonly string Barotrauma.Character.Seed |
LocalizedString Barotrauma.Character.TraitorCurrentObjective = "" |
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Can be used by status effects.
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Current speed of the character's collider. Can be used by status effects to check if the character is moving.
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MonsterEvents disable monsters (which includes removing them from the character list, so they essentially "don't exist") until they're ready to spawn.
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Prevents the character from highlighting items or characters with the cursor, meaning it can't interact with anything but the things it has currently selected/equipped.
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Prevents the character from interacting with items or characters.
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Has the characters selected a primary or a secondary item?
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Implements Barotrauma.IDamageable.
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Can be used to modify the character's health via StatusEffects.
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Items the character has in their hand slots. Doesn't return nulls and only returns items held in both hands once.
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Health multiplier of the human prefab this character is an instance of (if any)
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Can be used by status effects to check whether the characters is in a high-pressure environment.
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Is the character player or does it have an active ship command manager (an AI controlled sub)? Bots in the player team are not treated as commanders.
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Is the character knocked down regardless whether the technical state is dead, unconcious, paralyzed, or stunned. With stunning, the parameter uses an one second delay before the character is treated as knocked down. The purpose of this is to ignore minor stunning. If you don't want to to ignore any stun, use the Stun property.
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Is the character currently protected from the pressure by immunity/ability or a status effect (e.g. from a diving suit).
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Is the character controlled remotely (either by another player, or a server-side AIController)
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Is the character controlled by another human player (should always be false in single player)
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Implements Barotrauma.ISerializableEntity.
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Provided for backwards compatibility: use ObstructVisionAmount instead.
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Implements Barotrauma.ISpatialEntity.
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Can be used to modify the speed at which Propulsion ItemComponents move the character via StatusEffects (e.g. heavy suit can slow down underwater scooters)
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The primary selected item. It can be any device that character interacts with. This excludes items like ladders and chairs which are assigned to SelectedSecondaryItem.
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The secondary selected item. It's an item other than a device (see SelectedItem), e.g. a ladder or a chair.
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Implements Barotrauma.ISerializableEntity.
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Implements Barotrauma.ISpatialEntity.
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Can be used to modify the character's speed via StatusEffects.
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How "loud" the player is when they use text chat. When the user speaks in text chat this gets set to 1 and then slowly decreases back to 0 over 5 seconds.
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Is the health interface available on this character? Can be used by status effects.
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Was the character in full health at the beginning of the frame?