| ApplyAffliction(Limb targetLimb, Affliction affliction, bool allowStacking=true, bool ignoreUnkillability=false) | Barotrauma.CharacterHealth | |
| ApplyAfflictionStatusEffects(ActionType type) | Barotrauma.CharacterHealth | |
| ApplyDamage(Limb hitLimb, AttackResult attackResult, bool allowStacking=true) | Barotrauma.CharacterHealth | |
| BloodlossAffliction | Barotrauma.CharacterHealth | |
| BloodlossAmount | Barotrauma.CharacterHealth | |
| BodyTint | Barotrauma.CharacterHealth | |
| CalculateVitality() | Barotrauma.CharacterHealth | |
| Character | Barotrauma.CharacterHealth | |
| CharacterHealth(Character character) | Barotrauma.CharacterHealth | |
| CharacterHealth(ContentXElement element, Character character, ContentXElement limbHealthElement=null) | Barotrauma.CharacterHealth | |
| CrushDepth | Barotrauma.CharacterHealth | |
| DefaultFaceTint | Barotrauma.CharacterHealth | static |
| DoesBleed | Barotrauma.CharacterHealth | |
| FaceTint | Barotrauma.CharacterHealth | |
| ForceUpdateVisuals() | Barotrauma.CharacterHealth | |
| GetActiveAfflictionTags() | Barotrauma.CharacterHealth | |
| GetAffliction(string identifier, bool allowLimbAfflictions=true) | Barotrauma.CharacterHealth | |
| GetAffliction(Identifier identifier, bool allowLimbAfflictions=true) | Barotrauma.CharacterHealth | |
| GetAffliction(Identifier identifier, Limb limb) | Barotrauma.CharacterHealth | |
| GetAffliction< T >(Identifier identifier, bool allowLimbAfflictions=true) | Barotrauma.CharacterHealth | |
| GetAfflictionLimb(Affliction affliction) | Barotrauma.CharacterHealth | |
| GetAfflictionOfType(Identifier afflictionType, bool allowLimbAfflictions=true) | Barotrauma.CharacterHealth | |
| GetAfflictionStrength(Identifier afflictionType, Limb limb, bool requireLimbSpecific) | Barotrauma.CharacterHealth | |
| GetAfflictionStrength(Identifier afflictionType, Identifier afflictionidentifier, bool allowLimbAfflictions=true) | Barotrauma.CharacterHealth | |
| GetAfflictionStrengthByIdentifier(Identifier afflictionIdentifier, bool allowLimbAfflictions=true) | Barotrauma.CharacterHealth | |
| GetAfflictionStrengthByType(Identifier afflictionType, bool allowLimbAfflictions=true) | Barotrauma.CharacterHealth | |
| GetAllAfflictions() | Barotrauma.CharacterHealth | |
| GetAllAfflictions(Func< Affliction, bool > limbHealthFilter) | Barotrauma.CharacterHealth | |
| GetCauseOfDeath() | Barotrauma.CharacterHealth | |
| GetLimbDamage(Limb limb, Identifier afflictionType) | Barotrauma.CharacterHealth | |
| GetPredictedStrength(Affliction affliction, float predictFutureDuration, Limb limb=null) | Barotrauma.CharacterHealth | |
| GetResistance(AfflictionPrefab afflictionPrefab) | Barotrauma.CharacterHealth | |
| GetStatValue(StatTypes statType) | Barotrauma.CharacterHealth | |
| GetSuitableTreatments(Dictionary< Identifier, float > treatmentSuitability, Character user, Limb limb=null, bool ignoreHiddenAfflictions=false, float predictFutureDuration=0.0f) | Barotrauma.CharacterHealth | |
| GetTotalAdjustedAfflictionStrength(Affliction affliction, float otherAfflictionMultiplier=0.3f, bool includeSameAffliction=true) | Barotrauma.CharacterHealth | |
| HasFlag(AbilityFlags flagType) | Barotrauma.CharacterHealth | |
| HealthPercentage | Barotrauma.CharacterHealth | |
| InsufficientOxygenThreshold | Barotrauma.CharacterHealth | static |
| IsParalyzed | Barotrauma.CharacterHealth | |
| IsUnconscious | Barotrauma.CharacterHealth | |
| Load(XElement element, Func< AfflictionPrefab, bool > afflictionPredicate=null) | Barotrauma.CharacterHealth | |
| LowOxygenThreshold | Barotrauma.CharacterHealth | static |
| MaxVitality | Barotrauma.CharacterHealth | |
| MinVitality | Barotrauma.CharacterHealth | |
| minVitality | Barotrauma.CharacterHealth | protected |
| OxygenAmount | Barotrauma.CharacterHealth | |
| OxygenLowResistance | Barotrauma.CharacterHealth | |
| PressureAffliction | Barotrauma.CharacterHealth | |
| PressureKillDelay | Barotrauma.CharacterHealth | |
| ReduceAfflictionOnAllLimbs(Identifier afflictionIdOrType, float amount, ActionType? treatmentAction=null, Character attacker=null) | Barotrauma.CharacterHealth | |
| ReduceAfflictionOnLimb(Limb targetLimb, Identifier afflictionIdOrType, float amount, ActionType? treatmentAction=null, Character attacker=null) | Barotrauma.CharacterHealth | |
| ReduceAllAfflictionsOnAllLimbs(float amount, ActionType? treatmentAction=null) | Barotrauma.CharacterHealth | |
| ReduceAllAfflictionsOnLimb(Limb targetLimb, float amount, ActionType? treatmentAction=null) | Barotrauma.CharacterHealth | |
| Remove() | Barotrauma.CharacterHealth | |
| RemoveAllAfflictions() | Barotrauma.CharacterHealth | |
| RemoveNegativeAfflictions() | Barotrauma.CharacterHealth | |
| Save(XElement healthElement) | Barotrauma.CharacterHealth | |
| ServerWrite(IWriteMessage msg) | Barotrauma.CharacterHealth | |
| SetAllDamage(float damageAmount, float bleedingDamageAmount, float burnDamageAmount) | Barotrauma.CharacterHealth | |
| SetVitality(float newVitality) | Barotrauma.CharacterHealth | |
| SortAfflictionsBySeverity(IEnumerable< Affliction > afflictions, bool excludeBuffs=true) | Barotrauma.CharacterHealth | static |
| Stun | Barotrauma.CharacterHealth | |
| StunTimer | Barotrauma.CharacterHealth | |
| type | Barotrauma.CharacterHealth | |
| Unkillable | Barotrauma.CharacterHealth | |
| UnmodifiedMaxVitality | Barotrauma.CharacterHealth | protected |
| Update(float deltaTime) | Barotrauma.CharacterHealth | |
| UseHealthWindow | Barotrauma.CharacterHealth | |
| Vitality | Barotrauma.CharacterHealth | |
| VitalityDisregardingDeath | Barotrauma.CharacterHealth | |
| WasInFullHealth | Barotrauma.CharacterHealth | |