Barotrauma Client
Loading...
Searching...
No Matches
Barotrauma.Item Class Reference
Inheritance diagram for Barotrauma.Item:
Barotrauma.MapEntity Barotrauma.IDamageable Barotrauma.IIgnorable Barotrauma.ISerializableEntity Barotrauma.Networking.IServerPositionSync Barotrauma.Networking.IClientSerializable Barotrauma.Entity Barotrauma.ISpatialEntity Barotrauma.ISpatialEntity Barotrauma.Networking.IServerSerializable Barotrauma.Networking.INetSerializable Barotrauma.ISpatialEntity Barotrauma.Networking.INetSerializable

Classes

struct  ApplyStatusEffectEventData
 
struct  ChangePropertyEventData
 
struct  ComponentStateEventData
 
interface  IEventData
 
struct  InventoryStateEventData
 
struct  SetItemStatEventData
 

Public Types

enum  EventType {
  ComponentState = 0 , InventoryState = 1 , Treatment = 2 , ChangeProperty = 3 ,
  Combine = 4 , Status = 5 , AssignCampaignInteraction = 6 , ApplyStatusEffect = 7 ,
  Upgrade = 8 , ItemStat = 9 , DroppedStack = 10 , SetHighlight = 11 ,
  MinValue = 0 , MaxValue = 11
}
 

Public Member Functions

void AssignCampaignInteractionType (CampaignMode.InteractionType interactionType, IEnumerable< Client > targetClients=null)
 
void ResetWaterDragCoefficient ()
 Removes the override value -> falls back to using the original value defined in the xml.
 
bool IsInteractable (Character character)
 Returns interactibility based on whether the character is on a player team.
 
override string ToString ()
 
bool IgnoreByAI (Character character)
 
 Item (ItemPrefab itemPrefab, Vector2 position, Submarine submarine, ushort id=Entity.NullEntityID, bool callOnItemLoaded=true)
 
 Item (Rectangle newRect, ItemPrefab itemPrefab, Submarine submarine, bool callOnItemLoaded=true, ushort id=Entity.NullEntityID)
 Creates a new item.
 
bool IsContainerPreferred (ItemContainer container, out bool isPreferencesDefined, out bool isSecondary, bool requireConditionRestriction=false)
 
override MapEntity Clone ()
 
void AddComponent (ItemComponent component)
 
void EnableDrawableComponent (IDrawableComponent drawable)
 
void DisableDrawableComponent (IDrawableComponent drawable)
 
int GetComponentIndex (ItemComponent component)
 
GetComponent< T > ()
 
IEnumerable< T > GetComponents< T > ()
 
float GetQualityModifier (Quality.StatType statType)
 
void RemoveContained (Item contained)
 
void SetTransform (Vector2 simPosition, float rotation, bool findNewHull=true, bool setPrevTransform=true)
 
bool AllowDroppingOnSwapWith (Item otherItem)
 Is dropping the item allowed when trying to swap it with the other item.
 
void SetActiveSprite ()
 
void CheckCleanable ()
 Recheck if the item needs to be included in the list of cleanable items.
 
override void Move (Vector2 amount, bool ignoreContacts=true)
 
Rectangle TransformTrigger (Rectangle trigger, bool world=false)
 
override Quad2D GetTransformedQuad ()
 
Hull FindHull ()
 
bool HasAccess (Character character)
 Used by the AI to check whether they can (in principle) and are allowed (in practice) to interact with an object or not. Unlike CanInteractWith(), this method doesn't check the distance, the triggers, or anything like that.
 
bool IsOwnedBy (Entity entity)
 
Entity GetRootInventoryOwner ()
 
Inventory FindParentInventory (Func< Inventory, bool > predicate)
 
void SetContainedItemPositions ()
 
void AddTag (string tag)
 
void AddTag (Identifier tag)
 
void RemoveTag (Identifier tag)
 
bool HasTag (Identifier tag)
 
bool HasIdentifierOrTags (IEnumerable< Identifier > identifiersOrTags)
 
void ReplaceTag (string tag, string newTag)
 
void ReplaceTag (Identifier tag, Identifier newTag)
 
IReadOnlyCollection< Identifier > GetTags ()
 
bool HasTag (IEnumerable< Identifier > allowedTags)
 
bool ConditionalMatches (PropertyConditional conditional)
 
bool ConditionalMatches (PropertyConditional conditional, bool checkContainer)
 
void ApplyStatusEffects (ActionType type, float deltaTime, Character character=null, Limb limb=null, Entity useTarget=null, bool isNetworkEvent=false, Vector2? worldPosition=null)
 Executes all StatusEffects of the specified type. Note that condition checks are ignored here: that should be handled by the code calling the method.
 
void ApplyStatusEffect (StatusEffect effect, ActionType type, float deltaTime, Character character=null, Limb limb=null, Entity useTarget=null, bool isNetworkEvent=false, bool checkCondition=true, Vector2? worldPosition=null)
 
AttackResult AddDamage (Character attacker, Vector2 worldPosition, Attack attack, Vector2 impulseDirection, float deltaTime, bool playSound=true)
 
void RecalculateConditionValues ()
 Recalculates the item's maximum condition, condition percentage and whether it's in full condition. You generally never need to call this manually - done automatically when any of the factors that affect the values change.
 
void SendPendingNetworkUpdates ()
 
void CreateStatusEvent (bool loadingRound)
 
override void Update (float deltaTime, Camera cam)
 
void UpdateTransform ()
 
override void FlipX (bool relativeToSub)
 Flip the entity horizontally.
 
override void FlipY (bool relativeToSub)
 Flip the entity vertically.
 
List< T > GetConnectedComponents< T > (bool recursive=false, bool allowTraversingBackwards=true, Func< Connection, bool > connectionFilter=null)
 Note: This function generates garbage and might be a bit too heavy to be used once per frame.
 
List< T > GetConnectedComponentsRecursive< T > (Connection c, bool ignoreInactiveRelays=false, bool allowTraversingBackwards=true)
 Note: This function generates garbage and might be a bit too heavy to be used once per frame.
 
Controller FindController (ImmutableArray< Identifier >? tags=null)
 
bool TryFindController (out Controller controller, ImmutableArray< Identifier >? tags=null)
 
void SendSignal (string signal, string connectionName)
 
void SendSignal (Signal signal, string connectionName)
 
void SendSignal (Signal signal, Connection connection)
 
bool IsInsideTrigger (Vector2 worldPosition)
 
bool IsInsideTrigger (Vector2 worldPosition, out Rectangle transformedTrigger)
 
bool CanClientAccess (Client c)
 
bool TryInteract (Character user, bool ignoreRequiredItems=false, bool forceSelectKey=false, bool forceUseKey=false)
 
float GetContainedItemConditionPercentage ()
 
void Use (float deltaTime, Character user=null, Limb targetLimb=null, Entity useTarget=null, Character userForOnUsedEvent=null)
 
void SecondaryUse (float deltaTime, Character character=null)
 
void ApplyTreatment (Character user, Character character, Limb targetLimb)
 
bool Combine (Item item, Character user)
 
void Drop (Character dropper, bool createNetworkEvent=true, bool setTransform=true)
 
void CreateDroppedStack (IEnumerable< Item > items, bool allowClientExecute)
 "Merges" the set of items so they behave as one physical object and can be picked up by clicking once. The items need to be instances of the same prefab and have a physics body.
 
IEnumerable< ItemGetStackedItems ()
 Returns this item and all the other items in the stack (either in the same inventory slot, or the same dropped stack).
 
void Equip (Character character)
 
void Unequip (Character character)
 
List<(object obj, SerializableProperty property)> GetProperties< T > ()
 
override XElement Save (XElement parentElement)
 
virtual void Reset ()
 
override void OnMapLoaded ()
 
override void ShallowRemove ()
 Remove the item so that it doesn't appear to exist in the game world (stop sounds, remove bodies etc) but don't reset anything that's required for cloning the item.
 
override void Remove ()
 
object GetComponentString (string component)
 
- Public Member Functions inherited from Barotrauma.MapEntity
void AddLinked (MapEntity entity)
 
 MapEntity (MapEntityPrefab prefab, Submarine submarine, ushort id)
 
void ResolveLinks (IdRemap childRemap)
 
virtual bool IsMouseOn (Vector2 position)
 
bool HasUpgrade (Identifier identifier)
 
Upgrade GetUpgrade (Identifier identifier)
 
List< Upgrade > GetUpgrades ()
 
void SetUpgrade (Upgrade upgrade, bool createNetworkEvent=false)
 
virtual bool AddUpgrade (Upgrade upgrade, bool createNetworkEvent=false)
 Adds a new upgrade to the item.
 
MapEntity Clone ()
 
override void Remove ()
 
void RemoveLinked (MapEntity e)
 
HashSet< T > GetLinkedEntities< T > (HashSet< T > list=null, int? maxDepth=null, Func< T, bool > filter=null)
 Gets all linked entities of specific type.
 
- Public Member Functions inherited from Barotrauma.Entity
 Entity (Submarine submarine, ushort id)
 
void FreeID ()
 Removes the entity from the entity dictionary and frees up the ID it was using.
 
- Public Member Functions inherited from Barotrauma.IDamageable
- Public Member Functions inherited from Barotrauma.IIgnorable

Static Public Member Functions

static void UpdateHulls ()
 goes through every item and re-checks which hull they are in
 
static void UpdatePendingConditionUpdates (float deltaTime)
 
static Item Load (ContentXElement element, Submarine submarine, IdRemap idRemap)
 
static Item Load (ContentXElement element, Submarine submarine, bool createNetworkEvent, IdRemap idRemap)
 Instantiate a new item and load its data from the XML element.
 
static void RemoveByPrefab (ItemPrefab prefab)
 
- Static Public Member Functions inherited from Barotrauma.MapEntity
static void ClearHighlightedEntities ()
 
static List< MapEntityClone (List< MapEntity > entitiesToClone)
 
static void UpdateAll (float deltaTime, Camera cam)
 Call Update() on every object in Entity.list.
 
static List< MapEntityLoadAll (Submarine submarine, XElement parentElement, string filePath, int idOffset)
 
static void MapLoaded (List< MapEntity > entities, bool updateHulls)
 
static void InitializeLoadedLinks (IEnumerable< MapEntity > entities)
 
- Static Public Member Functions inherited from Barotrauma.Entity
static IReadOnlyCollection< EntityGetEntities ()
 
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

bool Visible = true
 
PhysicsBody body
 
readonly XElement StaticBodyConfig
 
List< Fixture > StaticFixtures = new List<Fixture>()
 
Action OnInteract
 
Character Equipper
 Which character equipped this item? May not be the same character as the one who it's equipped on (you can e.g. equip diving masks on another character).
 
ColorHighlightColor
 
bool StolenDuringRound
 Was the item stolen during the current round. Note that it's possible for the items to be found in the player's inventory even though they weren't actually stolen. For example, a guard can place handcuffs there. So use Illegitimate for checking if the item is illegitimately held.
 
bool IsSalvageMissionItem
 
readonly ImmutableArray< ItemInventoryOwnInventories = ImmutableArray<ItemInventory>.Empty
 
readonly HashSet< ItemPrefabAvailableSwaps = new HashSet<ItemPrefab>()
 
Action< CharacterOnDeselect
 
- Public Attributes inherited from Barotrauma.MapEntity
readonly MapEntityPrefab Prefab
 
List< ushort > unresolvedLinkedToID
 
readonly HashSet< Identifier > DisallowedUpgradeSet = new HashSet<Identifier>()
 
readonly List< MapEntitylinkedTo = new List<MapEntity>()
 
bool ShouldBeSaved = true
 
int OriginalModuleIndex = -1
 The index of the outpost module this entity originally spawned in (-1 if not an outpost item)
 
int OriginalContainerIndex = -1
 
- Public Attributes inherited from Barotrauma.Entity
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< ItemItemList = new List<Item>()
 
static bool ShowLinks = true
 
static readonly ImmutableArray<(Identifier Input, Identifier Output)> connectionPairs
 
- Static Public Attributes inherited from Barotrauma.MapEntity
static readonly List< MapEntityMapEntityList = new List<MapEntity>()
 
static int MapEntityUpdateInterval = 1
 
static int PoweredUpdateInterval = 1
 
- Static Public Attributes inherited from Barotrauma.Entity
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 Attributes

Color spriteColor
 
- Protected Attributes inherited from Barotrauma.MapEntity
List< ushort > linkedToID
 
readonly List< Upgrade > Upgrades = new List<Upgrade>()
 List of upgrades this item has.
 
bool flippedX
 
bool flippedY
 
Rectangle rect
 
- Protected Attributes inherited from Barotrauma.Entity
AITarget aiTarget
 

Properties

static IReadOnlyCollection< ItemDangerousItems [get]
 
static IReadOnlyCollection< ItemRepairableItems [get]
 Items that have one more more Repairable component.
 
static IReadOnlyCollection< ItemCleanableItems [get]
 Items that may potentially need to be cleaned up (pickable, not attached to a wall, and not inside a valid container)
 
static HashSet< ItemDeconstructItems [get]
 Items that have been marked for deconstruction.
 
static IReadOnlyCollection< ItemSonarVisibleItems [get]
 Items whose ItemPrefab.SonarSize is larger than 0.
 
new ItemPrefab Prefab [get]
 
Hull CurrentHull [get, set]
 
float HullOxygenPercentage [get]
 
CampaignMode.InteractionType CampaignInteractionType [get]
 
bool FullyInitialized [get]
 Has everything in the item been loaded/instantiated/initialized (basically, can be used to check if the whole constructor/Load method has run). Most commonly used to avoid creating network events when some value changes if the item is being initialized.
 
float WaterDragCoefficient [get, set]
 
BodyType BodyType [get, set]
 Can be used by StatusEffects to set the type of the body (if the item has one)
 
Rectangle DefaultRect [get, set]
 Unscaled rect.
 
Dictionary< Identifier, SerializablePropertySerializableProperties [get, protected set]
 
bool EditableWhenEquipped = false [get, set]
 
Inventory ParentInventory [get, set]
 
Item RootContainer [get]
 
Item Container [get]
 
override string Name [get]
 Note that this is not a LocalizedString instance, just the current name of the item as a string. If you e.g. set this as the text in a textbox, it will not update automatically when the language is changed. If you want that to happen, use Prefab.Name instead.
 
string Description [get, set]
 
string DescriptionTag [get, set]
 Can be used to set a localized description via StatusEffects.
 
bool NonInteractable [get, set]
 
bool NonPlayerTeamInteractable [get, set]
 Use IsPlayerInteractable to also check NonInteractable
 
bool AllowSwapping [get, set]
 
bool PurchasedNewSwap [get, set]
 
bool IsPlayerTeamInteractable [get]
 Checks both NonInteractable and NonPlayerTeamInteractable
 
float RotationRad [get]
 
float Rotation [get, set]
 
float ImpactTolerance [get]
 
float InteractDistance [get]
 
float InteractPriority [get]
 
override Vector2 Position [get]
 
override Vector2 SimPosition [get]
 
Rectangle InteractionRect [get]
 
override float Scale [get, set]
 
float PositionUpdateInterval = float.PositiveInfinity [get, set]
 
Color SpriteColor [get, set]
 
Color InventoryIconColor [get, protected set]
 
Color ContainerColor [get, protected set]
 
Identifier ContainerIdentifier [get]
 Can be used by status effects or conditionals to check what item this item is contained inside.
 
bool IsContained [get]
 Can be used by status effects or conditionals to check whether the item is contained inside something.
 
float Speed [get]
 Can be used by status effects or conditionals to the speed of the item.
 
string SonarLabel [get, set]
 Can be used to modify the AITarget's label using status effects.
 
bool PhysicsBodyActive [get]
 Can be used by status effects or conditionals to check if the physics body of the item is active.
 
new float SoundRange [get, set]
 Can be used by status effects or conditionals to modify the sound range.
 
new float SightRange [get, set]
 Can be used by status effects or conditionals to modify the sight range.
 
bool IsShootable [get, set]
 Should the item's Use method be called with the "Use" or with the "Shoot" key?
 
bool RequireAimToUse [get, set]
 If true, the user has to hold the "aim" key before use is registered. False by default.
 
bool RequireAimToSecondaryUse [get, set]
 If true, the user has to hold the "aim" key before secondary use is registered. True by default.
 
bool DontCleanUp [get, set]
 Can be set by status effects to prevent bots from cleaning up the item.
 
Color Color [get]
 
bool IsFullCondition [get]
 
float MaxCondition [get]
 
float ConditionPercentage [get]
 
float ConditionPercentageRelativeToDefaultMaxCondition [get]
 Condition percentage disregarding MaxRepairConditionMultiplier (i.e. this can go above 100% if the item is repaired beyond the normal maximum)
 
float OffsetOnSelectedMultiplier [get, set]
 
float HealthMultiplier [get, set]
 
float MaxRepairConditionMultiplier [get, set]
 
float Condition [get, set]
 
bool ConditionIncreasedRecently [get]
 Return true if the condition of this item increased within the last second.
 
float Health [get]
 
bool Indestructible [get, set]
 Per-instance value - if not set, the value of the prefab is used.
 
bool AllowDeconstruct [get, set]
 
bool InvulnerableToDamage [get, set]
 
bool Illegitimate [get]
 Item shouldn't be in the player's inventory. If the guards find it, they will consider it as a theft.
 
bool SpawnedInCurrentOutpost [get, set]
 
bool AllowStealing [get, set]
 
string OriginalOutpost [get, set]
 
string Tags [get, set]
 
bool FireProof [get]
 
bool WaterProof [get]
 
bool UseInHealthInterface [get]
 
int Quality [get, set]
 
bool InWater [get]
 
List< ConnectionLastSentSignalRecipients = new List<Connection>(20) [get]
 A list of connections the last signal sent by this item went through.
 
ContentPath ConfigFilePath [get]
 
IEnumerable< InvSlotTypeAllowedSlots [get]
 
List< ConnectionConnections [get]
 
IEnumerable< ItemContainedItems [get]
 
ItemInventory OwnInventory [get]
 
bool DisplaySideBySideWhenLinked [get, set]
 
List< RepairableRepairables [get]
 
List< ItemComponentComponents [get]
 
override bool Linkable [get]
 
float WorldPositionX [get]
 
float WorldPositionY [get]
 
float PositionX [get]
 Can be used to move the item from XML (e.g. to correct the positions of items whose sprite origin has been changed)
 
float PositionY [get]
 Can be used to move the item from XML (e.g. to correct the positions of items whose sprite origin has been changed)
 
BallastFloraBranch Infector [get, set]
 
ItemPrefab PendingItemSwap [get, set]
 
IReadOnlyList< ISerializableEntityAllPropertyObjects [get]
 
bool OrderedToBeIgnored [get, set]
 
bool HasBallastFloraInHull [get]
 
bool IsClaimedByBallastFlora [get]
 
bool InPlayerSubmarine [get]
 
bool InBeaconStation [get]
 
bool IsLadder [get]
 
bool IsSecondaryItem [get]
 
ItemStatManager StatManager [get]
 
float LastEatenTime [get, set]
 Timing.TotalTimeUnpaused when some character was last eating the item.
 
IEnumerable< ItemDroppedStack [get]
 
- Properties inherited from Barotrauma.MapEntity
string DisallowedUpgrades [get, set]
 
bool FlippedX [get]
 
bool FlippedY [get]
 
static IEnumerable< MapEntityHighlightedEntities [get]
 
bool ExternalHighlight [get, set]
 
bool IsHighlighted [get, set]
 
virtual Rectangle Rect [get, set]
 
Rectangle WorldRect [get]
 
virtual Sprite Sprite [get]
 
virtual bool DrawBelowWater [get]
 
virtual bool DrawOverWater [get]
 
virtual bool Linkable [get]
 
IEnumerable< Identifier > AllowedLinks [get]
 
bool ResizeHorizontal [get]
 
bool ResizeVertical [get]
 
int RectWidth [get, set]
 
int RectHeight [get, set]
 
bool SpriteDepthOverrideIsSet [get]
 
float SpriteOverrideDepth [get]
 
float SpriteDepth [get, set]
 
virtual float Scale = 1 [get, set]
 
bool HiddenInGame [get, set]
 
bool IsLayerHidden [get, set]
 Is the layer this entity is in currently hidden? If it is, the entity is not updated and should do nothing.
 
bool IsHidden [get]
 Is the entity hidden due to HiddenInGame being enabled or the layer the entity is in being hidden?
 
override Vector2 Position [get]
 
override Vector2 SimPosition [get]
 
float SoundRange [get, set]
 
float SightRange [get, set]
 
bool RemoveIfLinkedOutpostDoorInUse = true [get, protected set]
 
string Layer [get, set]
 
virtual string Name [get]
 
- Properties inherited from Barotrauma.Entity
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]
 
- Properties inherited from Barotrauma.ISpatialEntity
- Properties inherited from Barotrauma.IDamageable
Vector2 WorldPosition [get]
 
- Properties inherited from Barotrauma.IIgnorable
- Properties inherited from Barotrauma.ISerializableEntity

Additional Inherited Members

- Protected Member Functions inherited from Barotrauma.MapEntity
void ParseLinks (XElement element, IdRemap idRemap)
 
virtual void CheckIsHighlighted ()
 
void InsertToList ()
 
- Protected Member Functions inherited from Barotrauma.Entity
virtual ushort DetermineID (ushort id, Submarine submarine)
 
- Static Protected Attributes inherited from Barotrauma.MapEntity
static readonly HashSet< MapEntityhighlightedEntities = new HashSet<MapEntity>()
 

Member Enumeration Documentation

◆ EventType

Enumerator
ComponentState 
InventoryState 
Treatment 
ChangeProperty 
Combine 
Status 
AssignCampaignInteraction 
ApplyStatusEffect 
Upgrade 
ItemStat 
DroppedStack 
SetHighlight 
MinValue 
MaxValue 

Constructor & Destructor Documentation

◆ Item() [1/2]

Barotrauma.Item.Item ( ItemPrefab itemPrefab,
Vector2 position,
Submarine submarine,
ushort id = Entity::NullEntityID,
bool callOnItemLoaded = true )

◆ Item() [2/2]

Barotrauma.Item.Item ( Rectangle newRect,
ItemPrefab itemPrefab,
Submarine submarine,
bool callOnItemLoaded = true,
ushort id = Entity::NullEntityID )

Creates a new item.

Parameters
callOnItemLoadedShould the OnItemLoaded methods of the ItemComponents be called. Use false if the item needs additional initialization before it can be considered fully loaded (e.g. when loading an item from a sub file or cloning an item).

Member Function Documentation

◆ AddComponent()

void Barotrauma.Item.AddComponent ( ItemComponent component)

◆ AddDamage()

AttackResult Barotrauma.Item.AddDamage ( Character attacker,
Vector2 worldPosition,
Attack attack,
Vector2 impulseDirection,
float deltaTime,
bool playSound = true )

◆ AddTag() [1/2]

void Barotrauma.Item.AddTag ( Identifier tag)

◆ AddTag() [2/2]

void Barotrauma.Item.AddTag ( string tag)

◆ AllowDroppingOnSwapWith()

bool Barotrauma.Item.AllowDroppingOnSwapWith ( Item otherItem)

Is dropping the item allowed when trying to swap it with the other item.

◆ ApplyStatusEffect()

void Barotrauma.Item.ApplyStatusEffect ( StatusEffect effect,
ActionType type,
float deltaTime,
Character character = null,
Limb limb = null,
Entity useTarget = null,
bool isNetworkEvent = false,
bool checkCondition = true,
Vector2? worldPosition = null )

◆ ApplyStatusEffects()

void Barotrauma.Item.ApplyStatusEffects ( ActionType type,
float deltaTime,
Character character = null,
Limb limb = null,
Entity useTarget = null,
bool isNetworkEvent = false,
Vector2? worldPosition = null )

Executes all StatusEffects of the specified type. Note that condition checks are ignored here: that should be handled by the code calling the method.

◆ ApplyTreatment()

void Barotrauma.Item.ApplyTreatment ( Character user,
Character character,
Limb targetLimb )

◆ AssignCampaignInteractionType()

void Barotrauma.Item.AssignCampaignInteractionType ( CampaignMode.InteractionType interactionType,
IEnumerable< Client > targetClients = null )

◆ CanClientAccess()

bool Barotrauma.Item.CanClientAccess ( Client c)

◆ CheckCleanable()

void Barotrauma.Item.CheckCleanable ( )

Recheck if the item needs to be included in the list of cleanable items.

◆ Clone()

override MapEntity Barotrauma.Item.Clone ( )

◆ Combine()

bool Barotrauma.Item.Combine ( Item item,
Character user )

◆ ConditionalMatches() [1/2]

bool Barotrauma.Item.ConditionalMatches ( PropertyConditional conditional)

◆ ConditionalMatches() [2/2]

bool Barotrauma.Item.ConditionalMatches ( PropertyConditional conditional,
bool checkContainer )

◆ CreateDroppedStack()

void Barotrauma.Item.CreateDroppedStack ( IEnumerable< Item > items,
bool allowClientExecute )

"Merges" the set of items so they behave as one physical object and can be picked up by clicking once. The items need to be instances of the same prefab and have a physics body.

◆ CreateStatusEvent()

void Barotrauma.Item.CreateStatusEvent ( bool loadingRound)

◆ DisableDrawableComponent()

void Barotrauma.Item.DisableDrawableComponent ( IDrawableComponent drawable)

◆ Drop()

void Barotrauma.Item.Drop ( Character dropper,
bool createNetworkEvent = true,
bool setTransform = true )
Parameters
dropperCharacter who dropped the item
createNetworkEventShould clients be notified of the item being dropped
setTransformShould the transform of the physics body be updated. Only disable this if you're moving the item somewhere else / calling SetTransform manually immediately after dropping!

◆ EnableDrawableComponent()

void Barotrauma.Item.EnableDrawableComponent ( IDrawableComponent drawable)

◆ Equip()

void Barotrauma.Item.Equip ( Character character)

◆ FindController()

Controller Barotrauma.Item.FindController ( ImmutableArray< Identifier >? tags = null)

◆ FindHull()

Hull Barotrauma.Item.FindHull ( )

◆ FindParentInventory()

Inventory Barotrauma.Item.FindParentInventory ( Func< Inventory, bool > predicate)

◆ FlipX()

override void Barotrauma.Item.FlipX ( bool relativeToSub)
virtual

Flip the entity horizontally.

Parameters
relativeToSubShould the entity be flipped across the y-axis of the sub it's inside

Reimplemented from Barotrauma.MapEntity.

◆ FlipY()

override void Barotrauma.Item.FlipY ( bool relativeToSub)
virtual

Flip the entity vertically.

Parameters
relativeToSubShould the entity be flipped across the x-axis of the sub it's inside

Reimplemented from Barotrauma.MapEntity.

◆ GetComponent< T >()

T Barotrauma.Item.GetComponent< T > ( )
Type Constraints
T :ItemComponent 

◆ GetComponentIndex()

int Barotrauma.Item.GetComponentIndex ( ItemComponent component)

◆ GetComponents< T >()

IEnumerable< T > Barotrauma.Item.GetComponents< T > ( )

◆ GetComponentString()

object Barotrauma.Item.GetComponentString ( string component)

◆ GetConnectedComponents< T >()

List< T > Barotrauma.Item.GetConnectedComponents< T > ( bool recursive = false,
bool allowTraversingBackwards = true,
Func< Connection, bool > connectionFilter = null )

Note: This function generates garbage and might be a bit too heavy to be used once per frame.

Type Constraints
T :ItemComponent 

◆ GetConnectedComponentsRecursive< T >()

List< T > Barotrauma.Item.GetConnectedComponentsRecursive< T > ( Connection c,
bool ignoreInactiveRelays = false,
bool allowTraversingBackwards = true )

Note: This function generates garbage and might be a bit too heavy to be used once per frame.

Type Constraints
T :ItemComponent 

◆ GetContainedItemConditionPercentage()

float Barotrauma.Item.GetContainedItemConditionPercentage ( )

◆ GetProperties< T >()

List<(object obj, SerializableProperty property)> Barotrauma.Item.GetProperties< T > ( )

◆ GetQualityModifier()

float Barotrauma.Item.GetQualityModifier ( Quality.StatType statType)

◆ GetRootInventoryOwner()

Entity Barotrauma.Item.GetRootInventoryOwner ( )

◆ GetStackedItems()

IEnumerable< Item > Barotrauma.Item.GetStackedItems ( )

Returns this item and all the other items in the stack (either in the same inventory slot, or the same dropped stack).

Returns

◆ GetTags()

IReadOnlyCollection< Identifier > Barotrauma.Item.GetTags ( )

◆ GetTransformedQuad()

override Quad2D Barotrauma.Item.GetTransformedQuad ( )
virtual

Reimplemented from Barotrauma.MapEntity.

◆ HasAccess()

bool Barotrauma.Item.HasAccess ( Character character)

Used by the AI to check whether they can (in principle) and are allowed (in practice) to interact with an object or not. Unlike CanInteractWith(), this method doesn't check the distance, the triggers, or anything like that.

◆ HasIdentifierOrTags()

bool Barotrauma.Item.HasIdentifierOrTags ( IEnumerable< Identifier > identifiersOrTags)

◆ HasTag() [1/2]

bool Barotrauma.Item.HasTag ( Identifier tag)

◆ HasTag() [2/2]

bool Barotrauma.Item.HasTag ( IEnumerable< Identifier > allowedTags)

◆ IgnoreByAI()

bool Barotrauma.Item.IgnoreByAI ( Character character)

Implements Barotrauma.IIgnorable.

◆ IsContainerPreferred()

bool Barotrauma.Item.IsContainerPreferred ( ItemContainer container,
out bool isPreferencesDefined,
out bool isSecondary,
bool requireConditionRestriction = false )

◆ IsInsideTrigger() [1/2]

bool Barotrauma.Item.IsInsideTrigger ( Vector2 worldPosition)

◆ IsInsideTrigger() [2/2]

bool Barotrauma.Item.IsInsideTrigger ( Vector2 worldPosition,
out Rectangle transformedTrigger )

◆ IsInteractable()

bool Barotrauma.Item.IsInteractable ( Character character)

Returns interactibility based on whether the character is on a player team.

◆ IsOwnedBy()

bool Barotrauma.Item.IsOwnedBy ( Entity entity)

◆ Load() [1/2]

static Item Barotrauma.Item.Load ( ContentXElement element,
Submarine submarine,
bool createNetworkEvent,
IdRemap idRemap )
static

Instantiate a new item and load its data from the XML element.

Parameters
elementThe element containing the data of the item
submarineThe submarine to spawn the item in (can be null)
createNetworkEventShould an EntitySpawner event be created to notify clients about the item being created.
Returns

◆ Load() [2/2]

static Item Barotrauma.Item.Load ( ContentXElement element,
Submarine submarine,
IdRemap idRemap )
static

◆ Move()

override void Barotrauma.Item.Move ( Vector2 amount,
bool ignoreContacts = true )
virtual

Reimplemented from Barotrauma.MapEntity.

◆ OnMapLoaded()

override void Barotrauma.Item.OnMapLoaded ( )
virtual

Reimplemented from Barotrauma.MapEntity.

◆ RecalculateConditionValues()

void Barotrauma.Item.RecalculateConditionValues ( )

Recalculates the item's maximum condition, condition percentage and whether it's in full condition. You generally never need to call this manually - done automatically when any of the factors that affect the values change.

◆ Remove()

override void Barotrauma.Item.Remove ( )
virtual

Reimplemented from Barotrauma.Entity.

◆ RemoveByPrefab()

static void Barotrauma.Item.RemoveByPrefab ( ItemPrefab prefab)
static

◆ RemoveContained()

void Barotrauma.Item.RemoveContained ( Item contained)

◆ RemoveTag()

void Barotrauma.Item.RemoveTag ( Identifier tag)

◆ ReplaceTag() [1/2]

void Barotrauma.Item.ReplaceTag ( Identifier tag,
Identifier newTag )

◆ ReplaceTag() [2/2]

void Barotrauma.Item.ReplaceTag ( string tag,
string newTag )

◆ Reset()

virtual void Barotrauma.Item.Reset ( )
virtual

◆ ResetWaterDragCoefficient()

void Barotrauma.Item.ResetWaterDragCoefficient ( )

Removes the override value -> falls back to using the original value defined in the xml.

◆ Save()

override XElement Barotrauma.Item.Save ( XElement parentElement)
virtual

Reimplemented from Barotrauma.MapEntity.

◆ SecondaryUse()

void Barotrauma.Item.SecondaryUse ( float deltaTime,
Character character = null )

◆ SendPendingNetworkUpdates()

void Barotrauma.Item.SendPendingNetworkUpdates ( )

◆ SendSignal() [1/3]

void Barotrauma.Item.SendSignal ( Signal signal,
Connection connection )

◆ SendSignal() [2/3]

void Barotrauma.Item.SendSignal ( Signal signal,
string connectionName )

◆ SendSignal() [3/3]

void Barotrauma.Item.SendSignal ( string signal,
string connectionName )

◆ SetActiveSprite()

void Barotrauma.Item.SetActiveSprite ( )

◆ SetContainedItemPositions()

void Barotrauma.Item.SetContainedItemPositions ( )

◆ SetTransform()

void Barotrauma.Item.SetTransform ( Vector2 simPosition,
float rotation,
bool findNewHull = true,
bool setPrevTransform = true )

◆ ShallowRemove()

override void Barotrauma.Item.ShallowRemove ( )
virtual

Remove the item so that it doesn't appear to exist in the game world (stop sounds, remove bodies etc) but don't reset anything that's required for cloning the item.

Reimplemented from Barotrauma.MapEntity.

◆ ToString()

override string Barotrauma.Item.ToString ( )

◆ TransformTrigger()

Rectangle Barotrauma.Item.TransformTrigger ( Rectangle trigger,
bool world = false )

◆ TryFindController()

bool Barotrauma.Item.TryFindController ( out Controller controller,
ImmutableArray< Identifier >? tags = null )

◆ TryInteract()

bool Barotrauma.Item.TryInteract ( Character user,
bool ignoreRequiredItems = false,
bool forceSelectKey = false,
bool forceUseKey = false )

◆ Unequip()

void Barotrauma.Item.Unequip ( Character character)

◆ Update()

override void Barotrauma.Item.Update ( float deltaTime,
Camera cam )
virtual

Reimplemented from Barotrauma.MapEntity.

◆ UpdateHulls()

static void Barotrauma.Item.UpdateHulls ( )
static

goes through every item and re-checks which hull they are in

◆ UpdatePendingConditionUpdates()

static void Barotrauma.Item.UpdatePendingConditionUpdates ( float deltaTime)
static

◆ UpdateTransform()

void Barotrauma.Item.UpdateTransform ( )

◆ Use()

void Barotrauma.Item.Use ( float deltaTime,
Character user = null,
Limb targetLimb = null,
Entity useTarget = null,
Character userForOnUsedEvent = null )
Parameters
userForOnUsedEventUser to pass to the OnUsed event. May need to be different than the user in cases like loaders using ammo boxes: the box is technically being used by the loader, and doesn't allow a character to use it, but we may still need to know which character caused the box to be used.

Member Data Documentation

◆ AvailableSwaps

readonly HashSet<ItemPrefab> Barotrauma.Item.AvailableSwaps = new HashSet<ItemPrefab>()

◆ body

PhysicsBody Barotrauma.Item.body

◆ connectionPairs

readonly ImmutableArray<(Identifier Input, Identifier Output)> Barotrauma.Item.connectionPairs
static
Initial value:
= new (Identifier, Identifier)[]
{
("power_in".ToIdentifier(), "power_out".ToIdentifier()),
("signal_in1".ToIdentifier(), "signal_out1".ToIdentifier()),
("signal_in2".ToIdentifier(), "signal_out2".ToIdentifier()),
("signal_in3".ToIdentifier(), "signal_out3".ToIdentifier()),
("signal_in4".ToIdentifier(), "signal_out4".ToIdentifier()),
("signal_in".ToIdentifier(), "signal_out".ToIdentifier()),
("signal_in1".ToIdentifier(), "signal_out".ToIdentifier()),
("signal_in2".ToIdentifier(), "signal_out".ToIdentifier())
}.ToImmutableArray()

◆ Equipper

Character Barotrauma.Item.Equipper

Which character equipped this item? May not be the same character as the one who it's equipped on (you can e.g. equip diving masks on another character).

◆ HighlightColor

Color? Barotrauma.Item.HighlightColor

◆ IsSalvageMissionItem

bool Barotrauma.Item.IsSalvageMissionItem

◆ ItemList

readonly List<Item> Barotrauma.Item.ItemList = new List<Item>()
static

◆ OnDeselect

Action<Character> Barotrauma.Item.OnDeselect

◆ OnInteract

Action Barotrauma.Item.OnInteract

◆ OwnInventories

readonly ImmutableArray<ItemInventory> Barotrauma.Item.OwnInventories = ImmutableArray<ItemInventory>.Empty

◆ ShowLinks

bool Barotrauma.Item.ShowLinks = true
static

◆ spriteColor

Color Barotrauma.Item.spriteColor
protected

◆ StaticBodyConfig

readonly XElement Barotrauma.Item.StaticBodyConfig

◆ StaticFixtures

List<Fixture> Barotrauma.Item.StaticFixtures = new List<Fixture>()

◆ StolenDuringRound

bool Barotrauma.Item.StolenDuringRound

Was the item stolen during the current round. Note that it's possible for the items to be found in the player's inventory even though they weren't actually stolen. For example, a guard can place handcuffs there. So use Illegitimate for checking if the item is illegitimately held.

◆ Visible

bool Barotrauma.Item.Visible = true

Property Documentation

◆ AllowDeconstruct

bool Barotrauma.Item.AllowDeconstruct
getset

◆ AllowedSlots

IEnumerable<InvSlotType> Barotrauma.Item.AllowedSlots
get

◆ AllowStealing

bool Barotrauma.Item.AllowStealing
getset

◆ AllowSwapping

bool Barotrauma.Item.AllowSwapping
getset

◆ AllPropertyObjects

IReadOnlyList<ISerializableEntity> Barotrauma.Item.AllPropertyObjects
get

◆ BodyType

BodyType Barotrauma.Item.BodyType
getset

Can be used by StatusEffects to set the type of the body (if the item has one)

◆ CampaignInteractionType

CampaignMode.InteractionType Barotrauma.Item.CampaignInteractionType
get

◆ CleanableItems

IReadOnlyCollection<Item> Barotrauma.Item.CleanableItems
staticget

Items that may potentially need to be cleaned up (pickable, not attached to a wall, and not inside a valid container)

◆ Color

Color Barotrauma.Item.Color
get

◆ Components

List<ItemComponent> Barotrauma.Item.Components
get

◆ Condition

float Barotrauma.Item.Condition
getset

◆ ConditionIncreasedRecently

bool Barotrauma.Item.ConditionIncreasedRecently
get

Return true if the condition of this item increased within the last second.

◆ ConditionPercentage

float Barotrauma.Item.ConditionPercentage
get

◆ ConditionPercentageRelativeToDefaultMaxCondition

float Barotrauma.Item.ConditionPercentageRelativeToDefaultMaxCondition
get

Condition percentage disregarding MaxRepairConditionMultiplier (i.e. this can go above 100% if the item is repaired beyond the normal maximum)

◆ ConfigFilePath

ContentPath Barotrauma.Item.ConfigFilePath
get

◆ Connections

List<Connection> Barotrauma.Item.Connections
get

◆ ContainedItems

IEnumerable<Item> Barotrauma.Item.ContainedItems
get

◆ Container

Item Barotrauma.Item.Container
get

◆ ContainerColor

Color Barotrauma.Item.ContainerColor
getprotected set

◆ ContainerIdentifier

Identifier Barotrauma.Item.ContainerIdentifier
get

Can be used by status effects or conditionals to check what item this item is contained inside.

◆ CurrentHull

Hull Barotrauma.Item.CurrentHull
getset

◆ DangerousItems

IReadOnlyCollection<Item> Barotrauma.Item.DangerousItems
staticget

◆ DeconstructItems

HashSet<Item> Barotrauma.Item.DeconstructItems
staticget

Items that have been marked for deconstruction.

◆ DefaultRect

Rectangle Barotrauma.Item.DefaultRect
getset

Unscaled rect.

◆ Description

string Barotrauma.Item.Description
getset

◆ DescriptionTag

string Barotrauma.Item.DescriptionTag
getset

Can be used to set a localized description via StatusEffects.

◆ DisplaySideBySideWhenLinked

bool Barotrauma.Item.DisplaySideBySideWhenLinked
getset

◆ DontCleanUp

bool Barotrauma.Item.DontCleanUp
getset

Can be set by status effects to prevent bots from cleaning up the item.

◆ DroppedStack

IEnumerable<Item> Barotrauma.Item.DroppedStack
get

◆ EditableWhenEquipped

bool Barotrauma.Item.EditableWhenEquipped = false
getset

◆ FireProof

bool Barotrauma.Item.FireProof
get

◆ FullyInitialized

bool Barotrauma.Item.FullyInitialized
get

Has everything in the item been loaded/instantiated/initialized (basically, can be used to check if the whole constructor/Load method has run). Most commonly used to avoid creating network events when some value changes if the item is being initialized.

◆ HasBallastFloraInHull

bool Barotrauma.Item.HasBallastFloraInHull
get

◆ Health

float Barotrauma.Item.Health
get

◆ HealthMultiplier

float Barotrauma.Item.HealthMultiplier
getset

◆ HullOxygenPercentage

float Barotrauma.Item.HullOxygenPercentage
get

◆ Illegitimate

bool Barotrauma.Item.Illegitimate
get

Item shouldn't be in the player's inventory. If the guards find it, they will consider it as a theft.

◆ ImpactTolerance

float Barotrauma.Item.ImpactTolerance
get

◆ InBeaconStation

bool Barotrauma.Item.InBeaconStation
get

◆ Indestructible

bool Barotrauma.Item.Indestructible
getset

Per-instance value - if not set, the value of the prefab is used.

◆ Infector

BallastFloraBranch Barotrauma.Item.Infector
getset

◆ InPlayerSubmarine

bool Barotrauma.Item.InPlayerSubmarine
get

◆ InteractDistance

float Barotrauma.Item.InteractDistance
get

◆ InteractionRect

Rectangle Barotrauma.Item.InteractionRect
get

◆ InteractPriority

float Barotrauma.Item.InteractPriority
get

◆ InventoryIconColor

Color Barotrauma.Item.InventoryIconColor
getprotected set

◆ InvulnerableToDamage

bool Barotrauma.Item.InvulnerableToDamage
getset

◆ InWater

bool Barotrauma.Item.InWater
get

◆ IsClaimedByBallastFlora

bool Barotrauma.Item.IsClaimedByBallastFlora
get

◆ IsContained

bool Barotrauma.Item.IsContained
get

Can be used by status effects or conditionals to check whether the item is contained inside something.

◆ IsFullCondition

bool Barotrauma.Item.IsFullCondition
get

◆ IsLadder

bool Barotrauma.Item.IsLadder
get

◆ IsPlayerTeamInteractable

bool Barotrauma.Item.IsPlayerTeamInteractable
get

◆ IsSecondaryItem

bool Barotrauma.Item.IsSecondaryItem
get

◆ IsShootable

bool Barotrauma.Item.IsShootable
getset

Should the item's Use method be called with the "Use" or with the "Shoot" key?

◆ LastEatenTime

float Barotrauma.Item.LastEatenTime
getset

Timing.TotalTimeUnpaused when some character was last eating the item.

◆ LastSentSignalRecipients

List<Connection> Barotrauma.Item.LastSentSignalRecipients = new List<Connection>(20)
get

A list of connections the last signal sent by this item went through.

◆ Linkable

override bool Barotrauma.Item.Linkable
get

◆ MaxCondition

float Barotrauma.Item.MaxCondition
get

◆ MaxRepairConditionMultiplier

float Barotrauma.Item.MaxRepairConditionMultiplier
getset

◆ Name

override string Barotrauma.Item.Name
get

Note that this is not a LocalizedString instance, just the current name of the item as a string. If you e.g. set this as the text in a textbox, it will not update automatically when the language is changed. If you want that to happen, use Prefab.Name instead.

Implements Barotrauma.ISerializableEntity.

◆ NonInteractable

bool Barotrauma.Item.NonInteractable
getset

◆ NonPlayerTeamInteractable

bool Barotrauma.Item.NonPlayerTeamInteractable
getset

Use IsPlayerInteractable to also check NonInteractable

◆ OffsetOnSelectedMultiplier

float Barotrauma.Item.OffsetOnSelectedMultiplier
getset

◆ OrderedToBeIgnored

bool Barotrauma.Item.OrderedToBeIgnored
getset

Implements Barotrauma.IIgnorable.

◆ OriginalOutpost

string Barotrauma.Item.OriginalOutpost
getset

◆ OwnInventory

ItemInventory Barotrauma.Item.OwnInventory
get

◆ ParentInventory

Inventory Barotrauma.Item.ParentInventory
getset

◆ PendingItemSwap

ItemPrefab Barotrauma.Item.PendingItemSwap
getset

◆ PhysicsBodyActive

bool Barotrauma.Item.PhysicsBodyActive
get

Can be used by status effects or conditionals to check if the physics body of the item is active.

◆ Position

override Vector2 Barotrauma.Item.Position
get

◆ PositionUpdateInterval

float Barotrauma.Item.PositionUpdateInterval = float.PositiveInfinity
getset

◆ PositionX

float Barotrauma.Item.PositionX
get

Can be used to move the item from XML (e.g. to correct the positions of items whose sprite origin has been changed)

◆ PositionY

float Barotrauma.Item.PositionY
get

Can be used to move the item from XML (e.g. to correct the positions of items whose sprite origin has been changed)

◆ Prefab

new ItemPrefab Barotrauma.Item.Prefab
get

◆ PurchasedNewSwap

bool Barotrauma.Item.PurchasedNewSwap
getset

◆ Quality

int Barotrauma.Item.Quality
getset

◆ RepairableItems

IReadOnlyCollection<Item> Barotrauma.Item.RepairableItems
staticget

Items that have one more more Repairable component.

◆ Repairables

List<Repairable> Barotrauma.Item.Repairables
get

◆ RequireAimToSecondaryUse

bool Barotrauma.Item.RequireAimToSecondaryUse
getset

If true, the user has to hold the "aim" key before secondary use is registered. True by default.

◆ RequireAimToUse

bool Barotrauma.Item.RequireAimToUse
getset

If true, the user has to hold the "aim" key before use is registered. False by default.

◆ RootContainer

Item Barotrauma.Item.RootContainer
get

◆ Rotation

float Barotrauma.Item.Rotation
getset

◆ RotationRad

float Barotrauma.Item.RotationRad
get

◆ Scale

override float Barotrauma.Item.Scale
getset

◆ SerializableProperties

Dictionary<Identifier, SerializableProperty> Barotrauma.Item.SerializableProperties
getprotected set

◆ SightRange

new float Barotrauma.Item.SightRange
getset

Can be used by status effects or conditionals to modify the sight range.

◆ SimPosition

override Vector2 Barotrauma.Item.SimPosition
get

◆ SonarLabel

string Barotrauma.Item.SonarLabel
getset

Can be used to modify the AITarget's label using status effects.

◆ SonarVisibleItems

IReadOnlyCollection<Item> Barotrauma.Item.SonarVisibleItems
staticget

Items whose ItemPrefab.SonarSize is larger than 0.

◆ SoundRange

new float Barotrauma.Item.SoundRange
getset

Can be used by status effects or conditionals to modify the sound range.

◆ SpawnedInCurrentOutpost

bool Barotrauma.Item.SpawnedInCurrentOutpost
getset

◆ Speed

float Barotrauma.Item.Speed
get

Can be used by status effects or conditionals to the speed of the item.

◆ SpriteColor

Color Barotrauma.Item.SpriteColor
getset

◆ StatManager

ItemStatManager Barotrauma.Item.StatManager
get

◆ Tags

string Barotrauma.Item.Tags
getset

◆ UseInHealthInterface

bool Barotrauma.Item.UseInHealthInterface
get

◆ WaterDragCoefficient

float Barotrauma.Item.WaterDragCoefficient
getset

◆ WaterProof

bool Barotrauma.Item.WaterProof
get

◆ WorldPositionX

float Barotrauma.Item.WorldPositionX
get

◆ WorldPositionY

float Barotrauma.Item.WorldPositionY
get

The documentation for this class was generated from the following files: