|  | 
|  | Limb (Ragdoll ragdoll, Character character, LimbParams limbParams) | 
|  | 
| void | MoveToPos (Vector2 pos, float force, bool pullFromCenter=false) | 
|  | 
| void | MirrorPullJoint () | 
|  | 
| AttackResult | AddDamage (Vector2 simPosition, float damage, float bleedingDamage, float burnDamage, bool playSound) | 
|  | 
| AttackResult | AddDamage (Vector2 simPosition, IEnumerable< Affliction > afflictions, bool playSound, float damageMultiplier=1, float penetration=0f, Character attacker=null) | 
|  | 
| bool | SectorHit (Vector2 armorSector, Vector2 simPosition) | 
|  | 
| void | Update (float deltaTime) | 
|  | 
| void | HideAndDisable (float duration=0, bool ignoreCollisions=true) | 
|  | 
| void | ReEnable () | 
|  | 
| bool | UpdateAttack (float deltaTime, Vector2 attackSimPos, IDamageable damageTarget, out AttackResult attackResult, float distance=-1, Limb targetLimb=null) | 
|  | Returns true if the attack successfully hit something. If the distance is not given, it will be calculated. 
 | 
|  | 
| void | ExecuteAttack (IDamageable damageTarget, Limb targetLimb, out AttackResult attackResult) | 
|  | 
| void | Release () | 
|  | 
| void | ApplyStatusEffects (ActionType actionType, float deltaTime) | 
|  | 
| void | Blink () | 
|  | 
| void | UpdateBlink (float deltaTime, float referenceRotation) | 
|  | 
| IEnumerable< LimbJoint > | GetConnectedJoints () | 
|  | 
| IEnumerable< Limb > | GetConnectedLimbs () | 
|  | 
| void | Remove () | 
|  | 
| void | LoadParams () | 
|  | 
|  | 
| float | SeveredFadeOutTime = 10  [get] | 
|  | 
| Vector2 | StepOffset  [get] | 
|  | 
| bool | InWater  [get, set] | 
|  | 
| bool | IgnoreCollisions  [get, set] | 
|  | 
| Vector2 | MouthPos  [get, set] | 
|  | 
| List< DamageModifier > | DamageModifiers = new List<DamageModifier>()  [get] | 
|  | 
| int | HealthIndex  [get] | 
|  | 
| float | Scale  [get] | 
|  | 
| float | AttackPriority  [get] | 
|  | 
| bool | DoesFlip  [get] | 
|  | 
| bool | DoesMirror  [get] | 
|  | 
| float | SteerForce  [get] | 
|  | 
| bool | IsLowerBody  [get] | 
|  | 
| bool | IsLeg  [get] | 
|  | 
| bool | IsSevered  [get, set] | 
|  | 
| Submarine | Submarine  [get] | 
|  | 
| bool | Hidden  [get, set] | 
|  | 
| Vector2 | WorldPosition  [get] | 
|  | 
| Vector2 | Position  [get] | 
|  | 
| Vector2 | SimPosition  [get] | 
|  | 
| Vector2 | DrawPosition  [get] | 
|  | 
| float | Rotation  [get] | 
|  | 
| Vector2 | AnimTargetPos  [get] | 
|  | 
| float | Mass  [get] | 
|  | 
| bool | Disabled  [get, set] | 
|  | 
| Vector2 | LinearVelocity  [get] | 
|  | 
| float | Dir  [get, set] | 
|  | 
| float | Alpha  [get, set] | 
|  | Can be used by status effects. 
 | 
|  | 
| int | RefJointIndex  [get] | 
|  | 
| bool | PullJointEnabled  [get, set] | 
|  | 
| float | PullJointMaxForce  [get, set] | 
|  | 
| Vector2 | PullJointWorldAnchorA  [get, set] | 
|  | 
| Vector2 | PullJointWorldAnchorB  [get, set] | 
|  | 
| Vector2 | PullJointLocalAnchorA  [get] | 
|  | 
| bool | Removed  [get] | 
|  | 
| Items.Components.Rope | AttachedRope  [get, set] | 
|  | 
| string | Name  [get] | 
|  | 
| bool | IsDead  [get] | 
|  | 
| float | Health  [get] | 
|  | 
| float | HealthPercentage  [get] | 
|  | 
| bool | IsHuman  [get] | 
|  | 
| AIState | AIState  [get] | 
|  | 
| bool | IsFlipped  [get] | 
|  | 
| bool | CanBeSeveredAlive  [get] | 
|  | 
| Dictionary< Identifier, SerializableProperty > | SerializableProperties  [get] | 
|  | 
| Dictionary< ActionType, List< StatusEffect > > | StatusEffects  [get] | 
|  | 
| bool | IsStuck  [get] | 
|  | 
| float | BlinkTimer  [get] | 
|  | 
| float | BlinkPhase  [get, set] | 
|  | 
◆ Limb()
◆ AddDamage() [1/2]
      
        
          | AttackResult Barotrauma.Limb.AddDamage | ( | Vector2 | simPosition, | 
        
          |  |  | float | damage, | 
        
          |  |  | float | bleedingDamage, | 
        
          |  |  | float | burnDamage, | 
        
          |  |  | bool | playSound ) | 
      
 
 
◆ AddDamage() [2/2]
      
        
          | AttackResult Barotrauma.Limb.AddDamage | ( | Vector2 | simPosition, | 
        
          |  |  | IEnumerable< Affliction > | afflictions, | 
        
          |  |  | bool | playSound, | 
        
          |  |  | float | damageMultiplier = 1, | 
        
          |  |  | float | penetration = 0f, | 
        
          |  |  | Character | attacker = null ) | 
      
 
 
◆ ApplyStatusEffects()
      
        
          | void Barotrauma.Limb.ApplyStatusEffects | ( | ActionType | actionType, | 
        
          |  |  | float | deltaTime ) | 
      
 
 
◆ Blink()
      
        
          | void Barotrauma.Limb.Blink | ( |  | ) |  | 
      
 
 
◆ ExecuteAttack()
◆ GetArmorSectorSize()
  
  | 
        
          | float Barotrauma.Limb.GetArmorSectorSize | ( | Vector2 | armorSector | ) |  |  | protected | 
 
 
◆ GetConnectedJoints()
      
        
          | IEnumerable< LimbJoint > Barotrauma.Limb.GetConnectedJoints | ( |  | ) |  | 
      
 
 
◆ GetConnectedLimbs()
      
        
          | IEnumerable< Limb > Barotrauma.Limb.GetConnectedLimbs | ( |  | ) |  | 
      
 
 
◆ HideAndDisable()
      
        
          | void Barotrauma.Limb.HideAndDisable | ( | float | duration = 0, | 
        
          |  |  | bool | ignoreCollisions = true ) | 
      
 
 
◆ LoadParams()
      
        
          | void Barotrauma.Limb.LoadParams | ( |  | ) |  | 
      
 
 
◆ MirrorPullJoint()
      
        
          | void Barotrauma.Limb.MirrorPullJoint | ( |  | ) |  | 
      
 
 
◆ MoveToPos()
      
        
          | void Barotrauma.Limb.MoveToPos | ( | Vector2 | pos, | 
        
          |  |  | float | force, | 
        
          |  |  | bool | pullFromCenter = false ) | 
      
 
 
◆ ReEnable()
      
        
          | void Barotrauma.Limb.ReEnable | ( |  | ) |  | 
      
 
 
◆ Release()
      
        
          | void Barotrauma.Limb.Release | ( |  | ) |  | 
      
 
 
◆ Remove()
      
        
          | void Barotrauma.Limb.Remove | ( |  | ) |  | 
      
 
 
◆ SectorHit()
      
        
          | bool Barotrauma.Limb.SectorHit | ( | Vector2 | armorSector, | 
        
          |  |  | Vector2 | simPosition ) | 
      
 
 
◆ Update()
      
        
          | void Barotrauma.Limb.Update | ( | float | deltaTime | ) |  | 
      
 
 
◆ UpdateAttack()
      
        
          | bool Barotrauma.Limb.UpdateAttack | ( | float | deltaTime, | 
        
          |  |  | Vector2 | attackSimPos, | 
        
          |  |  | IDamageable | damageTarget, | 
        
          |  |  | out AttackResult | attackResult, | 
        
          |  |  | float | distance = -1, | 
        
          |  |  | Limb | targetLimb = null ) | 
      
 
Returns true if the attack successfully hit something. If the distance is not given, it will be calculated. 
 
 
◆ UpdateBlink()
      
        
          | void Barotrauma.Limb.UpdateBlink | ( | float | deltaTime, | 
        
          |  |  | float | referenceRotation ) | 
      
 
 
◆ attack
      
        
          | readonly Attack Barotrauma.Limb.attack | 
      
 
 
◆ body
◆ character
◆ DebugRefPos
      
        
          | Vector2 Barotrauma.Limb.DebugRefPos | 
      
 
 
◆ DebugTargetPos
      
        
          | Vector2 Barotrauma.Limb.DebugTargetPos | 
      
 
 
◆ FreezeBlinkState
      
        
          | bool Barotrauma.Limb.FreezeBlinkState | 
      
 
 
◆ Hull
      
        
          | Hull Barotrauma.Limb.Hull | 
      
 
 
◆ OtherWearables
◆ Params
◆ ragdoll
      
        
          | readonly Ragdoll Barotrauma.Limb.ragdoll | 
      
 
Note that during the limb initialization, character.AnimController returns null, whereas this field is already assigned. 
 
 
◆ type
◆ WearingItems
◆ AIState
◆ Alpha
  
  | 
        
          | float Barotrauma.Limb.Alpha |  | getset | 
 
Can be used by status effects. 
 
 
◆ AnimTargetPos
  
  | 
        
          | Vector2 Barotrauma.Limb.AnimTargetPos |  | get | 
 
 
◆ AttachedRope
◆ AttackPriority
  
  | 
        
          | float Barotrauma.Limb.AttackPriority |  | get | 
 
 
◆ BlinkPhase
  
  | 
        
          | float Barotrauma.Limb.BlinkPhase |  | getset | 
 
 
◆ BlinkTimer
  
  | 
        
          | float Barotrauma.Limb.BlinkTimer |  | get | 
 
 
◆ CanBeSeveredAlive
  
  | 
        
          | bool Barotrauma.Limb.CanBeSeveredAlive |  | get | 
 
 
◆ DamageModifiers
◆ Dir
  
  | 
        
          | float Barotrauma.Limb.Dir |  | getset | 
 
 
◆ Disabled
  
  | 
        
          | bool Barotrauma.Limb.Disabled |  | getset | 
 
 
◆ DoesFlip
  
  | 
        
          | bool Barotrauma.Limb.DoesFlip |  | get | 
 
 
◆ DoesMirror
  
  | 
        
          | bool Barotrauma.Limb.DoesMirror |  | get | 
 
 
◆ DrawPosition
  
  | 
        
          | Vector2 Barotrauma.Limb.DrawPosition |  | get | 
 
 
◆ Health
  
  | 
        
          | float Barotrauma.Limb.Health |  | get | 
 
 
◆ HealthIndex
  
  | 
        
          | int Barotrauma.Limb.HealthIndex |  | get | 
 
 
◆ HealthPercentage
  
  | 
        
          | float Barotrauma.Limb.HealthPercentage |  | get | 
 
 
◆ Hidden
  
  | 
        
          | bool Barotrauma.Limb.Hidden |  | getset | 
 
 
◆ IgnoreCollisions
  
  | 
        
          | bool Barotrauma.Limb.IgnoreCollisions |  | getset | 
 
 
◆ InWater
  
  | 
        
          | bool Barotrauma.Limb.InWater |  | getset | 
 
 
◆ IsDead
  
  | 
        
          | bool Barotrauma.Limb.IsDead |  | get | 
 
 
◆ IsFlipped
  
  | 
        
          | bool Barotrauma.Limb.IsFlipped |  | get | 
 
 
◆ IsHuman
  
  | 
        
          | bool Barotrauma.Limb.IsHuman |  | get | 
 
 
◆ IsLeg
  
  | 
        
          | bool Barotrauma.Limb.IsLeg |  | get | 
 
 
◆ IsLowerBody
  
  | 
        
          | bool Barotrauma.Limb.IsLowerBody |  | get | 
 
 
◆ IsSevered
  
  | 
        
          | bool Barotrauma.Limb.IsSevered |  | getset | 
 
 
◆ IsStuck
  
  | 
        
          | bool Barotrauma.Limb.IsStuck |  | get | 
 
 
◆ LinearVelocity
  
  | 
        
          | Vector2 Barotrauma.Limb.LinearVelocity |  | get | 
 
 
◆ Mass
  
  | 
        
          | float Barotrauma.Limb.Mass |  | get | 
 
 
◆ MouthPos
◆ Name
  
  | 
        
          | string Barotrauma.Limb.Name |  | get | 
 
 
◆ Position
◆ PullJointEnabled
  
  | 
        
          | bool Barotrauma.Limb.PullJointEnabled |  | getset | 
 
 
◆ PullJointLocalAnchorA
  
  | 
        
          | Vector2 Barotrauma.Limb.PullJointLocalAnchorA |  | get | 
 
 
◆ PullJointMaxForce
  
  | 
        
          | float Barotrauma.Limb.PullJointMaxForce |  | getset | 
 
 
◆ PullJointWorldAnchorA
  
  | 
        
          | Vector2 Barotrauma.Limb.PullJointWorldAnchorA |  | getset | 
 
 
◆ PullJointWorldAnchorB
  
  | 
        
          | Vector2 Barotrauma.Limb.PullJointWorldAnchorB |  | getset | 
 
 
◆ RefJointIndex
  
  | 
        
          | int Barotrauma.Limb.RefJointIndex |  | get | 
 
 
◆ Removed
  
  | 
        
          | bool Barotrauma.Limb.Removed |  | get | 
 
 
◆ Rotation
  
  | 
        
          | float Barotrauma.Limb.Rotation |  | get | 
 
 
◆ Scale
  
  | 
        
          | float Barotrauma.Limb.Scale |  | get | 
 
 
◆ SerializableProperties
◆ SeveredFadeOutTime
  
  | 
        
          | float Barotrauma.Limb.SeveredFadeOutTime = 10 |  | get | 
 
 
◆ SimPosition
  
  | 
        
          | Vector2 Barotrauma.Limb.SimPosition |  | get | 
 
 
◆ StatusEffects
◆ SteerForce
  
  | 
        
          | float Barotrauma.Limb.SteerForce |  | get | 
 
 
◆ StepOffset
◆ Submarine
◆ WorldPosition
  
  | 
        
          | Vector2 Barotrauma.Limb.WorldPosition |  | get | 
 
 
The documentation for this class was generated from the following file:
- /home/runner/work/Luatrauma.Docs/Luatrauma.Docs/libs/LuaCsForBarotrauma/Barotrauma/BarotraumaShared/SharedSource/Characters/Limb.cs