Here is a list of all class members with links to the classes they belong to:
- a -
- a : Voronoi2.Edge
- Abandon : Barotrauma.AIObjective
- Abandoned : Barotrauma.AIObjective
- AbandonedOutpostMission() : Barotrauma.AbandonedOutpostMission
- AbandonGetItemDialogueCondition : Barotrauma.AIObjectiveDecontainItem
- AbandonGetItemDialogueIdentifier : Barotrauma.AIObjectiveDecontainItem
- AbandonIfDisallowed : Barotrauma.AIObjective, Barotrauma.AIObjectiveLoop< T >
- AbandonOnReset : Barotrauma.NPCFollowAction, Barotrauma.NPCOperateItemAction
- AbandonWhenCannotCompleteSubObjectives : Barotrauma.AIObjective, Barotrauma.AIObjectiveCombat, Barotrauma.AIObjectiveFindDivingGear, Barotrauma.AIObjectiveFindSafety, Barotrauma.AIObjectiveGetItem, Barotrauma.AIObjectiveGoTo, Barotrauma.AIObjectiveLoop< T >
- AbilityAfflictionCharacter() : Barotrauma.AbilityAfflictionCharacter
- AbilityApplyTreatment() : Barotrauma.AbilityApplyTreatment
- AbilityAttackData() : Barotrauma.AbilityAttackData
- AbilityAttackerSubmarine() : Barotrauma.AbilityAttackerSubmarine
- AbilityAttackResult() : Barotrauma.AbilityAttackResult
- AbilityCharacter() : Barotrauma.Abilities.AbilityCharacter
- AbilityCharacterKill() : Barotrauma.AbilityCharacterKill
- AbilityCharacterKiller() : Barotrauma.AbilityCharacterKiller
- AbilityCondition() : Barotrauma.Abilities.AbilityCondition
- AbilityConditionAboveVitality() : Barotrauma.Abilities.AbilityConditionAboveVitality
- AbilityConditionAffliction() : Barotrauma.Abilities.AbilityConditionAffliction
- AbilityConditionAlliesAboveVitality() : Barotrauma.Abilities.AbilityConditionAlliesAboveVitality
- AbilityConditionAllyHasTalent() : Barotrauma.Abilities.AbilityConditionAllyHasTalent
- AbilityConditionAttackData() : Barotrauma.Abilities.AbilityConditionAttackData
- AbilityConditionAttackResult() : Barotrauma.Abilities.AbilityConditionAttackResult
- AbilityConditionCharacter() : Barotrauma.Abilities.AbilityConditionCharacter
- AbilityConditionCoauthor() : Barotrauma.Abilities.AbilityConditionCoauthor
- AbilityConditionCrouched() : Barotrauma.Abilities.AbilityConditionCrouched
- AbilityConditionData() : Barotrauma.Abilities.AbilityConditionData
- AbilityConditionDataless() : Barotrauma.Abilities.AbilityConditionDataless
- AbilityConditionEvasiveManeuvers() : Barotrauma.Abilities.AbilityConditionEvasiveManeuvers
- AbilityConditionGeneHarvester() : Barotrauma.Abilities.AbilityConditionGeneHarvester
- AbilityConditionHasAffliction() : Barotrauma.Abilities.AbilityConditionHasAffliction
- AbilityConditionHasDifferentJobs() : Barotrauma.Abilities.AbilityConditionHasDifferentJobs
- AbilityConditionHasItem() : Barotrauma.Abilities.AbilityConditionHasItem
- AbilityConditionHasPermanentStat() : Barotrauma.Abilities.AbilityConditionHasPermanentStat
- AbilityConditionHasSkill() : Barotrauma.Abilities.AbilityConditionHasSkill
- AbilityConditionHasStatusTag() : Barotrauma.Abilities.AbilityConditionHasStatusTag
- AbilityConditionHasTalent() : Barotrauma.Abilities.AbilityConditionHasTalent
- AbilityConditionHasVelocity() : Barotrauma.Abilities.AbilityConditionHasVelocity
- AbilityConditionInFriendlySubmarine() : Barotrauma.Abilities.AbilityConditionInFriendlySubmarine
- AbilityConditionInHull() : Barotrauma.Abilities.AbilityConditionInHull
- AbilityConditionInSubmarine() : Barotrauma.Abilities.AbilityConditionInSubmarine
- AbilityConditionInWater() : Barotrauma.Abilities.AbilityConditionInWater
- AbilityConditionIsAiming() : Barotrauma.Abilities.AbilityConditionIsAiming
- AbilityConditionItem() : Barotrauma.Abilities.AbilityConditionItem
- AbilityConditionItemIsStatic() : Barotrauma.Abilities.AbilityConditionItemIsStatic
- AbilityConditionLevelsBehindHighest() : Barotrauma.Abilities.AbilityConditionLevelsBehindHighest
- AbilityConditionLocation() : Barotrauma.Abilities.AbilityConditionLocation
- AbilityConditionMission() : Barotrauma.Abilities.AbilityConditionMission
- AbilityConditionNoCrewDied() : Barotrauma.Abilities.AbilityConditionNoCrewDied
- AbilityConditionOnMission() : Barotrauma.Abilities.AbilityConditionOnMission
- AbilityConditionRagdolled() : Barotrauma.Abilities.AbilityConditionRagdolled
- AbilityConditionReduceAffliction() : Barotrauma.Abilities.AbilityConditionReduceAffliction
- AbilityConditionRunning() : Barotrauma.Abilities.AbilityConditionRunning
- abilityConditions : Barotrauma.Abilities.CharacterAbilityGroup
- AbilityConditionServerRandom() : Barotrauma.Abilities.AbilityConditionServerRandom
- AbilityConditionShipFlooded() : Barotrauma.Abilities.AbilityConditionShipFlooded
- AbilityConditionSkill() : Barotrauma.Abilities.AbilityConditionSkill
- AbilityConditionStatusEffectIdentifier() : Barotrauma.Abilities.AbilityConditionStatusEffectIdentifier
- AbilityDeconstructedItem() : Barotrauma.Items.Components.AbilityDeconstructedItem
- AbilityEffectsStackWithSameTalent : Barotrauma.TalentPrefab
- AbilityEffectType : Barotrauma.Abilities.CharacterAbilityGroup
- AbilityExperienceGainMultiplier() : Barotrauma.AbilityExperienceGainMultiplier
- AbilityItemContainer() : Barotrauma.Items.Components.AbilityItemContainer
- AbilityItemCreationMultiplier() : Barotrauma.Items.Components.AbilityItemCreationMultiplier
- AbilityItemDeconstructedInventory() : Barotrauma.Items.Components.AbilityItemDeconstructedInventory
- AbilityItemPickingTime() : Barotrauma.Items.Components.AbilityItemPickingTime
- AbilityItemSelected() : Barotrauma.AbilityItemSelected
- AbilityLocation() : Barotrauma.Location.AbilityLocation
- AbilityOrderedCharacter() : Barotrauma.AbilityOrderedCharacter
- AbilityRangedWeapon() : Barotrauma.Items.Components.AbilityRangedWeapon
- AbilityReduceAffliction() : Barotrauma.AbilityReduceAffliction
- AbilityStatusEffectIdentifier() : Barotrauma.StatusEffect.AbilityStatusEffectIdentifier
- AbleToTakeOrder() : Barotrauma.ShipCommandManager
- AbortCondition : Barotrauma.AIObjective
- AbortRequested : Barotrauma.CoroutineHandle
- AbsRect() : Barotrauma.Submarine
- AbsRectF() : Barotrauma.Submarine
- AbyssArea : Barotrauma.Level
- AbyssCommonness : Barotrauma.ItemPrefab.CommonnessInfo
- abyssCommonness : Barotrauma.ItemPrefab.CommonnessInfo
- AbyssEnd : Barotrauma.Level
- AbyssIsland() : Barotrauma.Level.AbyssIsland
- AbyssIslandCaveProbability : Barotrauma.LevelGenerationParams
- AbyssIslandCount : Barotrauma.LevelGenerationParams
- AbyssIslands : Barotrauma.Level
- AbyssIslandSizeMax : Barotrauma.LevelGenerationParams
- AbyssIslandSizeMin : Barotrauma.LevelGenerationParams
- AbyssResourceClustersMax : Barotrauma.LevelGenerationParams
- AbyssResourceClustersMin : Barotrauma.LevelGenerationParams
- AbyssResources : Barotrauma.Level
- AbyssStart : Barotrauma.Level
- AccessibleByOwner : Barotrauma.CharacterInventory
- AccessibleWhenAlive : Barotrauma.CharacterInventory, Barotrauma.CharacterParams.InventoryParams
- AccessLevel : Barotrauma.CharacterInventory
- AccessOnlyWhenBroken : Barotrauma.Items.Components.ItemContainer
- AccountId : Barotrauma.CharacterCampaignData, Barotrauma.Networking.AccountInfo, Barotrauma.Networking.Client
- AccountInfo() : Barotrauma.Networking.AccountInfo, Barotrauma.Networking.Client, Barotrauma.Networking.NetworkConnection< T >, Barotrauma.Networking.TempClient
- AccumulatedDamage : Barotrauma.MapCreatures.Behavior.BallastFloraBranch
- AccumulatorMax : Barotrauma.LuaCsTimer
- achievedItems : Barotrauma.AIObjectiveGetItems
- AchievementIdentifier : Barotrauma.MissionPrefab
- AchievementOnReceived : Barotrauma.AfflictionPrefab
- AchievementOnRemoved : Barotrauma.AfflictionPrefab
- Acl : Barotrauma.AssemblyManager.LoadedACL
- ACsMod() : Barotrauma.ACsMod
- Act() : Barotrauma.AIObjective, Barotrauma.AIObjectiveCheckStolenItems, Barotrauma.AIObjectiveCleanupItem, Barotrauma.AIObjectiveCombat, Barotrauma.AIObjectiveContainItem, Barotrauma.AIObjectiveDeconstructItem, Barotrauma.AIObjectiveDecontainItem, Barotrauma.AIObjectiveEscapeHandcuffs, Barotrauma.AIObjectiveExtinguishFire, Barotrauma.AIObjectiveFindDivingGear, Barotrauma.AIObjectiveFindSafety, Barotrauma.AIObjectiveFixLeak, Barotrauma.AIObjectiveGetItem, Barotrauma.AIObjectiveGetItems, Barotrauma.AIObjectiveGoTo, Barotrauma.AIObjectiveIdle, Barotrauma.AIObjectiveInspectNoises, Barotrauma.AIObjectiveLoadItem, Barotrauma.AIObjectiveLoop< T >, Barotrauma.AIObjectiveOperateItem, Barotrauma.AIObjectivePrepare, Barotrauma.AIObjectiveRepairItem, Barotrauma.AIObjectiveRescue, Barotrauma.AIObjectiveReturn
- Actions : Barotrauma.EventAction.SubactionGroup
- ActionType : Barotrauma.Item.ApplyStatusEffectEventData, Barotrauma.MessageBoxAction, Barotrauma.TutorialIconAction
- ActivateAbilityGroup() : Barotrauma.Abilities.CharacterAbilityGroup
- ActivateButtonText : Barotrauma.DeconstructItem
- ActivateEvent() : Barotrauma.EventManager
- ActivateHusk() : Barotrauma.AfflictionHusk
- ActivateTalent() : Barotrauma.CharacterTalent
- ActivatingItems : Barotrauma.Items.Components.ButtonTerminal
- ActivationThreshold : Barotrauma.AfflictionPrefab
- Active : Barotrauma.CPRSettings, Barotrauma.MentalStateManager, Barotrauma.ShipCommandManager, Barotrauma.ShipIssueWorker
- ActiveAttack : Barotrauma.EnemyAIController
- ActiveConversation : Barotrauma.Character
- activeEffectDirty : Barotrauma.Affliction
- ActiveEvents : Barotrauma.EventManager
- ActiveMembers : Barotrauma.SwarmBehavior
- ActiveOrder() : Barotrauma.CrewManager.ActiveOrder
- ActiveOrders : Barotrauma.CrewManager
- ActiveOrdersElement : Barotrauma.CampaignMode
- ActivePrefab : Barotrauma.LevelObject, Barotrauma.PrefabSelector< T >
- ActiveProjectiles : Barotrauma.Items.Components.Turret
- ActiveReadyCheck : Barotrauma.CrewManager
- ActiveSprite : Barotrauma.ConditionalSprite
- ActiveTeamChange() : Barotrauma.ActiveTeamChange
- activeTeamChanges : Barotrauma.Character
- ActiveThreshold : Barotrauma.AfflictionPrefabHusk
- ActiveUser : Barotrauma.Items.Components.Turret
- ActualMaxDifficulty : Barotrauma.Biome
- Add() : Barotrauma.ContentXElement, Barotrauma.Inventory.ItemSlot, Barotrauma.LinkedPairSet< T1, T2 >, Barotrauma.LuaCsHook, Barotrauma.PrefabCollection< T >, Barotrauma.PrefabSelector< T >
- AddAbility() : Barotrauma.Abilities.CharacterAbilityGroup
- AddAbilityFlag() : Barotrauma.Character
- AddAbilityGroupEffect() : Barotrauma.CharacterTalent
- AddAfterSelf() : Barotrauma.ContentXElement
- AddAttack() : Barotrauma.RagdollParams.LimbParams
- AddAttacker() : Barotrauma.Character
- AddBloodEmitter() : Barotrauma.CharacterParams
- AddCharacter() : Barotrauma.CrewManager
- AddCharacterElements() : Barotrauma.CrewManager
- AddCharacterInfo() : Barotrauma.CrewManager
- AddCharacterToSpawnQueue() : Barotrauma.EntitySpawner
- AddCombatObjective() : Barotrauma.HumanAIController
- AddCommand() : Barotrauma.LuaGame
- AddComponent() : Barotrauma.Item
- AddConnection() : Barotrauma.Items.Components.GridInfo
- AddConversation() : Barotrauma.CrewManager
- AddDamage() : Barotrauma.Character, Barotrauma.DestructibleLevelWall, Barotrauma.IDamageable, Barotrauma.Item, Barotrauma.LevelObject, Barotrauma.Limb, Barotrauma.Structure
- AddDamageEmitter() : Barotrauma.CharacterParams
- AddDamageModifier() : Barotrauma.RagdollParams.LimbParams
- AddDecal() : Barotrauma.Hull
- AddedPenetration : Barotrauma.AbilityAttackData
- AddedPickingSpeedMultiplier : Barotrauma.ItemPrefab
- AddedPunctuationLString() : Barotrauma.AddedPunctuationLString
- AddedRepairSpeedMultiplier : Barotrauma.ItemPrefab
- AddedThisRound : Barotrauma.CharacterTalent
- AddElapsedTicks() : Barotrauma.PerformanceCounter
- AddEmpty() : Barotrauma.CharacterInfo
- AddEntityToRemoveQueue() : Barotrauma.EntitySpawner
- AdderComponent() : Barotrauma.Items.Components.AdderComponent
- AddExtraMissions() : Barotrauma.CampaignMode, Barotrauma.GameMode
- AddFallbackAbility() : Barotrauma.Abilities.CharacterAbilityGroup
- AddField() : Barotrauma.LuaUserData
- AddFireSource() : Barotrauma.Hull
- AddFirst() : Barotrauma.ContentXElement
- AddGibEmitter() : Barotrauma.CharacterParams
- AddInventory() : Barotrauma.CharacterParams
- AddItem() : Barotrauma.CharacterParams.InventoryParams
- AddItemToRemoveQueue() : Barotrauma.EntitySpawner
- AddItemToSpawnQueue() : Barotrauma.EntitySpawner
- AdditionalTalentPoints : Barotrauma.CharacterInfo
- Additive : Barotrauma.EventSet
- AddJoint() : Barotrauma.Ragdoll
- AddLight() : Barotrauma.RagdollParams.LimbParams
- AddLimb() : Barotrauma.Ragdoll
- AddLinked() : Barotrauma.MapEntity
- AddMethod() : Barotrauma.LuaUserData
- AddNearbyTargets() : Barotrauma.StatusEffect
- AddNewAffliction() : Barotrauma.RagdollParams.AttackParams
- AddNode() : Barotrauma.SteeringPath
- AddObjective() : Barotrauma.AIObjectiveManager
- AddObjective< T >() : Barotrauma.AIObjectiveManager
- AddOrder() : Barotrauma.CrewManager
- AddOutpostNPCIdentifierOrTag() : Barotrauma.SubmarineInfo
- AddOverrideFile() : Barotrauma.PrefabCollection< T >
- AddPriorityCharacter() : Barotrauma.LuaGame
- AddPriorityItem() : Barotrauma.LuaGame
- AddReputation() : Barotrauma.Reputation
- Address : Barotrauma.Networking.Endpoint
- AddressOrAccountId : Barotrauma.Networking.BannedPlayer, Barotrauma.Networking.ServerSettings.SavedClientPermission
- AddSetEventPrefabsToList() : Barotrauma.EventSet
- AddSound() : Barotrauma.CharacterParams, Barotrauma.RagdollParams.LimbParams
- AddSrc() : Barotrauma.Items.Components.GridInfo
- AddStock() : Barotrauma.Location, Barotrauma.Location.StoreInfo
- AddSubObjective() : Barotrauma.AIObjective
- AddTag() : Barotrauma.Item, Barotrauma.StatusEffect, Barotrauma.SubmarineInfo
- AddTarget() : Barotrauma.AIObjectiveLoop< T >
- AddTimeStamp() : Barotrauma.EventManager
- AddToCrew : Barotrauma.NPCChangeTeamAction
- AddToCrewEventData() : Barotrauma.Character.AddToCrewEventData
- AddToGrid() : Barotrauma.Hull
- AddToGUIUpdateList() : Barotrauma.GameMode
- AddToSavedSubs() : Barotrauma.SubmarineInfo
- AddUpgrade() : Barotrauma.MapEntity, Barotrauma.Structure
- AddUpgradeExternally() : Barotrauma.UpgradeManager
- AdjacentCell() : Voronoi2.GraphEdge
- AdjustedMaxDifficulty : Barotrauma.Biome
- AdjustLevelData() : Barotrauma.BeaconMission
- AdjustPowerConsumption() : Barotrauma.Items.Components.Repairable
- AdjustXPos() : Barotrauma.DummyFireSource, Barotrauma.FireSource
- AffectMachines : Barotrauma.AfflictionPrefab
- AffectsSection() : Barotrauma.Decal
- Affliction : Barotrauma.Abilities.IAbilityAffliction, Barotrauma.AbilityAfflictionCharacter, Barotrauma.Affliction, Barotrauma.AfflictionAction, Barotrauma.CauseOfDeath
- AfflictionAbilityFlags : Barotrauma.AfflictionPrefab.Effect
- AfflictionAction() : Barotrauma.AfflictionAction
- AfflictionBleeding() : Barotrauma.AfflictionBleeding
- AfflictionEquals() : Barotrauma.MedicalClinic.NetAffliction
- AfflictionHusk() : Barotrauma.AfflictionHusk
- AfflictionIdentifiers : Barotrauma.DamageModifier
- AfflictionMultiplier : Barotrauma.StatusEffect
- AfflictionOnSpawn : Barotrauma.StatusEffect.CharacterSpawnInfo
- AfflictionOverlay : Barotrauma.AfflictionPrefab
- AfflictionOverlayAlphaIsLinear : Barotrauma.AfflictionPrefab
- AfflictionPrefab() : Barotrauma.AfflictionPrefab
- AfflictionPrefabHusk() : Barotrauma.AfflictionPrefabHusk
- AfflictionPsychosis() : Barotrauma.AfflictionPsychosis
- Afflictions : Barotrauma.AbilityAttackData, Barotrauma.Attack, Barotrauma.AttackResult, Barotrauma.MedicalClinic.NetCrewMember, Barotrauma.StatusEffect
- AfflictionsFile() : Barotrauma.AfflictionsFile
- AfflictionSpaceHerpes() : Barotrauma.AfflictionSpaceHerpes
- AfflictionStatValues : Barotrauma.AfflictionPrefab.Effect
- AfflictionStrength : Barotrauma.StatusEffect.CharacterSpawnInfo
- AfflictionType : Barotrauma.AfflictionPrefab
- AfflictionTypes : Barotrauma.DamageModifier
- AfterAttack : Barotrauma.Attack
- AfterAttackDelay : Barotrauma.Attack
- AfterAttackSecondary : Barotrauma.Attack
- AfterAttackSecondaryDelay : Barotrauma.Attack
- AfterAttackTimer : Barotrauma.Attack
- AgentSpawnCountDifficultyMultiplier : Barotrauma.WreckAIConfig
- AgentSpawnDelay : Barotrauma.WreckAIConfig
- AgentSpawnDelayDifficultyMultiplier : Barotrauma.WreckAIConfig
- AgentSpawnDelayRandomFactor : Barotrauma.WreckAIConfig
- AggressionCumulation : Barotrauma.CharacterParams.AIParams
- AggressionGreed : Barotrauma.CharacterParams.AIParams
- AggressionHurt : Barotrauma.CharacterParams.AIParams
- AggressiveBehavior : Barotrauma.ActiveTeamChange
- AggressiveBoarding : Barotrauma.CharacterParams.AIParams
- AI : Barotrauma.CharacterParams
- AICharacter() : Barotrauma.AICharacter
- AIChatMessage() : Barotrauma.AIChatMessage
- AIContainItems< T >() : Barotrauma.Items.Components.ItemComponent
- AIController : Barotrauma.AICharacter, Barotrauma.AIController, Barotrauma.Character, Barotrauma.PetBehavior
- AICurrentTargetPriorityMultiplier : Barotrauma.Items.Components.Turret
- Aimable : Barotrauma.Items.Components.Holdable
- AimAccuracy : Barotrauma.HumanAIController, Barotrauma.HumanPrefab
- AimAngle : Barotrauma.Items.Components.Holdable
- aimAngle : Barotrauma.Items.Components.Holdable
- AimAssistAmount : Barotrauma.GameSettings.Config
- AimDelay : Barotrauma.Items.Components.Turret
- Aiming : Barotrauma.AnimController
- aiming : Barotrauma.AnimController
- aimingMelee : Barotrauma.AnimController
- AimPos : Barotrauma.Items.Components.Holdable
- aimPos : Barotrauma.Items.Components.Holdable
- AimRangedAttack() : Barotrauma.EnemyAIController
- AimRefPosition : Barotrauma.Character
- AimRotationTorque : Barotrauma.Attack
- AimSourcePos : Barotrauma.AnimController
- AimSourceSimPos : Barotrauma.AnimController, Barotrauma.HumanoidAnimController
- AimSourceWorldPos : Barotrauma.AnimController
- AimSpeed : Barotrauma.HumanAIController, Barotrauma.HumanPrefab
- AIObjective() : Barotrauma.AIObjective
- AIObjectiveChargeBatteries() : Barotrauma.AIObjectiveChargeBatteries
- AIObjectiveCheckStolenItems() : Barotrauma.AIObjectiveCheckStolenItems
- AIObjectiveCleanupItem() : Barotrauma.AIObjectiveCleanupItem
- AIObjectiveCleanupItems() : Barotrauma.AIObjectiveCleanupItems
- AIObjectiveCombat() : Barotrauma.AIObjectiveCombat
- AIObjectiveContainItem() : Barotrauma.AIObjectiveContainItem
- AIObjectiveDeconstructItem() : Barotrauma.AIObjectiveDeconstructItem
- AIObjectiveDeconstructItems() : Barotrauma.AIObjectiveDeconstructItems
- AIObjectiveDecontainItem() : Barotrauma.AIObjectiveDecontainItem
- AIObjectiveEscapeHandcuffs() : Barotrauma.AIObjectiveEscapeHandcuffs
- AIObjectiveExtinguishFire() : Barotrauma.AIObjectiveExtinguishFire
- AIObjectiveExtinguishFires() : Barotrauma.AIObjectiveExtinguishFires
- AIObjectiveFightIntruders() : Barotrauma.AIObjectiveFightIntruders
- AIObjectiveFindDivingGear() : Barotrauma.AIObjectiveFindDivingGear
- AIObjectiveFindSafety() : Barotrauma.AIObjectiveFindSafety
- AIObjectiveFindThieves() : Barotrauma.AIObjectiveFindThieves
- AIObjectiveFixLeak() : Barotrauma.AIObjectiveFixLeak
- AIObjectiveFixLeaks() : Barotrauma.AIObjectiveFixLeaks
- AIObjectiveGetItem() : Barotrauma.AIObjectiveGetItem
- AIObjectiveGetItems() : Barotrauma.AIObjectiveGetItems
- AIObjectiveGoTo() : Barotrauma.AIObjectiveGoTo
- AIObjectiveIdle() : Barotrauma.AIObjectiveIdle
- AIObjectiveInspectNoises() : Barotrauma.AIObjectiveInspectNoises
- AIObjectiveLoadItem() : Barotrauma.AIObjectiveLoadItem
- AIObjectiveLoadItems() : Barotrauma.AIObjectiveLoadItems
- AIObjectiveLoop() : Barotrauma.AIObjectiveLoop< T >
- AIObjectiveManager() : Barotrauma.AIObjectiveManager
- AIObjectiveOperateItem() : Barotrauma.AIObjectiveOperateItem
- AIObjectivePrepare() : Barotrauma.AIObjectivePrepare
- AIObjectivePumpWater() : Barotrauma.AIObjectivePumpWater
- AIObjectiveRepairItem() : Barotrauma.AIObjectiveRepairItem
- AIObjectiveRepairItems() : Barotrauma.AIObjectiveRepairItems
- AIObjectiveRescue() : Barotrauma.AIObjectiveRescue
- AIObjectiveRescueAll() : Barotrauma.AIObjectiveRescueAll
- AIObjectiveReturn() : Barotrauma.AIObjectiveReturn
- AIParams() : Barotrauma.CharacterParams.AIParams, Barotrauma.EnemyAIController
- AIRamTimer : Barotrauma.Items.Components.Steering
- AIRange : Barotrauma.Items.Components.Turret
- aiRechargeTargetRatio : Barotrauma.Items.Components.PowerContainer
- AISlowTurretPriority : Barotrauma.CharacterParams, Barotrauma.ItemPrefab
- AIState : Barotrauma.Character, Barotrauma.Limb
- AITacticalTarget : Barotrauma.Items.Components.Steering
- AITarget() : Barotrauma.AITarget, Barotrauma.MapCreatures.Behavior.BallastFloraBehavior.AITarget
- AiTarget : Barotrauma.Entity
- aiTarget : Barotrauma.Entity
- AITargetMemory() : Barotrauma.AITargetMemory
- AITrigger() : Barotrauma.StatusEffect.AITrigger
- AITurretPriority : Barotrauma.Character, Barotrauma.CharacterParams, Barotrauma.ItemPrefab
- AITurretTargetingMaxDistance : Barotrauma.ItemPrefab
- AIUpdateInterval : Barotrauma.Items.Components.ItemComponent
- aiUpdateTimer : Barotrauma.Items.Components.ItemComponent
- Aliases : Barotrauma.CoreEntityPrefab, Barotrauma.ItemAssemblyPrefab, Barotrauma.ItemPrefab, Barotrauma.LinkedSubmarinePrefab, Barotrauma.MapEntityPrefab, Barotrauma.StructurePrefab
- AlienInfectedType : Barotrauma.AfflictionPrefab
- Alignment : Barotrauma.LevelObjectPrefab
- AlignWithSurface : Barotrauma.LevelObjectPrefab
- AllAnimParams : Barotrauma.AnimController
- allGapsSearched : Barotrauma.AIController
- AlliedCharacters : Barotrauma.ShipCommandManager
- AllItems : Barotrauma.Inventory
- AllItemsMod : Barotrauma.Inventory
- AllOptions : Barotrauma.Order, Barotrauma.OrderPrefab
- AllowAccess : Barotrauma.Items.Components.ItemContainer
- AllowAccessWhenDropped : Barotrauma.Items.Components.ItemContainer
- AllowAccusingSecondaryTraitor : Barotrauma.TraitorEventPrefab
- AllowAiming : Barotrauma.Items.Components.Controller
- AllowAlways : Barotrauma.JobPrefab
- AllowAsBiomeGate : Barotrauma.LocationType
- AllowAsExtraCargo : Barotrauma.ItemPrefab
- AllowAtEnd : Barotrauma.LevelObjectPrefab
- AllowAtStart : Barotrauma.EventSet, Barotrauma.ItemPrefab.FixedQuantityResourceInfo, Barotrauma.LevelObjectPrefab
- AllowAttachItems : Barotrauma.StructurePrefab
- AllowAttachToModules : Barotrauma.OutpostModuleInfo
- AllowAutomaticItemUnequipping : Barotrauma.AIObjective, Barotrauma.AIObjectiveChargeBatteries, Barotrauma.AIObjectiveCleanupItem, Barotrauma.AIObjectiveCleanupItems, Barotrauma.AIObjectiveEscapeHandcuffs, Barotrauma.AIObjectiveIdle, Barotrauma.AIObjectiveOperateItem, Barotrauma.AIObjectivePumpWater
- AllowAutoOperateWithWiring : Barotrauma.Items.Components.Turret
- AllowBotTakeoverOnPermadeath : Barotrauma.Networking.ServerSettings
- AllowCampaignInteraction() : Barotrauma.HumanAIController
- AllowCharacterSwitch : Barotrauma.TutorialPrefab
- AllowClientSimulation : Barotrauma.Abilities.AbilityCondition, Barotrauma.Abilities.AbilityConditionServerRandom, Barotrauma.Abilities.CharacterAbility, Barotrauma.Abilities.CharacterAbilityApplyStatusEffects, Barotrauma.Abilities.CharacterAbilityApplyStatusEffectsToAllies, Barotrauma.Abilities.CharacterAbilityApplyStatusEffectsToRandomAlly, Barotrauma.Abilities.CharacterAbilityGivePermanentStat, Barotrauma.Abilities.CharacterAbilityModifyFlag, Barotrauma.Abilities.CharacterAbilityModifyResistance, Barotrauma.Abilities.CharacterAbilityModifyStat, Barotrauma.Abilities.CharacterAbilityModifyStatToFlooding, Barotrauma.Abilities.CharacterAbilityModifyStatToLevel, Barotrauma.Abilities.CharacterAbilityModifyStatToSkill, Barotrauma.Abilities.CharacterAbilityPsychoClown, Barotrauma.Abilities.CharacterAbilityResetPermanentStat
- AllowCrossTeamCommunication : Barotrauma.Items.Components.WifiComponent
- AllowCustomInteract : Barotrauma.Character
- AllowDamagedDevices : Barotrauma.BeaconStationInfo
- AllowDamagedWalls : Barotrauma.BeaconStationInfo
- AllowDangerousPressure : Barotrauma.AIObjectiveContainItem, Barotrauma.AIObjectiveGetItem
- AllowDebugTeleport : Barotrauma.Map
- AllowDeconstruct : Barotrauma.Item, Barotrauma.ItemPrefab
- AllowDisconnectedWires : Barotrauma.BeaconStationInfo
- AllowDisguises : Barotrauma.Networking.ServerSettings
- AllowDragAndDrop : Barotrauma.Items.Components.ItemContainer
- AllowDragAndDropGive : Barotrauma.Networking.ServerSettings
- AllowDraggingIndefinitely : Barotrauma.HumanPrefab
- AllowDroppingOnSwap : Barotrauma.ItemPrefab
- AllowDroppingOnSwapWith() : Barotrauma.Item, Barotrauma.ItemPrefab
- AllowDuplicates : Barotrauma.SpawnAction
- AllowEasySwitching : Barotrauma.ShipIssueWorker, Barotrauma.ShipIssueWorkerOperateWeapons
- AllowedBiomeIdentifiers : Barotrauma.LevelGenerationParams
- AllowedClientNameChars : Barotrauma.Networking.ServerSettings
- AllowedConnectionTypes : Barotrauma.MissionPrefab
- AllowedDialogTags : Barotrauma.NPCPersonalityTrait
- AllowedJobs : Barotrauma.NPCConversation
- AllowedLinks : Barotrauma.CoreEntityPrefab, Barotrauma.ItemAssemblyPrefab, Barotrauma.ItemPrefab, Barotrauma.LinkedSubmarinePrefab, Barotrauma.MapEntity, Barotrauma.MapEntityPrefab, Barotrauma.StructurePrefab
- AllowedLocationTypes : Barotrauma.MissionPrefab, Barotrauma.OutpostGenerationParams, Barotrauma.OutpostModuleInfo
- AllowedNames : Barotrauma.LevelObjectPrefab.ChildObject
- AllowedRandomMissionTypes : Barotrauma.Networking.ServerSettings
- AllowedRetaliationTime : Barotrauma.KarmaManager
- AllowedSlots : Barotrauma.Item, Barotrauma.Items.Components.Pickable
- allowedSlots : Barotrauma.Items.Components.Pickable
- AllowedUpgrades : Barotrauma.MapEntityPrefab
- AllowedWireDisconnectionsPerMinute : Barotrauma.KarmaManager
- AllowedZones : Barotrauma.Biome
- AllowEndVoting : Barotrauma.Networking.ServerSettings
- AllowFileTransfers : Barotrauma.Networking.ServerSettings
- AllowFriendlyFire : Barotrauma.Networking.ServerSettings
- AllowGoingOutside : Barotrauma.AIObjectiveGoTo
- AllowHiddenItems : Barotrauma.TagAction
- AllowHitMultiple : Barotrauma.Items.Components.MeleeWeapon
- AllowHoldFire : Barotrauma.AIObjectiveCombat
- AllowImmediateItemDelivery : Barotrauma.Networking.ServerSettings
- AllowInAnySub : Barotrauma.AIObjective, Barotrauma.AIObjectiveCheckStolenItems, Barotrauma.AIObjectiveCombat, Barotrauma.AIObjectiveEscapeHandcuffs, Barotrauma.AIObjectiveExtinguishFire, Barotrauma.AIObjectiveExtinguishFires, Barotrauma.AIObjectiveFightIntruders, Barotrauma.AIObjectiveFindSafety, Barotrauma.AIObjectiveFixLeak, Barotrauma.AIObjectiveGoTo, Barotrauma.AIObjectiveIdle, Barotrauma.AIObjectiveOperateItem, Barotrauma.AIObjectiveRescue, Barotrauma.AIObjectiveRescueAll, Barotrauma.AIObjectiveReturn
- AllowInFriendlySubs : Barotrauma.AIObjective, Barotrauma.AIObjectiveDeconstructItem, Barotrauma.AIObjectiveDeconstructItems, Barotrauma.AIObjectiveFixLeak, Barotrauma.AIObjectiveFixLeaks, Barotrauma.AIObjectiveRepairItem, Barotrauma.AIObjectiveRepairItems
- AllowInGameEditing : Barotrauma.Items.Components.ItemComponent
- AllowInPlayerView : Barotrauma.SpawnAction
- AllowInput : Barotrauma.Character
- AllowInRandomLevels : Barotrauma.LocationType
- AllowInvalidOutpost : Barotrauma.LevelData
- AllowLinkingWifiToChat : Barotrauma.Networking.ServerSettings
- AllowModDownloads : Barotrauma.Networking.ServerSettings
- AllowModeVoting : Barotrauma.Networking.ServerSettings
- AllowMultipleInstances : Barotrauma.AIObjective, Barotrauma.AIObjectiveGetItem, Barotrauma.AIObjectiveGetItems, Barotrauma.AIObjectiveOperateItem, Barotrauma.AIObjectiveRepairItems
- AllowMultipleTargets : Barotrauma.TriggerAction
- AllowOtherMissionsInLevel : Barotrauma.MissionPrefab
- AllowOutsideSubmarine : Barotrauma.AIObjective, Barotrauma.AIObjectiveCheckStolenItems, Barotrauma.AIObjectiveCombat, Barotrauma.AIObjectiveEscapeHandcuffs, Barotrauma.AIObjectiveFindSafety, Barotrauma.AIObjectiveGoTo, Barotrauma.AIObjectiveRescue, Barotrauma.AIObjectiveRescueAll, Barotrauma.AIObjectiveReturn
- AllowPreviewImage : Barotrauma.SubmarineInfo
- AllowRespawn : Barotrauma.AbandonedOutpostMission, Barotrauma.CombatMission
- AllowRetry : Barotrauma.MissionPrefab
- AllowRewiring : Barotrauma.Networking.ServerSettings
- AllowRotatingInEditor : Barotrauma.ItemPrefab, Barotrauma.StructurePrefab
- AllowSameEntity : Barotrauma.CheckVisibilityAction
- AllowSelectingWhenSelectedByBot : Barotrauma.Items.Components.Controller
- AllowSelectingWhenSelectedByOther : Barotrauma.Items.Components.Controller
- AllowSellingWhenBroken : Barotrauma.ItemPrefab
- AllowSpectating : Barotrauma.Networking.ServerSettings
- AllowStealing : Barotrauma.AIObjectiveGetItem, Barotrauma.AIObjectiveGetItems, Barotrauma.Item, Barotrauma.OutpostGenerationParams
- AllowStealingAlways : Barotrauma.ItemPrefab
- AllowStealingContainedItems : Barotrauma.ItemPrefab
- AllowSubObjectiveSorting : Barotrauma.AIObjective, Barotrauma.AIObjectiveLoop< T >
- AllowSubVoting : Barotrauma.Networking.ServerSettings
- AllowSwapping : Barotrauma.Item
- AllowSwappingContainedItems : Barotrauma.Inventory, Barotrauma.Items.Components.ItemContainer
- AllowTemperatureBoost : Barotrauma.Items.Components.Reactor
- AllowToBeOverridden : Barotrauma.StatusEffect.AITrigger
- AllowToFindDivingGear : Barotrauma.AIObjectiveContainItem, Barotrauma.AIObjectiveGetItem
- AllowToOverride : Barotrauma.StatusEffect.AITrigger
- AllowTransfersHere : Barotrauma.PreferredContainer
- AllowUndocking : Barotrauma.AbandonedOutpostMission
- AllowUseWhenWorn : Barotrauma.Items.Components.Wearable
- AllowUsingLimb : Barotrauma.Items.Components.LimbPos
- AllowVariants : Barotrauma.AIObjectiveGetItem, Barotrauma.AIObjectiveGetItems, Barotrauma.RelatedItem
- AllowVoteKick : Barotrauma.Networking.ServerSettings
- AllowWhenBroken : Barotrauma.StatusEffect
- AllowWhileHandcuffed : Barotrauma.AIObjective, Barotrauma.AIObjectiveCleanupItem, Barotrauma.AIObjectiveContainItem, Barotrauma.AIObjectiveDeconstructItem, Barotrauma.AIObjectiveDecontainItem, Barotrauma.AIObjectiveExtinguishFire, Barotrauma.AIObjectiveFindDivingGear, Barotrauma.AIObjectiveFixLeak, Barotrauma.AIObjectiveGetItem, Barotrauma.AIObjectiveGetItems, Barotrauma.AIObjectiveLoadItem, Barotrauma.AIObjectiveLoop< T >, Barotrauma.AIObjectiveOperateItem, Barotrauma.AIObjectivePrepare, Barotrauma.AIObjectivePumpWater, Barotrauma.AIObjectiveRepairItem, Barotrauma.AIObjectiveRescue
- AllowWifiChat() : Barotrauma.LuaGame
- allowWifiChat : Barotrauma.LuaGame
- AllPrefabs : Barotrauma.PrefabCollection< T >
- AllPropertyObjects : Barotrauma.Item
- AllSectionBodiesDisabled() : Barotrauma.Structure
- AllSubContainableItems : Barotrauma.Items.Components.ItemContainer
- Alpha : Barotrauma.Limb, Barotrauma.RichTextData
- AlphaBlend : Barotrauma.Items.Components.LightComponent
- AlphaClipOtherWearables : Barotrauma.WearableSprite
- AlternatingFiringOffset : Barotrauma.Items.Components.Turret
- AlternativeContentTypeNames() : Barotrauma.AlternativeContentTypeNames
- AlternativeTypes : Barotrauma.ContentFile.TypeInfo, Barotrauma.RequiredByCorePackage
- AltNames : Barotrauma.ContentPackage
- AlwaysAllowRewiring : Barotrauma.Items.Components.ConnectionPanel
- AlwaysDestructible : Barotrauma.OutpostGenerationParams
- AlwaysDisplayProgressBar : Barotrauma.Items.Components.Scanner
- AlwaysRewireable : Barotrauma.OutpostGenerationParams
- AlwaysShowStructuresOnSonar : Barotrauma.OutpostGenerationParams
- AlwaysUseEuclideanDistance : Barotrauma.AIObjectiveGoTo
- AlwaysUseInstanceValues : Barotrauma.Serialize
- AmbientLight : Barotrauma.Hull
- AmbientLightColor : Barotrauma.LevelGenerationParams
- Amount : Barotrauma.CheckItemAction, Barotrauma.CheckMoneyAction, Barotrauma.DeconstructItem, Barotrauma.FabricationRecipe, Barotrauma.FabricationRecipe.RequiredItem, Barotrauma.GiveExpAction, Barotrauma.GiveSkillExpAction, Barotrauma.MissionPrefab.ReputationReward, Barotrauma.MoneyAction, Barotrauma.PreferredContainer, Barotrauma.RemoveItemAction, Barotrauma.SpawnAction, Barotrauma.StatusEffect.GiveSkill, Barotrauma.WaitForItemFabricatedAction
- AmountForOpposingFaction : Barotrauma.MissionPrefab.ReputationReward
- AmountToFabricate : Barotrauma.Items.Components.Fabricator
- AndComponent() : Barotrauma.Items.Components.AndComponent
- Angle : Barotrauma.Items.Components.ElectricalDischarger.Node
- AngleMax : Barotrauma.CharacterParams.ParticleParams
- AngleMin : Barotrauma.CharacterParams.ParticleParams
- AngularDamping : Barotrauma.RagdollParams.LimbParams
- AngularVelocity : Barotrauma.PhysicsBody, Barotrauma.PosInfo
- Anim : Barotrauma.AnimController, Barotrauma.Character
- Animation : Barotrauma.AnimController, Barotrauma.CharacterStateInfo
- AnimationTestPose : Barotrauma.AnimController
- AnimationType : Barotrauma.AnimationParams, Barotrauma.AnimController.AnimSwap
- AnimController() : Barotrauma.AnimController, Barotrauma.Character, Barotrauma.HumanAIController
- AnimLoadInfo() : Barotrauma.StatusEffect
- AnimSwap() : Barotrauma.AnimController.AnimSwap
- AnimTargetPos : Barotrauma.Limb
- AnotherPortInProximity : Barotrauma.Items.Components.DockingPort
- Any() : Barotrauma.Inventory.ItemSlot
- AnyBiomeAllowed : Barotrauma.LevelGenerationParams
- AnySlot : Barotrauma.CharacterInventory
- AnyTargetNeedsToBeRetrievedToSub : Barotrauma.SalvageMission
- AnyWithinDistance() : Barotrauma.LocationTypeChange.Requirement
- AppendToReachTotalModuleCount : Barotrauma.OutpostGenerationParams
- AppliedAsFailedTreatmentTime : Barotrauma.Affliction
- AppliedAsSuccessfulTreatmentTime : Barotrauma.Affliction
- AppliedDamageModifiers : Barotrauma.AttackResult
- AppliedStatValue() : Barotrauma.AfflictionPrefab.Effect.AppliedStatValue
- AppliesEffectOnIntervalUpdate : Barotrauma.Abilities.CharacterAbility, Barotrauma.Abilities.CharacterAbilityApplyForce, Barotrauma.Abilities.CharacterAbilityApplyStatusEffects, Barotrauma.Abilities.CharacterAbilityGiveMoney, Barotrauma.Abilities.CharacterAbilityGivePermanentStat, Barotrauma.Abilities.CharacterAbilityIncreaseSkill, Barotrauma.Abilities.CharacterAbilityInsurancePolicy, Barotrauma.Abilities.CharacterAbilityPutItem, Barotrauma.Abilities.CharacterAbilityResetPermanentStat
- Apply() : Barotrauma.DelayedEffect, Barotrauma.RagdollParams, Barotrauma.StatusEffect
- ApplyAbilityEffect() : Barotrauma.Abilities.CharacterAbility
- ApplyAffliction() : Barotrauma.CharacterHealth
- ApplyAfflictionColors : Barotrauma.CharacterParams.HealthParams
- ApplyAfflictionStatusEffects() : Barotrauma.CharacterHealth
- ApplyAttack() : Barotrauma.Character
- ApplyAttacks() : Barotrauma.LevelTrigger
- ApplyDamage() : Barotrauma.CharacterHealth
- ApplyDistanceEffect() : Barotrauma.Networking.ChatMessage
- ApplyEffect() : Barotrauma.Abilities.CharacterAbility, Barotrauma.Abilities.CharacterAbilityAlienHoarder, Barotrauma.Abilities.CharacterAbilityApplyForce, Barotrauma.Abilities.CharacterAbilityApplyStatusEffects, Barotrauma.Abilities.CharacterAbilityApplyStatusEffectsToAllies, Barotrauma.Abilities.CharacterAbilityApplyStatusEffectsToAttacker, Barotrauma.Abilities.CharacterAbilityApplyStatusEffectsToLastOrderedCharacter, Barotrauma.Abilities.CharacterAbilityApplyStatusEffectsToNearestAlly, Barotrauma.Abilities.CharacterAbilityApplyStatusEffectsToRandomAlly, Barotrauma.Abilities.CharacterAbilityApprenticeship, Barotrauma.Abilities.CharacterAbilityAtmosMachine, Barotrauma.Abilities.CharacterAbilityBountyHunter, Barotrauma.Abilities.CharacterAbilityByTheBook, Barotrauma.Abilities.CharacterAbilityGainSimultaneousSkill, Barotrauma.Abilities.CharacterAbilityGiveAffliction, Barotrauma.Abilities.CharacterAbilityGiveMoney, Barotrauma.Abilities.CharacterAbilityGivePermanentStat, Barotrauma.Abilities.CharacterAbilityIncreaseSkill, Barotrauma.Abilities.CharacterAbilityInsurancePolicy, Barotrauma.Abilities.CharacterAbilityModifyAffliction, Barotrauma.Abilities.CharacterAbilityModifyAttackData, Barotrauma.Abilities.CharacterAbilityModifyValue, Barotrauma.Abilities.CharacterAbilityMultitasker, Barotrauma.Abilities.CharacterAbilityPutItem, Barotrauma.Abilities.CharacterAbilityRegenerateLoot, Barotrauma.Abilities.CharacterAbilityResetPermanentStat, Barotrauma.Abilities.CharacterAbilitySpawnItemsToContainer, Barotrauma.Abilities.CharacterAbilityTandemFire
- ApplyEffectsOnDocking : Barotrauma.Items.Components.DockingPort
- ApplyEffectSpecific() : Barotrauma.Abilities.CharacterAbilityApplyStatusEffects
- ApplyEffectsToCharactersInsideSub : Barotrauma.Items.Components.TriggerComponent
- ApplyFlowForces() : Barotrauma.Hull
- ApplyForce() : Barotrauma.PhysicsBody, Barotrauma.Submarine, Barotrauma.SubmarineBody
- ApplyForceOnLimbs : Barotrauma.Attack
- ApplyForcesOnlyOnce : Barotrauma.Attack
- ApplyHealthData() : Barotrauma.CharacterInfo
- ApplyLinearImpulse() : Barotrauma.PhysicsBody
- ApplyMovementLimits() : Barotrauma.Character
- ApplyOrderData() : Barotrauma.CharacterInfo
- ApplyPenaltyToOutsideNodes : Barotrauma.PathFinder
- ApplyPose() : Barotrauma.AnimController
- ApplySkillGain() : Barotrauma.CharacterInfo
- ApplyStatusEffect() : Barotrauma.Affliction, Barotrauma.Item
- ApplyStatusEffectEventData() : Barotrauma.Item.ApplyStatusEffectEventData
- ApplyStatusEffects() : Barotrauma.Affliction, Barotrauma.Character, Barotrauma.Item, Barotrauma.Items.Components.ItemComponent, Barotrauma.LevelTrigger, Barotrauma.Limb
- ApplyStealingReputationLoss() : Barotrauma.HumanAIController
- ApplyTagsToHulls() : Barotrauma.EventAction
- ApplyTagToEntity : Barotrauma.CheckVisibilityAction
- ApplyTagToHull : Barotrauma.CheckConditionalAction, Barotrauma.WaitForItemUsedAction
- ApplyTagToItem : Barotrauma.CheckItemAction, Barotrauma.WaitForItemFabricatedAction, Barotrauma.WaitForItemUsedAction
- ApplyTagToLinkedHulls : Barotrauma.CheckConditionalAction, Barotrauma.WaitForItemUsedAction
- ApplyTagToTarget : Barotrauma.CheckItemAction, Barotrauma.CheckVisibilityAction
- ApplyTagToUser : Barotrauma.WaitForItemUsedAction
- ApplyTailAngle : Barotrauma.RagdollParams.LimbParams
- ApplyTemporarySpeedLimits() : Barotrauma.Character
- ApplyTestPose() : Barotrauma.AnimController
- ApplyToHands : Barotrauma.Items.Components.Propulsion
- ApplyTorque() : Barotrauma.PhysicsBody
- ApplyToTarget1 : Barotrauma.TriggerAction
- ApplyToTarget2 : Barotrauma.TriggerAction
- ApplyTreatment() : Barotrauma.Item
- ApplyUpgrades() : Barotrauma.UpgradeManager
- ApplyWaterForces() : Barotrauma.PhysicsBody
- AppropriateJobs : Barotrauma.Order, Barotrauma.OrderPrefab
- AppropriateOrders : Barotrauma.JobPrefab
- AppropriateSkill : Barotrauma.Order, Barotrauma.OrderPrefab
- Area : Barotrauma.Level.AbyssIsland, Barotrauma.Level.Cave, Barotrauma.RuinGeneration.Ruin
- ArithmeticComponent() : Barotrauma.Items.Components.ArithmeticComponent
- ArmIKStrength : Barotrauma.AnimationParams
- ArmLength : Barotrauma.AnimController
- ArmMoveStrength : Barotrauma.HumanGroundedParams, Barotrauma.HumanSwimParams, Barotrauma.IHumanAnimation
- ArmorSector : Barotrauma.DamageModifier
- ArmorSectorInRadians : Barotrauma.DamageModifier
- ArrayMaxSize : Barotrauma.NetworkSerialize
- ArrestHoldFireTime : Barotrauma.AIObjectiveCombat
- ArtifactEvent() : Barotrauma.ArtifactEvent
- AskToRecalculateHullSafety() : Barotrauma.HumanAIController
- AssembliesLoaded : Barotrauma.CsPackageManager
- AssembliesTypes : Barotrauma.AssemblyManager.LoadedACL
- AssemblyManager : Barotrauma.LuaCsSetup
- AssertCondition() : Barotrauma.ContentPackage
- AssignCampaignInteractionType() : Barotrauma.Item
- AssignedJob : Barotrauma.WayPoint
- AssignMaxId() : Barotrauma.IdRemap
- AssignmentPriority : Barotrauma.Order, Barotrauma.OrderPrefab
- AssignNPCMenuInteraction() : Barotrauma.CampaignMode
- AssignOnExecute() : Barotrauma.LuaGame
- AssignTeamIDs() : Barotrauma.PvPMode
- assistantsDontCount : Barotrauma.Abilities.AbilityConditionNoCrewDied
- AssistantSkillIncreaseMultiplier : Barotrauma.SkillSettings
- AtDamageDepth : Barotrauma.Submarine
- AtEitherExit : Barotrauma.Submarine
- AtEndExit : Barotrauma.Items.Components.DockingPort, Barotrauma.Submarine
- AtStartExit : Barotrauma.Items.Components.DockingPort, Barotrauma.Submarine
- Attach() : Barotrauma.Items.Components.Rope
- Attachable : Barotrauma.Items.Components.Holdable
- AttachDebugger() : Barotrauma.LuaCsSetup
- Attached : Barotrauma.Items.Components.Holdable, Barotrauma.Items.Components.LevelResource
- AttachedByDefault : Barotrauma.Items.Components.Holdable
- AttachedProjectiles : Barotrauma.Character
- AttachedRope : Barotrauma.Limb
- AttachHuskAppendage() : Barotrauma.AfflictionHusk
- AttachJoints : Barotrauma.LatchOntoAI
- AttachLimbId : Barotrauma.AfflictionPrefabHusk
- AttachLimbName : Barotrauma.AfflictionPrefabHusk
- AttachLimbType : Barotrauma.AfflictionPrefabHusk
- AttachmentSprites : Barotrauma.CharacterInfo
- AttachPos : Barotrauma.Character.LatchedOntoTargetEventData, Barotrauma.LatchOntoAI
- AttachSurfaceNormal : Barotrauma.Character.LatchedOntoTargetEventData
- AttachToBody() : Barotrauma.LatchOntoAI
- AttachToCharacters : Barotrauma.LatchOntoAI
- AttachToSub : Barotrauma.LatchOntoAI
- AttachToWall() : Barotrauma.Items.Components.Holdable
- AttachToWalls : Barotrauma.LatchOntoAI
- Attack() : Barotrauma.Attack, Barotrauma.Explosion, Barotrauma.Items.Components.MeleeWeapon, Barotrauma.Items.Components.Projectile, Barotrauma.RagdollParams.AttackParams, Barotrauma.RagdollParams.LimbParams
- attack : Barotrauma.Limb
- AttackDistance : Barotrauma.CharacterParams.TargetParams
- Attacker : Barotrauma.AbilityAttackData, Barotrauma.IDamageable.AttackEventData, Barotrauma.Items.Components.Projectile
- AttackEventData() : Barotrauma.IDamageable.AttackEventData
- AttackForceMultiplier : Barotrauma.RagdollParams.LimbParams
- AttackHumans : Barotrauma.EnemyAIController
- AttackItem : Barotrauma.MapCreatures.Behavior.BallastFloraBranch
- AttackLimb : Barotrauma.Character.ExecuteAttackEventData, Barotrauma.Character.SetAttackTargetEventData, Barotrauma.EnemyAIController
- AttackParams() : Barotrauma.RagdollParams.AttackParams
- AttackPattern : Barotrauma.CharacterParams.TargetParams
- AttackPriority : Barotrauma.Limb, Barotrauma.RagdollParams.LimbParams
- AttackResult : Barotrauma.Abilities.IAbilityAttackResult, Barotrauma.AbilityAttackResult, Barotrauma.AttackResult
- AttackRooms : Barotrauma.EnemyAIController
- AttackSimPosition : Barotrauma.IDamageable.AttackEventData
- AttackTimer : Barotrauma.Attack
- AttackWhenProvoked : Barotrauma.CharacterParams.AIParams
- AttemptBallastFloraInfection() : Barotrauma.Submarine
- Attribute : Barotrauma.NetSerializableProperties.CachedReflectedVariable
- AttributeName : Barotrauma.PropertyConditional
- Attributes() : Barotrauma.ContentXElement, Barotrauma.IO.DirectoryInfo, Barotrauma.SerializableProperty
- AttributeValue : Barotrauma.PropertyConditional
- AttributeValueAsTags : Barotrauma.PropertyConditional
- Audio : Barotrauma.GameSettings.Config
- AudioOutputDevice : Barotrauma.GameSettings.Config.AudioSettings
- AutoBanTime : Barotrauma.Networking.ServerSettings
- AutoDismiss : Barotrauma.Order, Barotrauma.OrderPrefab
- AutoEquipWhenFull : Barotrauma.Items.Components.Wearable
- AutoFaceMovement : Barotrauma.HumanAIController
- AutoFill : Barotrauma.Items.Components.ItemContainer
- AutoGenerated : Barotrauma.RunConfig
- AutoHideScrollbar : Barotrauma.Items.Components.Terminal
- AutoInject : Barotrauma.Items.Components.ItemContainer
- AutoInjectThreshold : Barotrauma.Items.Components.ItemContainer
- AutoInteractWithContained : Barotrauma.Items.Components.ItemContainer
- AutomaticMission() : Barotrauma.FactionPrefab.AutomaticMission
- AutonomousObjective() : Barotrauma.AutonomousObjective
- AutonomousObjectives : Barotrauma.JobPrefab
- AutoOperate : Barotrauma.Items.Components.Turret
- AutoOrient() : Barotrauma.Gap
- AutoPilot : Barotrauma.Items.Components.Steering
- AutopilotMinDistToPathNode : Barotrauma.Items.Components.Steering
- AutoPlayVideo : Barotrauma.EventObjectiveAction
- AutoRestart : Barotrauma.Networking.ServerSettings
- AutoRestartInterval : Barotrauma.Networking.ServerSettings
- AutoRestartTimer : Barotrauma.Networking.ServerSettings
- AutoSaveIntervalSeconds : Barotrauma.GameSettings.Config
- AutoScrollToBottom : Barotrauma.Items.Components.Terminal
- AutoTemp : Barotrauma.Items.Components.Reactor
- AvailableCharacters : Barotrauma.HireManager
- AvailableFuel : Barotrauma.Items.Components.Reactor
- AvailableMissions : Barotrauma.Location, Barotrauma.LocationConnection
- AvailableSwaps : Barotrauma.Item
- AverageFramesPerSecond : Barotrauma.PerformanceCounter
- AveragePaintedColor : Barotrauma.Hull
- AvgTicksPerFrame : Barotrauma.PerformanceCounter.TickInfo
- AvoidAbyss : Barotrauma.CharacterParams.AIParams
- AvoidDir : Barotrauma.SteeringManager
- AvoidFriendlyFire : Barotrauma.Attack
- AvoidGunfire : Barotrauma.CharacterParams.AIParams
- avoidLookAheadDistance : Barotrauma.AIController
- AvoidLookAheadPos : Barotrauma.SteeringManager
- AvoidRayCastHitPosition : Barotrauma.SteeringManager
- AvoidStaying : Barotrauma.Hull
- AvoidTime : Barotrauma.CharacterParams.AIParams