Here is a list of all class members with links to the classes they belong to:
- f -
- F : Barotrauma.PathNode
- FabricationDegreeOfSuccess() : Barotrauma.Items.Components.Fabricator
- FabricationLimitMax : Barotrauma.FabricationRecipe
- FabricationLimitMin : Barotrauma.FabricationRecipe
- FabricationRecipe() : Barotrauma.FabricationRecipe
- FabricationRecipes : Barotrauma.ItemPrefab
- FabricationSpeed : Barotrauma.Items.Components.Fabricator
- Fabricator() : Barotrauma.Items.Components.Fabricator
- FaceAttachment : Barotrauma.CharacterInfo.HeadInfo
- FaceAttachmentIndex : Barotrauma.CharacterInfo.HeadInfo
- FaceAttachments : Barotrauma.CharacterInfo
- FaceTarget() : Barotrauma.AIController
- FaceTargetAndWait() : Barotrauma.AIObjectiveIdle
- FaceTargetOnCompleted : Barotrauma.AIObjectiveGoTo
- FaceTint : Barotrauma.CharacterHealth
- FacialHairColor : Barotrauma.CharacterInfo.HeadInfo
- FacialHairColors : Barotrauma.CharacterInfo
- Faction : Barotrauma.Character, Barotrauma.EventPrefab, Barotrauma.EventSet, Barotrauma.EventSet.SubEventPrefab, Barotrauma.Faction, Barotrauma.HumanPrefab, Barotrauma.Location, Barotrauma.LocationType, Barotrauma.ModifyLocationAction, Barotrauma.Reputation
- factionId : Barotrauma.CharacterInfo
- FactionIdentifier : Barotrauma.MissionPrefab.ReputationReward
- Factions : Barotrauma.CampaignMode
- FactionsFile() : Barotrauma.FactionsFile
- FadeInDelay : Barotrauma.SlideshowPrefab.Slide
- FadeInDuration : Barotrauma.SlideshowPrefab.Slide
- FadeInTime : Barotrauma.Decal, Barotrauma.DecalPrefab
- FadeOutDuration : Barotrauma.DestructibleLevelWall, Barotrauma.SlideshowPrefab.Slide
- FadeOutTime : Barotrauma.AITarget, Barotrauma.CrewManager.ActiveOrder, Barotrauma.Decal, Barotrauma.DecalPrefab, Barotrauma.Order, Barotrauma.OrderPrefab
- FadeOutTimer : Barotrauma.DestructibleLevelWall
- FadeTimer : Barotrauma.Decal
- FadeToBlack : Barotrauma.ConversationAction
- FailedAutonomousObjectives : Barotrauma.AIObjectiveManager
- FailedToFindDivingGearForDepth : Barotrauma.AIObjectiveManager
- Failure : Barotrauma.BinaryOptionAction, Barotrauma.CoroutineStatus, Barotrauma.EnumCoroutineStatus
- FailureMessage : Barotrauma.MineralMission, Barotrauma.MissionPrefab
- FakeFireSources : Barotrauma.Hull
- Fallback() : Barotrauma.LocalizedString
- fallbackAbilities : Barotrauma.Abilities.CharacterAbilityGroup
- FallbackLString() : Barotrauma.FallbackLString
- FallBackTextTag : Barotrauma.Editable
- FalseOutput : Barotrauma.Items.Components.BooleanOperatorComponent, Barotrauma.Items.Components.Controller, Barotrauma.Items.Components.EqualsComponent, Barotrauma.Items.Components.MotionSensor, Barotrauma.Items.Components.RegExFindComponent, Barotrauma.Items.Components.SignalCheckComponent, Barotrauma.Items.Components.SmokeDetector, Barotrauma.Items.Components.WaterDetector
- falseOutput : Barotrauma.Items.Components.BooleanOperatorComponent, Barotrauma.Items.Components.EqualsComponent
- FarseerBody : Barotrauma.PhysicsBody
- FatalLoadErrors : Barotrauma.ContentPackage
- File : Barotrauma.CharacterParams, Barotrauma.CharacterParams.SoundParams
- FileInfo() : Barotrauma.IO.FileInfo
- FileListFileName : Barotrauma.ContentPackage
- FileName : Barotrauma.EditableParams
- FileNameWithoutExtension : Barotrauma.EditableParams
- FilePath : Barotrauma.Prefab, Barotrauma.Sprite, Barotrauma.SubmarineInfo
- Files : Barotrauma.ContentPackage
- FileStream() : Barotrauma.IO.FileStream
- FilterAndSortFiles() : Barotrauma.AnimationParams
- FilterElements() : Barotrauma.CharacterInfo
- FilterSupportedCoreModules() : Barotrauma.LuaPlatformAccessor
- FinalizeDispose() : Barotrauma.AssemblyManager
- Find() : Barotrauma.BallastFloraPrefab, Barotrauma.CharacterPrefab, Barotrauma.ItemPrefab, Barotrauma.MapEntityPrefab, Barotrauma.PrefabCollection< T >
- FindAdjacent() : Barotrauma.Gap
- FindAllItems : Barotrauma.AIObjectivePrepare, Barotrauma.Inventory
- FindAllowedSlot() : Barotrauma.Inventory, Barotrauma.ItemInventory
- FindBestHull() : Barotrauma.AIObjectiveFindSafety
- FindByFilePath() : Barotrauma.CharacterPrefab
- FindByIdentifier() : Barotrauma.MapEntityPrefab
- FindByName() : Barotrauma.MapEntityPrefab
- FindBySpeciesName() : Barotrauma.CharacterPrefab
- FindCharacterInfo() : Barotrauma.MedicalClinic.NetCrewMember
- FindClosest() : Barotrauma.Submarine
- FindContainerFor() : Barotrauma.Submarine
- FindContaining() : Barotrauma.Submarine
- FindContainingInLocalCoordinates() : Barotrauma.Submarine
- FindController() : Barotrauma.Item
- FindEntityByID() : Barotrauma.Entity
- FindEquippedItemByTag() : Barotrauma.CharacterInventory
- FindFreeID< T >() : Barotrauma.ICircuitBoxIdentifiable
- FindFreeIdBlock() : Barotrauma.Entity
- FindHull() : Barotrauma.Hull, Barotrauma.Item, Barotrauma.Ragdoll, Barotrauma.WayPoint
- FindHullUnoptimized() : Barotrauma.Hull
- FindIndex() : Barotrauma.Inventory
- FindIndices() : Barotrauma.Inventory
- FindItem() : Barotrauma.Character, Barotrauma.Inventory
- FindItemByIdentifier() : Barotrauma.Inventory
- FindItemByTag() : Barotrauma.Inventory
- FindLimbSlot() : Barotrauma.CharacterInventory
- FindLowestLimb() : Barotrauma.Ragdoll
- FindMedicalItem() : Barotrauma.AIObjectiveRescue
- FindNodes() : Barotrauma.Items.Components.ElectricalDischarger
- FindParentInventory() : Barotrauma.Item
- FindPath() : Barotrauma.PathFinder
- FindPrefab() : Barotrauma.Structure
- FindProjectile() : Barotrauma.Items.Components.RangedWeapon
- FindSectionIndex() : Barotrauma.Structure
- FindSpawnPos() : Barotrauma.Networking.RespawnManager, Barotrauma.Submarine
- FindStolenItemsProbability : Barotrauma.AIObjectiveCheckStolenItems
- FindSuitableContainer() : Barotrauma.HumanAIController
- FindSuitableSubContainerIndex() : Barotrauma.Items.Components.ItemContainer
- FindTargets() : Barotrauma.AIObjectiveLoop< T >, Barotrauma.AIObjectivePumpWater
- FindWeaponsRange : Barotrauma.HumanAIController, Barotrauma.HumanPrefab
- FindWireByItem() : Barotrauma.Items.Components.Connection
- Finish() : Barotrauma.Event
- Finished : Barotrauma.Event, Barotrauma.SteeringPath
- FinishedEvents : Barotrauma.LevelData
- FireAction() : Barotrauma.FireAction
- FireCharacter() : Barotrauma.CrewManager
- FireCount : Barotrauma.Hull
- FireDamage : Barotrauma.Items.Components.RepairTool
- FireDelay : Barotrauma.Items.Components.Reactor
- FireProbability : Barotrauma.Items.Components.PowerTransfer, Barotrauma.Items.Components.RepairTool
- FireProof : Barotrauma.Item
- FireSize : Barotrauma.StatusEffect
- FireSource() : Barotrauma.FireSource
- FireSources : Barotrauma.Hull
- FiringOffset : Barotrauma.Items.Components.Turret
- FiringRotationSpeedModifier : Barotrauma.Items.Components.Turret
- First() : Barotrauma.Inventory.ItemSlot, Barotrauma.Pair< T1, T2 >
- FirstElement() : Barotrauma.ContentXElement
- FirstMatchingPrefab : Barotrauma.FabricationRecipe.RequiredItem, Barotrauma.FabricationRecipe.RequiredItemByIdentifier, Barotrauma.FabricationRecipe.RequiredItemByTag
- FirstOrDefault() : Barotrauma.Inventory, Barotrauma.Inventory.ItemSlot
- firstRead : Barotrauma.Networking.VoipQueue
- FishAnimController() : Barotrauma.FishAnimController
- FishRagdollParams : Barotrauma.FishAnimController
- FishRunParams : Barotrauma.FishAnimController
- FishSwimFastParams : Barotrauma.FishAnimController
- FishSwimSlowParams : Barotrauma.FishAnimController
- FishWalkParams : Barotrauma.FishAnimController
- FissionRate : Barotrauma.Items.Components.Reactor
- FixActions : Barotrauma.Items.Components.Repairable
- FixDurationHighSkill : Barotrauma.Items.Components.Repairable
- FixDurationLowSkill : Barotrauma.Items.Components.Repairable
- FixedHeadAngle : Barotrauma.HumanGroundedParams, Barotrauma.HumanSwimParams, Barotrauma.IHumanAnimation
- FixedQuantityResourceInfo() : Barotrauma.ItemPrefab.FixedQuantityResourceInfo
- FixNodeEnds() : Barotrauma.Items.Components.Wire
- Flags : Barotrauma.NPCConversation
- FlashColor : Barotrauma.LevelGenerationParams
- FlashInterval : Barotrauma.LevelGenerationParams
- FleeHealthThreshold : Barotrauma.CharacterParams.AIParams
- Flicker : Barotrauma.Items.Components.LightComponent
- FlickerSpeed : Barotrauma.Items.Components.LightComponent
- Flip() : Barotrauma.FishAnimController, Barotrauma.FishGroundedParams, Barotrauma.FishSwimParams, Barotrauma.HumanoidAnimController, Barotrauma.IFishAnimation, Barotrauma.Ragdoll, Barotrauma.RagdollParams.LimbParams
- FlipCooldown : Barotrauma.FishGroundedParams, Barotrauma.FishSwimParams, Barotrauma.IFishAnimation
- FlipDelay : Barotrauma.FishGroundedParams, Barotrauma.FishSwimParams, Barotrauma.IFishAnimation
- FlipIndicator : Barotrauma.Items.Components.PowerContainer
- FlipLockTime : Barotrauma.AnimController
- FlippedX : Barotrauma.MapEntity, Barotrauma.Submarine
- flippedX : Barotrauma.MapEntity
- FlippedY : Barotrauma.MapEntity
- flippedY : Barotrauma.MapEntity
- FlipX() : Barotrauma.Item, Barotrauma.Items.Components.Controller, Barotrauma.Items.Components.DockingPort, Barotrauma.Items.Components.Engine, Barotrauma.Items.Components.Holdable, Barotrauma.Items.Components.ItemComponent, Barotrauma.Items.Components.ItemContainer, Barotrauma.Items.Components.Turret, Barotrauma.Items.Components.Wire, Barotrauma.MapEntity, Barotrauma.Structure, Barotrauma.Submarine, Barotrauma.SubmarineBody
- FlipY() : Barotrauma.Item, Barotrauma.Items.Components.Controller, Barotrauma.Items.Components.DockingPort, Barotrauma.Items.Components.Engine, Barotrauma.Items.Components.ItemComponent, Barotrauma.Items.Components.Turret, Barotrauma.Items.Components.Wire, Barotrauma.MapEntity, Barotrauma.Structure
- float() : Barotrauma.FishGroundedParams
- FloatingIceChunkCount : Barotrauma.LevelGenerationParams
- FloatValue : Barotrauma.PropertyConditional
- floorFixture : Barotrauma.Ragdoll
- floorNormal : Barotrauma.Ragdoll
- FloorY : Barotrauma.Ragdoll
- floorY : Barotrauma.Ragdoll
- FlowPercentage : Barotrauma.Items.Components.Pump
- FlowTargetHull : Barotrauma.Gap
- Flush() : Barotrauma.IO.FileStream, Barotrauma.IO.XmlWriter
- FocusedCharacter : Barotrauma.Character
- FocusedItem : Barotrauma.Character
- focusedItem : Barotrauma.Character
- FocusOnSelected : Barotrauma.ItemPrefab
- Folder : Barotrauma.EditableParams
- Follow : Barotrauma.NPCFollowAction
- FootAngle : Barotrauma.HumanGroundedParams, Barotrauma.HumanSwimParams, Barotrauma.IHumanAnimation
- FootAngleInRadians : Barotrauma.HumanGroundedParams, Barotrauma.HumanSwimParams, Barotrauma.IHumanAnimation
- FootAngles : Barotrauma.FishGroundedParams, Barotrauma.FishSwimParams, Barotrauma.IFishAnimation
- FootAnglesInRadians : Barotrauma.FishGroundedParams, Barotrauma.FishSwimParams, Barotrauma.IFishAnimation
- FootLiftHorizontalFactor : Barotrauma.HumanGroundedParams
- FootMoveForce : Barotrauma.FishAnimController, Barotrauma.FishGroundedParams
- FootMoveOffset : Barotrauma.HumanGroundedParams, Barotrauma.HumanoidAnimController
- FootMoveStrength : Barotrauma.HumanGroundedParams
- FootTorque : Barotrauma.AnimationParams, Barotrauma.FishAnimController
- ForbiddenAmmunition : Barotrauma.WreckAIConfig
- Force : Barotrauma.Attack, Barotrauma.Items.Components.Engine, Barotrauma.Items.Components.Propulsion, Barotrauma.Items.Components.TriggerComponent, Barotrauma.LevelTrigger
- ForceAct() : Barotrauma.AIObjectiveGoTo
- ForceActive : Barotrauma.SwarmBehavior
- ForceAtDiscoveredNr : Barotrauma.EventSet
- ForceAtVisitedNr : Barotrauma.EventSet
- ForceBeaconStation : Barotrauma.LevelData, Barotrauma.LevelGenerationParams
- ForceComplete() : Barotrauma.AIObjectiveCheckStolenItems
- ForcedDifficulty : Barotrauma.Level
- ForceDeteriorationTimer : Barotrauma.Items.Components.Repairable
- ForceDockingDirection : Barotrauma.Items.Components.DockingPort
- ForcedOrder : Barotrauma.AIObjectiveManager
- ForceFalloff : Barotrauma.LevelTrigger
- ForceFluctuation : Barotrauma.Items.Components.TriggerComponent
- ForceFluctuationInterval : Barotrauma.LevelTrigger
- ForceFluctuationStrength : Barotrauma.LevelTrigger
- ForceHighestPriority : Barotrauma.AIObjective
- ForceHireableCharacters() : Barotrauma.Location
- ForceLocal : Barotrauma.Networking.VoipQueue
- ForceLocalVoice : Barotrauma.LuaGame
- ForceLocationName : Barotrauma.LocationType
- ForceMode : Barotrauma.LevelTrigger
- ForceName() : Barotrauma.Location
- forceNotStanding : Barotrauma.Ragdoll
- ForceOnLimbIndices : Barotrauma.Attack
- ForceOrderPriority : Barotrauma.AIObjectiveCleanupItems, Barotrauma.AIObjectiveLoop< T >
- ForceOutpostGenerationParams : Barotrauma.LevelData
- ForceOutpostPosition : Barotrauma.LevelGenerationParams
- ForceRefreshFadeTimer() : Barotrauma.Decal
- ForceRefreshFloorY() : Barotrauma.Ragdoll
- ForceRemoveFromSlot() : Barotrauma.Inventory
- ForceRespawn() : Barotrauma.Networking.RespawnManager
- ForceRun : Barotrauma.AIObjective, Barotrauma.AIObjectiveExtinguishFire, Barotrauma.AIObjectiveExtinguishFires, Barotrauma.AIObjectiveFindDivingGear, Barotrauma.AIObjectiveFindSafety, Barotrauma.AIObjectiveFixLeak, Barotrauma.AIObjectiveFixLeaks, Barotrauma.AIObjectiveRescue, Barotrauma.AIObjectiveRescueAll, Barotrauma.Character
- ForceSelectAnimationType : Barotrauma.AnimController
- ForceShowPlusMinusButtons : Barotrauma.Editable
- forceStanding : Barotrauma.Ragdoll
- ForceString : Barotrauma.CheckDataAction
- ForceToEndLocationIndex : Barotrauma.OutpostGenerationParams
- ForceToSlot() : Barotrauma.Inventory
- ForceUpdateVisuals() : Barotrauma.CharacterHealth
- ForceVelocityLimit : Barotrauma.LevelTrigger
- ForceVoice : Barotrauma.LuaGame
- ForceWalk : Barotrauma.AIObjective
- ForceWreck : Barotrauma.LevelData
- forearmLength : Barotrauma.AnimController
- ForgiveAttacker() : Barotrauma.Character
- FormattedLString() : Barotrauma.FormattedLString
- FragmentMessage() : Barotrauma.Networking.MessageFragmenter
- FrameCount : Barotrauma.SpriteSheet
- FrameLimit : Barotrauma.GameSettings.Config.GraphicsSettings
- FrameSize : Barotrauma.SpriteSheet
- FreeID() : Barotrauma.Entity
- FreezeBlinkState : Barotrauma.Limb
- FreezeDurationWhenCrewAway : Barotrauma.EventManagerSettings
- Frequency : Barotrauma.Items.Components.OscillatorComponent
- Friction : Barotrauma.PhysicsBody, Barotrauma.RagdollParams.LimbParams
- FriendlyFire : Barotrauma.Items.Components.Projectile
- FriendlyName : Barotrauma.MemoryFileAssemblyContextLoader
- FriendlyTag : Barotrauma.Items.Components.Turret
- FromDateTime() : Barotrauma.SerializableTimeZone
- FromElement() : Barotrauma.GameSettings.Config
- FromElements() : Barotrauma.GameSettings.Config.AudioSettings, Barotrauma.GameSettings.Config.GraphicsSettings
- FromLocalUnixTime() : Barotrauma.SerializableDateTime
- FromRaw() : Barotrauma.ContentPath
- FromUtcUnixTime() : Barotrauma.SerializableDateTime
- FromXElement() : Barotrauma.PropertyConditional
- Frozen : Barotrauma.Ragdoll
- FuelConsumptionRate : Barotrauma.Items.Components.Reactor
- FullName : Barotrauma.IO.DirectoryInfo, Barotrauma.IO.FileInfo
- FullPath : Barotrauma.ContentPath, Barotrauma.Sprite
- FullSpeedAfterAttack : Barotrauma.Attack
- FullyInitialized : Barotrauma.Item
- Function : Barotrauma.Items.Components.FunctionComponent, Barotrauma.Items.Components.TrigonometricFunctionComponent, Barotrauma.LocationTypeChange.Requirement
- FunctionComponent() : Barotrauma.Items.Components.FunctionComponent
- FunctionType : Barotrauma.Items.Components.FunctionComponent, Barotrauma.Items.Components.TrigonometricFunctionComponent, Barotrauma.LocationTypeChange.Requirement