Here is a list of all functions with links to the classes they belong to:
- f -
- FabricationDegreeOfSuccess() : Barotrauma.Items.Components.Fabricator
- FabricationRecipe() : Barotrauma.FabricationRecipe
- Fabricator() : Barotrauma.Items.Components.Fabricator
- FaceTarget() : Barotrauma.AIController
- FaceTargetAndWait() : Barotrauma.AIObjectiveIdle
- Faction() : Barotrauma.Faction
- FactionsFile() : Barotrauma.FactionsFile
- Fallback() : Barotrauma.LocalizedString
- FallbackLString() : Barotrauma.FallbackLString
- FileInfo() : Barotrauma.IO.FileInfo
- 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.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
- FindSuitableContainer() : Barotrauma.HumanAIController
- FindSuitableSubContainerIndex() : Barotrauma.Items.Components.ItemContainer
- FindTargets() : Barotrauma.AIObjectiveLoop< T >, Barotrauma.AIObjectivePumpWater
- FindWireByItem() : Barotrauma.Items.Components.Connection
- Finish() : Barotrauma.Event
- FireAction() : Barotrauma.FireAction
- FireCharacter() : Barotrauma.CrewManager
- FireSource() : Barotrauma.FireSource
- First() : Barotrauma.Inventory.ItemSlot
- FirstElement() : Barotrauma.ContentXElement
- FirstOrDefault() : Barotrauma.Inventory, Barotrauma.Inventory.ItemSlot
- FishAnimController() : Barotrauma.FishAnimController
- FixedQuantityResourceInfo() : Barotrauma.ItemPrefab.FixedQuantityResourceInfo
- FixNodeEnds() : Barotrauma.Items.Components.Wire
- Flip() : Barotrauma.FishAnimController, Barotrauma.HumanoidAnimController, Barotrauma.Ragdoll
- 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
- Flush() : Barotrauma.IO.FileStream, Barotrauma.IO.XmlWriter
- ForceAct() : Barotrauma.AIObjectiveGoTo
- ForceComplete() : Barotrauma.AIObjectiveCheckStolenItems
- ForceHireableCharacters() : Barotrauma.Location
- ForceName() : Barotrauma.Location
- ForceRefreshFadeTimer() : Barotrauma.Decal
- ForceRefreshFloorY() : Barotrauma.Ragdoll
- ForceRemoveFromSlot() : Barotrauma.Inventory
- ForceRespawn() : Barotrauma.Networking.RespawnManager
- ForceToSlot() : Barotrauma.Inventory
- ForceUpdateVisuals() : Barotrauma.CharacterHealth
- ForgiveAttacker() : Barotrauma.Character
- FormattedLString() : Barotrauma.FormattedLString
- FragmentMessage() : Barotrauma.Networking.MessageFragmenter
- FreeID() : Barotrauma.Entity
- 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
- FunctionComponent() : Barotrauma.Items.Components.FunctionComponent