AllowClientSimulation | Barotrauma.Abilities.CharacterAbilityApplyStatusEffects | |
AppliesEffectOnIntervalUpdate | Barotrauma.Abilities.CharacterAbilityApplyStatusEffects | |
ApplyAbilityEffect(AbilityObject abilityObject) | Barotrauma.Abilities.CharacterAbility | |
ApplyEffect() | Barotrauma.Abilities.CharacterAbilityApplyStatusEffectsToNearestAlly | protectedvirtual |
Barotrauma::Abilities::CharacterAbilityApplyStatusEffects.ApplyEffect(AbilityObject abilityObject) | Barotrauma.Abilities.CharacterAbilityApplyStatusEffects | protectedvirtual |
ApplyEffectSpecific(Character targetCharacter, Limb targetLimb=null) | Barotrauma.Abilities.CharacterAbilityApplyStatusEffects | protected |
Character | Barotrauma.Abilities.CharacterAbility | |
CharacterAbility(CharacterAbilityGroup characterAbilityGroup, ContentXElement abilityElement) | Barotrauma.Abilities.CharacterAbility | |
CharacterAbilityApplyStatusEffects(CharacterAbilityGroup characterAbilityGroup, ContentXElement abilityElement) | Barotrauma.Abilities.CharacterAbilityApplyStatusEffects | |
CharacterAbilityApplyStatusEffectsToNearestAlly(CharacterAbilityGroup characterAbilityGroup, ContentXElement abilityElement) | Barotrauma.Abilities.CharacterAbilityApplyStatusEffectsToNearestAlly | |
CharacterAbilityGroup | Barotrauma.Abilities.CharacterAbility | |
CharacterTalent | Barotrauma.Abilities.CharacterAbility | |
EffectDeltaTime | Barotrauma.Abilities.CharacterAbility | protected |
InitializeAbility(bool addingFirstTime) | Barotrauma.Abilities.CharacterAbility | virtual |
IsViable() | Barotrauma.Abilities.CharacterAbility | |
Load(ContentXElement abilityElement, CharacterAbilityGroup characterAbilityGroup, bool errorMessages=true) | Barotrauma.Abilities.CharacterAbility | static |
LogAbilityObjectMismatch() | Barotrauma.Abilities.CharacterAbility | protected |
RequiresAlive | Barotrauma.Abilities.CharacterAbility | |
squaredMaxDistance | Barotrauma.Abilities.CharacterAbilityApplyStatusEffectsToNearestAlly | protected |
statusEffects | Barotrauma.Abilities.CharacterAbilityApplyStatusEffects | protected |
UpdateCharacterAbility(bool conditionsMatched, float timeSinceLastUpdate) | Barotrauma.Abilities.CharacterAbility | virtual |
VerifyState(bool conditionsMatched, float timeSinceLastUpdate) | Barotrauma.Abilities.CharacterAbility | protectedvirtual |