| Afflictions | Barotrauma.Attack | |
| AfterAttack | Barotrauma.Attack | |
| AfterAttackDelay | Barotrauma.Attack | |
| AfterAttackSecondary | Barotrauma.Attack | |
| AfterAttackSecondaryDelay | Barotrauma.Attack | |
| AfterAttackTimer | Barotrauma.Attack | |
| AimRotationTorque | Barotrauma.Attack | |
| ApplyForceOnLimbs | Barotrauma.Attack | |
| ApplyForcesOnlyOnce | Barotrauma.Attack | |
| Attack(float damage, float bleedingDamage, float burnDamage, float structureDamage, float itemDamage, float range=0.0f) | Barotrauma.Attack | |
| Attack(ContentXElement element, string parentDebugName, Item sourceItem) | Barotrauma.Attack | |
| Attack(ContentXElement element, string parentDebugName) | Barotrauma.Attack | |
| AttackTimer | Barotrauma.Attack | |
| AvoidFriendlyFire | Barotrauma.Attack | |
| Blink | Barotrauma.Attack | |
| CalculateAttackPhase(TransitionMode easing=TransitionMode.Linear) | Barotrauma.Attack | |
| Conditionals | Barotrauma.Attack | |
| Context | Barotrauma.Attack | |
| CoolDown | Barotrauma.Attack | |
| CoolDownRandomFactor | Barotrauma.Attack | |
| CoolDownTimer | Barotrauma.Attack | |
| CreateWallDamageProjectiles | Barotrauma.Attack | |
| CurrentRandomCoolDown | Barotrauma.Attack | |
| DamageMultiplier | Barotrauma.Attack | |
| DamageRange | Barotrauma.Attack | |
| Deserialize(ContentXElement element, string parentDebugName) | Barotrauma.Attack | |
| DoDamage(Character attacker, IDamageable target, Vector2 worldPosition, float deltaTime, bool playSound=true, PhysicsBody sourceBody=null, Limb sourceLimb=null) | Barotrauma.Attack | |
| DoDamageToLimb(Character attacker, Limb targetLimb, Vector2 worldPosition, float deltaTime, bool playSound=true, PhysicsBody sourceBody=null, Limb sourceLimb=null) | Barotrauma.Attack | |
| Duration | Barotrauma.Attack | |
| EmitStructureDamageParticles | Barotrauma.Attack | |
| Force | Barotrauma.Attack | |
| ForceOnLimbIndices | Barotrauma.Attack | |
| FullSpeedAfterAttack | Barotrauma.Attack | |
| GetItemDamage(float deltaTime, float multiplier=1) | Barotrauma.Attack | |
| GetLevelWallDamage(float deltaTime) | Barotrauma.Attack | |
| GetMultipliedAfflictions(float multiplier) | Barotrauma.Attack | |
| GetStructureDamage(float deltaTime) | Barotrauma.Attack | |
| GetTotalDamage(bool includeStructureDamage=false) | Barotrauma.Attack | |
| HitDetectionType | Barotrauma.Attack | |
| ImpactMultiplier | Barotrauma.Attack | |
| IsRunning | Barotrauma.Attack | |
| IsValidContext(AttackContext context) | Barotrauma.Attack | |
| IsValidContext(IEnumerable< AttackContext > contexts) | Barotrauma.Attack | |
| IsValidTarget(AttackTarget targetType) | Barotrauma.Attack | |
| IsValidTarget(Entity target) | Barotrauma.Attack | |
| ItemDamage | Barotrauma.Attack | |
| LevelWallDamage | Barotrauma.Attack | |
| MinRange | Barotrauma.Attack | |
| Name | Barotrauma.Attack | |
| OnlyHumans | Barotrauma.Attack | |
| Penetration | Barotrauma.Attack | |
| Priority | Barotrauma.Attack | |
| Range | Barotrauma.Attack | |
| Ranged | Barotrauma.Attack | |
| RangeMultiplier | Barotrauma.Attack | |
| ReloadAfflictions(ContentXElement element, string parentDebugName) | Barotrauma.Attack | |
| RequiredAngle | Barotrauma.Attack | |
| RequiredAngleToShoot | Barotrauma.Attack | |
| ResetAttackTimer() | Barotrauma.Attack | |
| ResetCoolDown() | Barotrauma.Attack | |
| Retreat | Barotrauma.Attack | |
| Reverse | Barotrauma.Attack | |
| RootForceWorldEnd | Barotrauma.Attack | |
| RootForceWorldMiddle | Barotrauma.Attack | |
| RootForceWorldStart | Barotrauma.Attack | |
| RootTransitionEasing | Barotrauma.Attack | |
| RotationLimbIndex | Barotrauma.Attack | |
| SecondaryCoolDown | Barotrauma.Attack | |
| SecondaryCoolDownTimer | Barotrauma.Attack | |
| SerializableProperties | Barotrauma.Attack | |
| Serialize(ContentXElement element) | Barotrauma.Attack | |
| SetCoolDown(bool applyRandom) | Barotrauma.Attack | |
| SetUser(Character user) | Barotrauma.Attack | |
| SeverLimbsProbability | Barotrauma.Attack | |
| SnapRopeOnNewAttack | Barotrauma.Attack | |
| SourceItem | Barotrauma.Attack | |
| StatusEffects | Barotrauma.Attack | |
| StickChance | Barotrauma.Attack | |
| StructureDamage | Barotrauma.Attack | |
| Stun | Barotrauma.Attack | |
| SubmarineImpactMultiplier | Barotrauma.Attack | |
| SwayAmount | Barotrauma.Attack | |
| SwayFrequency | Barotrauma.Attack | |
| TargetForce | Barotrauma.Attack | |
| TargetForceWorld | Barotrauma.Attack | |
| TargetImpulse | Barotrauma.Attack | |
| TargetImpulseWorld | Barotrauma.Attack | |
| TargetLimbType | Barotrauma.Attack | |
| TargetType | Barotrauma.Attack | |
| Torque | Barotrauma.Attack | |
| UpdateAttackTimer(float deltaTime, Character character) | Barotrauma.Attack | |
| UpdateCoolDown(float deltaTime) | Barotrauma.Attack | |