Barotrauma Server
Loading...
Searching...
No Matches
Barotrauma.CharacterInfo Class Reference

Stores information about the Character that is needed between rounds in the menu etc., whereas Character itself is the object actually spawned in-game. More...

Classes

class  HeadInfo
 
class  HeadPreset
 

Public Member Functions

IEnumerable< Identifier > GetUnlockedTalentsInTree ()
 Endocrine boosters can unlock talents outside the user's talent tree. This method is used to cull them from the selection.
 
IEnumerable< Identifier > GetUnlockedTalentsOutsideTree ()
 Returns unlocked talents that aren't part of the character's talent tree (which can be unlocked e.g. with an endocrine booster)
 
void CheckDisguiseStatus (bool handleBuff, IdCard idCard=null)
 
int GetManualOrderPriority (Order order)
 
IEnumerable< ContentXElementGetValidAttachmentElements (IEnumerable< ContentXElement > elements, HeadPreset headPreset, WearableType? wearableType=null)
 
int CountValidAttachmentsOfType (WearableType wearableType)
 
 CharacterInfo (Identifier speciesName, string name="", string originalName="", Either< Job, JobPrefab > jobOrJobPrefab=null, int variant=0, Rand.RandSync randSync=Rand.RandSync.Unsynced, Identifier npcIdentifier=default)
 
string GetRandomName (Rand.RandSync randSync)
 
void CheckColors ()
 
 CharacterInfo (ContentXElement infoElement, Identifier npcIdentifier=default)
 
int GetIdentifier ()
 Returns a presumably (not guaranteed) unique and persistent hash using the (current) Name, appearence, and job. So unless there's another character with the exactly same name, job, and appearance, the hash should be unique.
 
int GetIdentifierUsingOriginalName ()
 Returns a presumably (not guaranteed) unique hash and persistent using the OriginalName, appearence, and job. So unless there's another character with the exactly same name, job, and appearance, the hash should be unique.
 
IEnumerable< ContentXElementFilterElements (IEnumerable< ContentXElement > elements, ImmutableHashSet< Identifier > tags, WearableType? targetType=null)
 
void RecreateHead (ImmutableHashSet< Identifier > tags, int hairIndex, int beardIndex, int moustacheIndex, int faceAttachmentIndex)
 
string ReplaceVars (string str)
 
void RecreateHead (HeadInfo headInfo)
 
void RefreshHead ()
 Reloads the head sprite and the attachment sprites.
 
void VerifySpriteTagsLoaded ()
 
void LoadHeadAttachments ()
 
ContentXElement GetRandomElement (IEnumerable< ContentXElement > elements)
 
int CalculateSalary ()
 
void ApplySkillGain (Identifier skillIdentifier, float baseGain, bool gainedFromAbility=false, float maxGain=2f)
 Increases the characters skill at a rate proportional to their current skill. If you want to increase the skill level by a specific amount instead, use IncreaseSkillLevel
 
void IncreaseSkillLevel (Identifier skillIdentifier, float increase, bool gainedFromAbility=false)
 Increase the skill by a specific amount. Talents may affect the actual, final skill increase.
 
void SetSkillLevel (Identifier skillIdentifier, float level)
 
void GiveExperience (int amount)
 
void SetExperience (int newExperience)
 
int GetTotalTalentPoints ()
 
int GetAvailableTalentPoints ()
 
float GetProgressTowardsNextLevel ()
 
int GetExperienceRequiredForCurrentLevel ()
 
int GetExperienceRequiredToLevelUp ()
 
int GetExperienceRequiredForLevel (int level)
 How much more experience does the character need to reach the specified level?
 
int GetCurrentLevel ()
 
void Rename (string newName)
 
void ResetName ()
 
XElement Save (XElement parentElement)
 
void SaveOrderData ()
 Save current orders to OrderData
 
void ApplyOrderData ()
 
void ReloadHeadAttachments ()
 Reloads the attachment xml elements according to the indices. Doesn't reload the sprites.
 
void ClearCurrentOrders ()
 
void Remove ()
 
void ClearSavedStatValues ()
 
void ClearSavedStatValues (StatTypes statType)
 
void RemoveSavedStatValuesOnDeath ()
 
void ResetSavedStatValue (Identifier statIdentifier)
 
float GetSavedStatValue (StatTypes statType)
 
float GetSavedStatValue (StatTypes statType, Identifier statIdentifier)
 
float GetSavedStatValueWithAll (StatTypes statType, Identifier statIdentifier)
 Get the combined stat value of the identifier "all" and the specified identifier.
 
float GetSavedStatValueWithBotsInMp (StatTypes statType, Identifier statIdentifier)
 
float GetSavedStatValueWithBotsInMp (StatTypes statType, Identifier statIdentifier, IReadOnlyCollection< Character > bots)
 
void ChangeSavedStatValue (StatTypes statType, float value, Identifier statIdentifier, bool removeOnDeath, float maxValue=float.MaxValue, bool setValue=false)
 
void ApplyDeathEffects ()
 
void ServerWrite (IWriteMessage msg)
 

Static Public Member Functions

static Color SelectRandomColor (in ImmutableArray<(Color Color, float Commonness)> array, Rand.RandSync randSync)
 
static List< ContentXElementAddEmpty (IEnumerable< ContentXElement > elements, WearableType type, float commonness=1)
 
static bool IsValidIndex (int index, List< ContentXElement > list)
 
static void SaveOrders (XElement parentElement, params Order[] orders)
 
static void SaveOrderData (CharacterInfo characterInfo, XElement parentElement)
 Save current orders to the parameter element.
 
static void ApplyOrderData (Character character, XElement orderData)
 
static List< OrderLoadOrders (XElement ordersElement)
 
static void ApplyHealthData (Character character, XElement healthData, Func< AfflictionPrefab, bool > afflictionPredicate=null)
 

Public Attributes

XElement InventoryData
 
XElement HealthData
 
XElement OrderData
 
bool PermanentlyDead
 
bool RenamingEnabled = false
 
string Name
 
LocalizedString Title
 
Identifier NpcSetIdentifier
 
Identifier Identifier NpcIdentifier HumanPrefabIds
 
Character Character
 Note: Can be null.
 
Job Job
 
int Salary
 
Identifier factionId
 
Identifier float reputation MinReputationToHire
 
bool OmitJobInMenus
 Can be used to disable displaying the job in any info panels.
 
bool IsDisguised = false
 
bool IsDisguisedAsAnother = false
 
bool StartItemsGiven
 
bool IsNewHire
 Newly hired bot that hasn't spawned yet.
 
CauseOfDeath CauseOfDeath
 
CharacterTeamType TeamID
 
ushort ID
 Unique ID given to character infos in MP. Non-persistent. Used by clients to identify which infos are the same to prevent duplicate characters in round summary.
 
readonly bool HasSpecifierTags
 
readonly ImmutableArray<(Color Color, float Commonness)> HairColors
 
readonly ImmutableArray<(Color Color, float Commonness)> FacialHairColors
 
readonly ImmutableArray<(Color Color, float Commonness)> SkinColors
 
int MissionsCompletedSinceDeath = 0
 
Option< int > LastRewardDistribution = Option.None
 Keeps track of the last reward distribution that was set on the character's wallet. Is used to keep salary when the character respawns since CharacterInfo is preserved between deaths.
 
readonly Dictionary< StatTypes, List< SavedStatValue > > SavedStatValues = new Dictionary<StatTypes, List<SavedStatValue>>()
 
float LastResistanceMultiplierSkillLossDeath = 1.0f
 Used to store the last known resistance against skill loss on death when the character dies, so it can be correctly applied before reinstantiating the Character object (if respawning). NOTE: The resistances are handled as multipliers here, so 1.0 == 0% resistance.
 
float LastResistanceMultiplierSkillLossRespawn = 1.0f
 Used to store the last known resistance against skill loss on respawn when the character dies, so it can be correctly applied before reinstantiating the Character object (if respawning). NOTE: The resistances are handled as multipliers here, so 1.0 == 0% resistance.
 
bool Discarded
 The client opted to create a new character and discard this one.
 

Static Public Attributes

const int MaxAdditionalTalentPoints = 100
 
const int MaxCurrentOrders = 3
 

Properties

HeadInfo Head [get, set]
 
bool IsMale [get]
 
bool IsFemale [get]
 
CharacterInfoPrefab Prefab [get]
 
bool HasNickname [get]
 
string OriginalName [get]
 
string DisplayName [get]
 
Identifier SpeciesName [get]
 
int ExperiencePoints [get]
 
HashSet< Identifier > UnlockedTalents = new HashSet<Identifier>() [get]
 
int AdditionalTalentPoints [get, set]
 
Sprite HeadSprite [get]
 
Sprite Portrait [get]
 
List< WearableSpriteAttachmentSprites [get]
 
ContentXElement CharacterConfigElement [get, set]
 
NPCPersonalityTrait PersonalityTrait [get]
 
static int HighestManualOrderPriority [get]
 
List< OrderCurrentOrders = new List<Order>() [get]
 
List< Identifier > SpriteTags [get]
 
RagdollParams Ragdoll [get, set]
 
bool IsAttachmentsLoaded [get]
 
IReadOnlyList< ContentXElementHairs [get]
 
IReadOnlyList< ContentXElementBeards [get]
 
IReadOnlyList< ContentXElementMoustaches [get]
 
IReadOnlyList< ContentXElementFaceAttachments [get]
 
IEnumerable< ContentXElementWearables [get]
 

Detailed Description

Stores information about the Character that is needed between rounds in the menu etc., whereas Character itself is the object actually spawned in-game.

Constructor & Destructor Documentation

◆ CharacterInfo() [1/2]

Barotrauma.CharacterInfo.CharacterInfo ( Identifier speciesName,
string name = "",
string originalName = "",
Either< Job, JobPrefab > jobOrJobPrefab = null,
int variant = 0,
Rand.RandSync randSync = Rand::RandSync::Unsynced,
Identifier npcIdentifier = default )

◆ CharacterInfo() [2/2]

Barotrauma.CharacterInfo.CharacterInfo ( ContentXElement infoElement,
Identifier npcIdentifier = default )

Member Function Documentation

◆ AddEmpty()

static List< ContentXElement > Barotrauma.CharacterInfo.AddEmpty ( IEnumerable< ContentXElement > elements,
WearableType type,
float commonness = 1 )
static

◆ ApplyDeathEffects()

void Barotrauma.CharacterInfo.ApplyDeathEffects ( )

◆ ApplyHealthData()

static void Barotrauma.CharacterInfo.ApplyHealthData ( Character character,
XElement healthData,
Func< AfflictionPrefab, bool > afflictionPredicate = null )
static

◆ ApplyOrderData() [1/2]

void Barotrauma.CharacterInfo.ApplyOrderData ( )

◆ ApplyOrderData() [2/2]

static void Barotrauma.CharacterInfo.ApplyOrderData ( Character character,
XElement orderData )
static

◆ ApplySkillGain()

void Barotrauma.CharacterInfo.ApplySkillGain ( Identifier skillIdentifier,
float baseGain,
bool gainedFromAbility = false,
float maxGain = 2f )

Increases the characters skill at a rate proportional to their current skill. If you want to increase the skill level by a specific amount instead, use IncreaseSkillLevel

◆ CalculateSalary()

int Barotrauma.CharacterInfo.CalculateSalary ( )

◆ ChangeSavedStatValue()

void Barotrauma.CharacterInfo.ChangeSavedStatValue ( StatTypes statType,
float value,
Identifier statIdentifier,
bool removeOnDeath,
float maxValue = float::MaxValue,
bool setValue = false )

◆ CheckColors()

void Barotrauma.CharacterInfo.CheckColors ( )

◆ CheckDisguiseStatus()

void Barotrauma.CharacterInfo.CheckDisguiseStatus ( bool handleBuff,
IdCard idCard = null )

◆ ClearCurrentOrders()

void Barotrauma.CharacterInfo.ClearCurrentOrders ( )

◆ ClearSavedStatValues() [1/2]

void Barotrauma.CharacterInfo.ClearSavedStatValues ( )

◆ ClearSavedStatValues() [2/2]

void Barotrauma.CharacterInfo.ClearSavedStatValues ( StatTypes statType)

◆ CountValidAttachmentsOfType()

int Barotrauma.CharacterInfo.CountValidAttachmentsOfType ( WearableType wearableType)

◆ FilterElements()

IEnumerable< ContentXElement > Barotrauma.CharacterInfo.FilterElements ( IEnumerable< ContentXElement > elements,
ImmutableHashSet< Identifier > tags,
WearableType? targetType = null )

◆ GetAvailableTalentPoints()

int Barotrauma.CharacterInfo.GetAvailableTalentPoints ( )

◆ GetCurrentLevel()

int Barotrauma.CharacterInfo.GetCurrentLevel ( )

◆ GetExperienceRequiredForCurrentLevel()

int Barotrauma.CharacterInfo.GetExperienceRequiredForCurrentLevel ( )

◆ GetExperienceRequiredForLevel()

int Barotrauma.CharacterInfo.GetExperienceRequiredForLevel ( int level)

How much more experience does the character need to reach the specified level?

◆ GetExperienceRequiredToLevelUp()

int Barotrauma.CharacterInfo.GetExperienceRequiredToLevelUp ( )

◆ GetIdentifier()

int Barotrauma.CharacterInfo.GetIdentifier ( )

Returns a presumably (not guaranteed) unique and persistent hash using the (current) Name, appearence, and job. So unless there's another character with the exactly same name, job, and appearance, the hash should be unique.

◆ GetIdentifierUsingOriginalName()

int Barotrauma.CharacterInfo.GetIdentifierUsingOriginalName ( )

Returns a presumably (not guaranteed) unique hash and persistent using the OriginalName, appearence, and job. So unless there's another character with the exactly same name, job, and appearance, the hash should be unique.

◆ GetManualOrderPriority()

int Barotrauma.CharacterInfo.GetManualOrderPriority ( Order order)

◆ GetProgressTowardsNextLevel()

float Barotrauma.CharacterInfo.GetProgressTowardsNextLevel ( )

◆ GetRandomElement()

ContentXElement Barotrauma.CharacterInfo.GetRandomElement ( IEnumerable< ContentXElement > elements)

◆ GetRandomName()

string Barotrauma.CharacterInfo.GetRandomName ( Rand.RandSync randSync)

◆ GetSavedStatValue() [1/2]

float Barotrauma.CharacterInfo.GetSavedStatValue ( StatTypes statType)

◆ GetSavedStatValue() [2/2]

float Barotrauma.CharacterInfo.GetSavedStatValue ( StatTypes statType,
Identifier statIdentifier )

◆ GetSavedStatValueWithAll()

float Barotrauma.CharacterInfo.GetSavedStatValueWithAll ( StatTypes statType,
Identifier statIdentifier )

Get the combined stat value of the identifier "all" and the specified identifier.

The "all" identifier works like the "any" identifier in outpost modules where it doesn't literally mean everything but is an unique identifier that indicates that it should target everything. For example if we wanted to make a talent that increases the fabrication quality of every single item we could use something like: <CharacterAbilityGivePermanentStat stattype="IncreaseFabricationQuality" statidentifier="all" > (Granted IncreaseFabricationQuality doesn't support the "all" identifier so if we need this in vanilla it needs to be implemented in code)

◆ GetSavedStatValueWithBotsInMp() [1/2]

float Barotrauma.CharacterInfo.GetSavedStatValueWithBotsInMp ( StatTypes statType,
Identifier statIdentifier )

◆ GetSavedStatValueWithBotsInMp() [2/2]

float Barotrauma.CharacterInfo.GetSavedStatValueWithBotsInMp ( StatTypes statType,
Identifier statIdentifier,
IReadOnlyCollection< Character > bots )

◆ GetTotalTalentPoints()

int Barotrauma.CharacterInfo.GetTotalTalentPoints ( )

◆ GetUnlockedTalentsInTree()

IEnumerable< Identifier > Barotrauma.CharacterInfo.GetUnlockedTalentsInTree ( )

Endocrine boosters can unlock talents outside the user's talent tree. This method is used to cull them from the selection.

◆ GetUnlockedTalentsOutsideTree()

IEnumerable< Identifier > Barotrauma.CharacterInfo.GetUnlockedTalentsOutsideTree ( )

Returns unlocked talents that aren't part of the character's talent tree (which can be unlocked e.g. with an endocrine booster)

◆ GetValidAttachmentElements()

IEnumerable< ContentXElement > Barotrauma.CharacterInfo.GetValidAttachmentElements ( IEnumerable< ContentXElement > elements,
HeadPreset headPreset,
WearableType? wearableType = null )

◆ GiveExperience()

void Barotrauma.CharacterInfo.GiveExperience ( int amount)

◆ IncreaseSkillLevel()

void Barotrauma.CharacterInfo.IncreaseSkillLevel ( Identifier skillIdentifier,
float increase,
bool gainedFromAbility = false )

Increase the skill by a specific amount. Talents may affect the actual, final skill increase.

◆ IsValidIndex()

static bool Barotrauma.CharacterInfo.IsValidIndex ( int index,
List< ContentXElement > list )
static

◆ LoadHeadAttachments()

void Barotrauma.CharacterInfo.LoadHeadAttachments ( )

◆ LoadOrders()

static List< Order > Barotrauma.CharacterInfo.LoadOrders ( XElement ordersElement)
static

◆ RecreateHead() [1/2]

void Barotrauma.CharacterInfo.RecreateHead ( HeadInfo headInfo)

◆ RecreateHead() [2/2]

void Barotrauma.CharacterInfo.RecreateHead ( ImmutableHashSet< Identifier > tags,
int hairIndex,
int beardIndex,
int moustacheIndex,
int faceAttachmentIndex )

◆ RefreshHead()

void Barotrauma.CharacterInfo.RefreshHead ( )

Reloads the head sprite and the attachment sprites.

◆ ReloadHeadAttachments()

void Barotrauma.CharacterInfo.ReloadHeadAttachments ( )

Reloads the attachment xml elements according to the indices. Doesn't reload the sprites.

◆ Remove()

void Barotrauma.CharacterInfo.Remove ( )

◆ RemoveSavedStatValuesOnDeath()

void Barotrauma.CharacterInfo.RemoveSavedStatValuesOnDeath ( )

◆ Rename()

void Barotrauma.CharacterInfo.Rename ( string newName)

◆ ReplaceVars()

string Barotrauma.CharacterInfo.ReplaceVars ( string str)

◆ ResetName()

void Barotrauma.CharacterInfo.ResetName ( )

◆ ResetSavedStatValue()

void Barotrauma.CharacterInfo.ResetSavedStatValue ( Identifier statIdentifier)

◆ Save()

XElement Barotrauma.CharacterInfo.Save ( XElement parentElement)

◆ SaveOrderData() [1/2]

void Barotrauma.CharacterInfo.SaveOrderData ( )

Save current orders to OrderData

◆ SaveOrderData() [2/2]

static void Barotrauma.CharacterInfo.SaveOrderData ( CharacterInfo characterInfo,
XElement parentElement )
static

Save current orders to the parameter element.

◆ SaveOrders()

static void Barotrauma.CharacterInfo.SaveOrders ( XElement parentElement,
params Order[] orders )
static

◆ SelectRandomColor()

static Color Barotrauma.CharacterInfo.SelectRandomColor ( in ImmutableArray<(Color Color, float Commonness)> array,
Rand.RandSync randSync )
static

◆ ServerWrite()

void Barotrauma.CharacterInfo.ServerWrite ( IWriteMessage msg)

◆ SetExperience()

void Barotrauma.CharacterInfo.SetExperience ( int newExperience)

◆ SetSkillLevel()

void Barotrauma.CharacterInfo.SetSkillLevel ( Identifier skillIdentifier,
float level )

◆ VerifySpriteTagsLoaded()

void Barotrauma.CharacterInfo.VerifySpriteTagsLoaded ( )

Member Data Documentation

◆ CauseOfDeath

CauseOfDeath Barotrauma.CharacterInfo.CauseOfDeath

◆ Character

Character Barotrauma.CharacterInfo.Character

Note: Can be null.

◆ Discarded

bool Barotrauma.CharacterInfo.Discarded

The client opted to create a new character and discard this one.

◆ FacialHairColors

readonly ImmutableArray<(Color Color, float Commonness)> Barotrauma.CharacterInfo.FacialHairColors

◆ factionId

Identifier Barotrauma.CharacterInfo.factionId

◆ HairColors

readonly ImmutableArray<(Color Color, float Commonness)> Barotrauma.CharacterInfo.HairColors

◆ HasSpecifierTags

readonly bool Barotrauma.CharacterInfo.HasSpecifierTags

◆ HealthData

XElement Barotrauma.CharacterInfo.HealthData

◆ HumanPrefabIds

Identifier Identifier NpcIdentifier Barotrauma.CharacterInfo.HumanPrefabIds

◆ ID

ushort Barotrauma.CharacterInfo.ID

Unique ID given to character infos in MP. Non-persistent. Used by clients to identify which infos are the same to prevent duplicate characters in round summary.

◆ InventoryData

XElement Barotrauma.CharacterInfo.InventoryData

◆ IsDisguised

bool Barotrauma.CharacterInfo.IsDisguised = false

◆ IsDisguisedAsAnother

bool Barotrauma.CharacterInfo.IsDisguisedAsAnother = false

◆ IsNewHire

bool Barotrauma.CharacterInfo.IsNewHire

Newly hired bot that hasn't spawned yet.

◆ Job

Job Barotrauma.CharacterInfo.Job

◆ LastResistanceMultiplierSkillLossDeath

float Barotrauma.CharacterInfo.LastResistanceMultiplierSkillLossDeath = 1.0f

Used to store the last known resistance against skill loss on death when the character dies, so it can be correctly applied before reinstantiating the Character object (if respawning). NOTE: The resistances are handled as multipliers here, so 1.0 == 0% resistance.

◆ LastResistanceMultiplierSkillLossRespawn

float Barotrauma.CharacterInfo.LastResistanceMultiplierSkillLossRespawn = 1.0f

Used to store the last known resistance against skill loss on respawn when the character dies, so it can be correctly applied before reinstantiating the Character object (if respawning). NOTE: The resistances are handled as multipliers here, so 1.0 == 0% resistance.

◆ LastRewardDistribution

Option<int> Barotrauma.CharacterInfo.LastRewardDistribution = Option.None

Keeps track of the last reward distribution that was set on the character's wallet. Is used to keep salary when the character respawns since CharacterInfo is preserved between deaths.

None means the salary has not been set yet, which is not always 0 if default salary is set.

◆ MaxAdditionalTalentPoints

const int Barotrauma.CharacterInfo.MaxAdditionalTalentPoints = 100
static

◆ MaxCurrentOrders

const int Barotrauma.CharacterInfo.MaxCurrentOrders = 3
static

◆ MinReputationToHire

Identifier float reputation Barotrauma.CharacterInfo.MinReputationToHire

◆ MissionsCompletedSinceDeath

int Barotrauma.CharacterInfo.MissionsCompletedSinceDeath = 0

◆ Name

string Barotrauma.CharacterInfo.Name

◆ NpcSetIdentifier

Identifier Barotrauma.CharacterInfo.NpcSetIdentifier

◆ OmitJobInMenus

bool Barotrauma.CharacterInfo.OmitJobInMenus

Can be used to disable displaying the job in any info panels.

◆ OrderData

XElement Barotrauma.CharacterInfo.OrderData

◆ PermanentlyDead

bool Barotrauma.CharacterInfo.PermanentlyDead

◆ RenamingEnabled

bool Barotrauma.CharacterInfo.RenamingEnabled = false

◆ Salary

int Barotrauma.CharacterInfo.Salary

◆ SavedStatValues

readonly Dictionary<StatTypes, List<SavedStatValue> > Barotrauma.CharacterInfo.SavedStatValues = new Dictionary<StatTypes, List<SavedStatValue>>()

◆ SkinColors

readonly ImmutableArray<(Color Color, float Commonness)> Barotrauma.CharacterInfo.SkinColors

◆ StartItemsGiven

bool Barotrauma.CharacterInfo.StartItemsGiven

◆ TeamID

CharacterTeamType Barotrauma.CharacterInfo.TeamID

◆ Title

LocalizedString Barotrauma.CharacterInfo.Title

Property Documentation

◆ AdditionalTalentPoints

int Barotrauma.CharacterInfo.AdditionalTalentPoints
getset

◆ AttachmentSprites

List<WearableSprite> Barotrauma.CharacterInfo.AttachmentSprites
get

◆ Beards

IReadOnlyList<ContentXElement> Barotrauma.CharacterInfo.Beards
get

◆ CharacterConfigElement

ContentXElement Barotrauma.CharacterInfo.CharacterConfigElement
getset

◆ CurrentOrders

List<Order> Barotrauma.CharacterInfo.CurrentOrders = new List<Order>()
get

◆ DisplayName

string Barotrauma.CharacterInfo.DisplayName
get

◆ ExperiencePoints

int Barotrauma.CharacterInfo.ExperiencePoints
get

◆ FaceAttachments

IReadOnlyList<ContentXElement> Barotrauma.CharacterInfo.FaceAttachments
get

◆ Hairs

IReadOnlyList<ContentXElement> Barotrauma.CharacterInfo.Hairs
get

◆ HasNickname

bool Barotrauma.CharacterInfo.HasNickname
get

◆ Head

HeadInfo Barotrauma.CharacterInfo.Head
getset

◆ HeadSprite

Sprite Barotrauma.CharacterInfo.HeadSprite
get

◆ HighestManualOrderPriority

int Barotrauma.CharacterInfo.HighestManualOrderPriority
staticget

◆ IsAttachmentsLoaded

bool Barotrauma.CharacterInfo.IsAttachmentsLoaded
get

◆ IsFemale

bool Barotrauma.CharacterInfo.IsFemale
get

◆ IsMale

bool Barotrauma.CharacterInfo.IsMale
get

◆ Moustaches

IReadOnlyList<ContentXElement> Barotrauma.CharacterInfo.Moustaches
get

◆ OriginalName

string Barotrauma.CharacterInfo.OriginalName
get

◆ PersonalityTrait

NPCPersonalityTrait Barotrauma.CharacterInfo.PersonalityTrait
get

◆ Portrait

Sprite Barotrauma.CharacterInfo.Portrait
get

◆ Prefab

CharacterInfoPrefab Barotrauma.CharacterInfo.Prefab
get

◆ Ragdoll

RagdollParams Barotrauma.CharacterInfo.Ragdoll
getset

◆ SpeciesName

Identifier Barotrauma.CharacterInfo.SpeciesName
get

◆ SpriteTags

List<Identifier> Barotrauma.CharacterInfo.SpriteTags
get

◆ UnlockedTalents

HashSet<Identifier> Barotrauma.CharacterInfo.UnlockedTalents = new HashSet<Identifier>()
get

◆ Wearables

IEnumerable<ContentXElement> Barotrauma.CharacterInfo.Wearables
get

The documentation for this class was generated from the following files: