Barotrauma Server
Loading...
Searching...
No Matches
Barotrauma.Hull Class Reference
Inheritance diagram for Barotrauma.Hull:
Barotrauma.MapEntity Barotrauma.ISerializableEntity Barotrauma.Networking.IServerSerializable Barotrauma.MapEntity Barotrauma.ISerializableEntity Barotrauma.Networking.IServerSerializable Barotrauma.Networking.IClientSerializable Barotrauma.Entity Barotrauma.ISpatialEntity Barotrauma.Networking.INetSerializable Barotrauma.Entity Barotrauma.ISpatialEntity Barotrauma.Networking.INetSerializable Barotrauma.Networking.INetSerializable Barotrauma.ISpatialEntity Barotrauma.ISpatialEntity

Classes

struct  BallastFloraEventData
 
interface  IEventData
 
struct  NetworkFireSource
 

Public Types

enum  EventType {
  Status = 0 , Decal = 1 , BackgroundSections = 2 , BallastFlora = 3 ,
  MinValue = 0 , MaxValue = 3
}
 

Public Member Functions

 Hull (Rectangle rectangle)
 
 Hull (Rectangle rectangle, Submarine submarine, ushort id=Entity.NullEntityID)
 
override MapEntity Clone ()
 
void SetModuleTags (IEnumerable< Identifier > tags)
 
override void OnMapLoaded ()
 
void AddToGrid (Submarine submarine)
 
int GetWaveIndex (Vector2 position)
 
int GetWaveIndex (float xPos)
 
override void Move (Vector2 amount, bool ignoreContacts=true)
 
override void ShallowRemove ()
 Remove the entity from the entity list without removing links to other entities.
 
override void Remove ()
 
void AddFireSource (FireSource fireSource)
 
Decal AddDecal (UInt32 decalId, Vector2 worldPosition, float scale, bool isNetworkEvent, int? spriteIndex=null)
 
Decal AddDecal (string decalName, Vector2 worldPosition, float scale, bool isNetworkEvent, int? spriteIndex=null)
 
override void Update (float deltaTime, Camera cam)
 
void ApplyFlowForces (float deltaTime, Item item)
 
void Extinguish (float deltaTime, float amount, Vector2 position, bool extinguishRealFires=true, bool extinguishFakeFires=true)
 
void RemoveFire (FireSource fire)
 
IEnumerable< HullGetConnectedHulls (bool includingThis, int? searchDepth=null, bool ignoreClosedGaps=false)
 
float GetApproximateDistance (Vector2 startPos, Vector2 endPos, Hull targetHull, float maxDistance, float distanceMultiplierPerClosedDoor=0)
 Approximate distance from this hull to the target hull, moving through open gaps without passing through walls. Uses a greedy algo and may not use the most optimal path. Returns float.MaxValue if no path is found.
 
string CreateRoomName ()
 
bool LeadsOutside (Character character)
 Does this hull have any doors leading outside?
 
BackgroundSection GetBackgroundSection (Vector2 worldPosition)
 
IEnumerable< BackgroundSectionGetBackgroundSectionsViaContaining (Rectangle rectArea)
 
bool DoesSectionMatch (int index, int row)
 
void IncreaseSectionColorOrStrength (BackgroundSection section, Color? color, float? strength, bool requiresUpdate, bool isCleaning)
 
void SetSectionColorOrStrength (BackgroundSection section, Color? color, float? strength)
 
void CleanSection (BackgroundSection section, float cleanVal, bool updateRequired)
 
override XElement Save (XElement parentElement)
 
override string ToString ()
 
override bool IsMouseOn (Vector2 position)
 
void ServerEventWrite (IWriteMessage msg, Client c, NetEntityEvent.IData extraData=null)
 
void ServerEventRead (IReadMessage msg, Client c)
 
- Public Member Functions inherited from Barotrauma.MapEntity
void AddLinked (MapEntity entity)
 
 MapEntity (MapEntityPrefab prefab, Submarine submarine, ushort id)
 
void ResolveLinks (IdRemap childRemap)
 
bool HasUpgrade (Identifier identifier)
 
Upgrade GetUpgrade (Identifier identifier)
 
List< Upgrade > GetUpgrades ()
 
void SetUpgrade (Upgrade upgrade, bool createNetworkEvent=false)
 
virtual bool AddUpgrade (Upgrade upgrade, bool createNetworkEvent=false)
 Adds a new upgrade to the item.
 
MapEntity Clone ()
 
override void Remove ()
 
virtual void FlipX (bool relativeToSub)
 Flip the entity horizontally.
 
virtual void FlipY (bool relativeToSub)
 Flip the entity vertically.
 
virtual Quad2D GetTransformedQuad ()
 
void RemoveLinked (MapEntity e)
 
HashSet< T > GetLinkedEntities< T > (HashSet< T > list=null, int? maxDepth=null, Func< T, bool > filter=null)
 Gets all linked entities of specific type.
 
- Public Member Functions inherited from Barotrauma.Entity
 Entity (Submarine submarine, ushort id)
 
void FreeID ()
 Removes the entity from the entity dictionary and frees up the ID it was using.
 

Static Public Member Functions

static Rectangle GetBorders ()
 
static EntityGrid GenerateEntityGrid (Rectangle worldRect)
 
static EntityGrid GenerateEntityGrid (Submarine submarine)
 
static Hull FindHull (Vector2 position, Hull guess=null, bool useWorldCoordinates=true, bool inclusive=true)
 Returns the hull which contains the point (or null if it isn't inside any)
 
static Hull FindHullUnoptimized (Vector2 position, Hull guess=null, bool useWorldCoordinates=true, bool inclusive=true)
 Returns the hull which contains the point (or null if it isn't inside any). The difference to FindHull is that this method goes through all hulls without trying to first find the sub the point is inside and checking the hulls in that sub. = This is slower, use with caution in situations where the sub's extents or hulls may have changed after it was loaded.
 
static void DetectItemVisibility (Character c=null)
 
static Hull GetCleanTarget (Vector2 worldPosition)
 
static Hull Load (ContentXElement element, Submarine submarine, IdRemap idRemap)
 
- Static Public Member Functions inherited from Barotrauma.MapEntity
static void ClearHighlightedEntities ()
 
static List< MapEntityClone (List< MapEntity > entitiesToClone)
 
static void UpdateAll (float deltaTime, Camera cam)
 Call Update() on every object in Entity.list.
 
static List< MapEntityLoadAll (Submarine submarine, XElement parentElement, string filePath, int idOffset)
 
static void MapLoaded (List< MapEntity > entities, bool updateHulls)
 
static void InitializeLoadedLinks (IEnumerable< MapEntity > entities)
 
- Static Public Member Functions inherited from Barotrauma.Entity
static IReadOnlyCollection< EntityGetEntities ()
 
static int FindFreeIdBlock (int minBlockSize)
 Finds a contiguous block of free IDs of at least the given size.
 
static Entity FindEntityByID (ushort ID)
 Find an entity based on the ID.
 
static void RemoveAll ()
 
static void DumpIds (int count, string filename)
 

Public Attributes

readonly Dictionary< Identifier, SerializablePropertyproperties
 
bool Visible = true
 
readonly List< GapConnectedGaps = new List<Gap>()
 
Color? OriginalAmbientLight = null
 
int xBackgroundMax
 
int yBackgroundMax
 
- Public Attributes inherited from Barotrauma.MapEntity
readonly MapEntityPrefab Prefab
 
List< ushort > unresolvedLinkedToID
 
readonly HashSet< Identifier > DisallowedUpgradeSet = new HashSet<Identifier>()
 
readonly List< MapEntitylinkedTo = new List<MapEntity>()
 
bool ShouldBeSaved = true
 
int OriginalModuleIndex = -1
 The index of the outpost module this entity originally spawned in (-1 if not an outpost item)
 
int OriginalContainerIndex = -1
 
- Public Attributes inherited from Barotrauma.Entity
readonly ushort ID
 Unique, but non-persistent identifier. Stays the same if the entities are created in the exactly same order, but doesn't persist e.g. between the rounds.
 
readonly string CreationStackTrace
 
readonly UInt64 CreationIndex
 

Static Public Attributes

static readonly List< HullHullList = new List<Hull>()
 
static readonly List< EntityGridEntityGrids = new List<EntityGrid>()
 
static bool ShowHulls = true
 
static bool EditWater
 
static bool EditFire
 
const float OxygenDistributionSpeed = 30000.0f
 
const float OxygenDeteriorationSpeed = 0.3f
 
const float OxygenConsumptionSpeed = 700.0f
 
const int WaveWidth = 32
 
static float WaveStiffness = 0.01f
 
static float WaveSpread = 0.02f
 
static float WaveDampening = 0.02f
 
const float MaxCompress = 1.05f
 
const int BackgroundSectionSize = 16
 
const int BackgroundSectionsPerNetworkEvent = 16
 
const float PressureBuildUpSpeed = 15.0f
 How fast the pressure in the hull builds up when there's a gap leading outside.
 
const float PressureDropSpeed = 10.0f
 How fast the pressure in the hull goes back to normal when it's no longer full of water.
 
const int MaxDecalsPerHull = 10
 
- Static Public Attributes inherited from Barotrauma.MapEntity
static readonly List< MapEntityMapEntityList = new List<MapEntity>()
 
static int MapEntityUpdateInterval = 1
 
static int PoweredUpdateInterval = 1
 
- Static Public Attributes inherited from Barotrauma.Entity
const ushort NullEntityID = 0
 
const ushort EntitySpawnerID = ushort.MaxValue
 
const ushort RespawnManagerID = ushort.MaxValue - 1
 
const ushort DummyID = ushort.MaxValue - 2
 
const ushort ReservedIDStart = ushort.MaxValue - 3
 
const ushort MaxEntityCount = ushort.MaxValue - 4
 
static EntitySpawner Spawner
 

Properties

Dictionary< Identifier, SerializablePropertySerializableProperties [get]
 
override string Name [get]
 
LocalizedString DisplayName [get]
 
IEnumerable< Identifier > OutpostModuleTags [get]
 Inherited flags from outpost generation.
 
string RoomName [get, set]
 
Color AmbientLight [get, set]
 
override Rectangle Rect [get, set]
 
override bool Linkable [get]
 
float LethalPressure [get, set]
 
Vector2 Size [get]
 
float CeilingHeight [get]
 
float Surface [get]
 
float WorldSurface [get]
 
float WaterVolume [get, set]
 
float Oxygen [get, set]
 
bool IsAirlock [get]
 
bool IsWetRoom [get, set]
 
bool AvoidStaying [get, set]
 
float WaterPercentage [get]
 
float OxygenPercentage [get, set]
 
float Volume [get]
 
float Pressure [get, set]
 
float[] WaveY [get]
 
float[] WaveVel [get]
 
List< BackgroundSectionBackgroundSections [get]
 
bool SupportsPaintedColors [get]
 
Color AveragePaintedColor [get]
 Average color of the background sections.
 
bool IsRed [get]
 Returns true if the red component of the background color is twice as bright as the blue and green. Can be used by StatusEffects.
 
bool IsGreen [get]
 Returns true if the green component of the background color is twice as bright as the red and blue. Can be used by StatusEffects.
 
bool IsBlue [get]
 Returns true if the blue component of the background color is twice as bright as the red and green. Can be used by StatusEffects.
 
List< FireSourceFireSources [get]
 
List< DummyFireSourceFakeFireSources [get]
 
int FireCount [get]
 Can be used by conditionals.
 
BallastFloraBehavior BallastFlora [get, set]
 
- Properties inherited from Barotrauma.MapEntity
string DisallowedUpgrades [get, set]
 
bool FlippedX [get]
 
bool FlippedY [get]
 
static IEnumerable< MapEntityHighlightedEntities [get]
 
bool ExternalHighlight [get, set]
 
bool IsHighlighted [get, set]
 
virtual Rectangle Rect [get, set]
 
Rectangle WorldRect [get]
 
virtual Sprite Sprite [get]
 
virtual bool DrawBelowWater [get]
 
virtual bool DrawOverWater [get]
 
virtual bool Linkable [get]
 
IEnumerable< Identifier > AllowedLinks [get]
 
bool ResizeHorizontal [get]
 
bool ResizeVertical [get]
 
int RectWidth [get, set]
 
int RectHeight [get, set]
 
bool SpriteDepthOverrideIsSet [get]
 
float SpriteOverrideDepth [get]
 
float SpriteDepth [get, set]
 
virtual float Scale = 1 [get, set]
 
bool HiddenInGame [get, set]
 
bool IsLayerHidden [get, set]
 Is the layer this entity is in currently hidden? If it is, the entity is not updated and should do nothing.
 
bool IsHidden [get]
 Is the entity hidden due to HiddenInGame being enabled or the layer the entity is in being hidden?
 
override Vector2 Position [get]
 
override Vector2 SimPosition [get]
 
float SoundRange [get, set]
 
float SightRange [get, set]
 
bool RemoveIfLinkedOutpostDoorInUse = true [get, protected set]
 
string Layer [get, set]
 
virtual string Name [get]
 
- Properties inherited from Barotrauma.Entity
static int EntityCount [get]
 
bool Removed [get]
 
bool IdFreed [get]
 
virtual Vector2 SimPosition [get]
 
virtual Vector2 Position [get]
 
virtual Vector2 WorldPosition [get]
 
virtual Vector2 DrawPosition [get]
 
Submarine Submarine [get, set]
 
AITarget AiTarget [get]
 
bool InDetectable [get, set]
 Indetectable characters can't be spotted by AIs and aren't visible on the sonar or health scanner.
 
double SpawnTime [get]
 
string ErrorLine [get]
 
- Properties inherited from Barotrauma.ISpatialEntity
- Properties inherited from Barotrauma.ISerializableEntity

Additional Inherited Members

- Protected Member Functions inherited from Barotrauma.MapEntity
void ParseLinks (XElement element, IdRemap idRemap)
 
virtual void CheckIsHighlighted ()
 
void InsertToList ()
 
- Protected Member Functions inherited from Barotrauma.Entity
virtual ushort DetermineID (ushort id, Submarine submarine)
 
- Protected Attributes inherited from Barotrauma.MapEntity
List< ushort > linkedToID
 
readonly List< Upgrade > Upgrades = new List<Upgrade>()
 List of upgrades this item has.
 
bool flippedX
 
bool flippedY
 
Rectangle rect
 
- Protected Attributes inherited from Barotrauma.Entity
AITarget aiTarget
 
- Static Protected Attributes inherited from Barotrauma.MapEntity
static readonly HashSet< MapEntityhighlightedEntities = new HashSet<MapEntity>()
 

Member Enumeration Documentation

◆ EventType

Enumerator
Status 
Decal 
BackgroundSections 
BallastFlora 
MinValue 
MaxValue 

Constructor & Destructor Documentation

◆ Hull() [1/2]

Barotrauma.Hull.Hull ( Rectangle rectangle)

◆ Hull() [2/2]

Barotrauma.Hull.Hull ( Rectangle rectangle,
Submarine submarine,
ushort id = Entity::NullEntityID )

Member Function Documentation

◆ AddDecal() [1/2]

Decal Barotrauma.Hull.AddDecal ( string decalName,
Vector2 worldPosition,
float scale,
bool isNetworkEvent,
int? spriteIndex = null )

◆ AddDecal() [2/2]

Decal Barotrauma.Hull.AddDecal ( UInt32 decalId,
Vector2 worldPosition,
float scale,
bool isNetworkEvent,
int? spriteIndex = null )

◆ AddFireSource()

void Barotrauma.Hull.AddFireSource ( FireSource fireSource)

◆ AddToGrid()

void Barotrauma.Hull.AddToGrid ( Submarine submarine)

◆ ApplyFlowForces()

void Barotrauma.Hull.ApplyFlowForces ( float deltaTime,
Item item )

◆ CleanSection()

void Barotrauma.Hull.CleanSection ( BackgroundSection section,
float cleanVal,
bool updateRequired )

◆ Clone()

override MapEntity Barotrauma.Hull.Clone ( )

◆ CreateRoomName()

string Barotrauma.Hull.CreateRoomName ( )

◆ DetectItemVisibility()

static void Barotrauma.Hull.DetectItemVisibility ( Character c = null)
static

◆ DoesSectionMatch()

bool Barotrauma.Hull.DoesSectionMatch ( int index,
int row )

◆ Extinguish()

void Barotrauma.Hull.Extinguish ( float deltaTime,
float amount,
Vector2 position,
bool extinguishRealFires = true,
bool extinguishFakeFires = true )

◆ FindHull()

static Hull Barotrauma.Hull.FindHull ( Vector2 position,
Hull guess = null,
bool useWorldCoordinates = true,
bool inclusive = true )
static

Returns the hull which contains the point (or null if it isn't inside any)

Parameters
positionThe position to check
guessThis hull is checked first: if the current hull is known, this can be used as an optimization
useWorldCoordinatesShould world coordinates or the sub's local coordinates be used?
inclusiveDoes being exactly at the edge of the hull count as being inside?

◆ FindHullUnoptimized()

static Hull Barotrauma.Hull.FindHullUnoptimized ( Vector2 position,
Hull guess = null,
bool useWorldCoordinates = true,
bool inclusive = true )
static

Returns the hull which contains the point (or null if it isn't inside any). The difference to FindHull is that this method goes through all hulls without trying to first find the sub the point is inside and checking the hulls in that sub. = This is slower, use with caution in situations where the sub's extents or hulls may have changed after it was loaded.

◆ GenerateEntityGrid() [1/2]

static EntityGrid Barotrauma.Hull.GenerateEntityGrid ( Rectangle worldRect)
static

◆ GenerateEntityGrid() [2/2]

static EntityGrid Barotrauma.Hull.GenerateEntityGrid ( Submarine submarine)
static

◆ GetApproximateDistance()

float Barotrauma.Hull.GetApproximateDistance ( Vector2 startPos,
Vector2 endPos,
Hull targetHull,
float maxDistance,
float distanceMultiplierPerClosedDoor = 0 )

Approximate distance from this hull to the target hull, moving through open gaps without passing through walls. Uses a greedy algo and may not use the most optimal path. Returns float.MaxValue if no path is found.

◆ GetBackgroundSection()

BackgroundSection Barotrauma.Hull.GetBackgroundSection ( Vector2 worldPosition)

◆ GetBackgroundSectionsViaContaining()

IEnumerable< BackgroundSection > Barotrauma.Hull.GetBackgroundSectionsViaContaining ( Rectangle rectArea)

◆ GetBorders()

static Rectangle Barotrauma.Hull.GetBorders ( )
static

◆ GetCleanTarget()

static Hull Barotrauma.Hull.GetCleanTarget ( Vector2 worldPosition)
static

◆ GetConnectedHulls()

IEnumerable< Hull > Barotrauma.Hull.GetConnectedHulls ( bool includingThis,
int? searchDepth = null,
bool ignoreClosedGaps = false )

◆ GetWaveIndex() [1/2]

int Barotrauma.Hull.GetWaveIndex ( float xPos)

◆ GetWaveIndex() [2/2]

int Barotrauma.Hull.GetWaveIndex ( Vector2 position)

◆ IncreaseSectionColorOrStrength()

void Barotrauma.Hull.IncreaseSectionColorOrStrength ( BackgroundSection section,
Color? color,
float? strength,
bool requiresUpdate,
bool isCleaning )

◆ IsMouseOn()

override bool Barotrauma.Hull.IsMouseOn ( Vector2 position)
virtual

Reimplemented from Barotrauma.MapEntity.

◆ LeadsOutside()

bool Barotrauma.Hull.LeadsOutside ( Character character)

Does this hull have any doors leading outside?

Parameters
characterUsed to check if this character has access to the door leading outside

◆ Load()

static Hull Barotrauma.Hull.Load ( ContentXElement element,
Submarine submarine,
IdRemap idRemap )
static

◆ Move()

override void Barotrauma.Hull.Move ( Vector2 amount,
bool ignoreContacts = true )
virtual

Reimplemented from Barotrauma.MapEntity.

◆ OnMapLoaded()

override void Barotrauma.Hull.OnMapLoaded ( )
virtual

Reimplemented from Barotrauma.MapEntity.

◆ Remove()

override void Barotrauma.Hull.Remove ( )
virtual

Reimplemented from Barotrauma.Entity.

◆ RemoveFire()

void Barotrauma.Hull.RemoveFire ( FireSource fire)

◆ Save()

override XElement Barotrauma.Hull.Save ( XElement parentElement)
virtual

Reimplemented from Barotrauma.MapEntity.

◆ ServerEventRead()

void Barotrauma.Hull.ServerEventRead ( IReadMessage msg,
Client c )

◆ ServerEventWrite()

void Barotrauma.Hull.ServerEventWrite ( IWriteMessage msg,
Client c,
NetEntityEvent.IData extraData = null )

◆ SetModuleTags()

void Barotrauma.Hull.SetModuleTags ( IEnumerable< Identifier > tags)

◆ SetSectionColorOrStrength()

void Barotrauma.Hull.SetSectionColorOrStrength ( BackgroundSection section,
Color? color,
float? strength )

◆ ShallowRemove()

override void Barotrauma.Hull.ShallowRemove ( )
virtual

Remove the entity from the entity list without removing links to other entities.

Reimplemented from Barotrauma.MapEntity.

◆ ToString()

override string Barotrauma.Hull.ToString ( )

◆ Update()

override void Barotrauma.Hull.Update ( float deltaTime,
Camera cam )
virtual

Reimplemented from Barotrauma.MapEntity.

Member Data Documentation

◆ BackgroundSectionSize

const int Barotrauma.Hull.BackgroundSectionSize = 16
static

◆ BackgroundSectionsPerNetworkEvent

const int Barotrauma.Hull.BackgroundSectionsPerNetworkEvent = 16
static

◆ ConnectedGaps

readonly List<Gap> Barotrauma.Hull.ConnectedGaps = new List<Gap>()

◆ EditFire

bool Barotrauma.Hull.EditFire
static

◆ EditWater

bool Barotrauma.Hull.EditWater
static

◆ EntityGrids

readonly List<EntityGrid> Barotrauma.Hull.EntityGrids = new List<EntityGrid>()
static

◆ HullList

readonly List<Hull> Barotrauma.Hull.HullList = new List<Hull>()
static

◆ MaxCompress

const float Barotrauma.Hull.MaxCompress = 1.05f
static

◆ MaxDecalsPerHull

const int Barotrauma.Hull.MaxDecalsPerHull = 10
static

◆ OriginalAmbientLight

Color? Barotrauma.Hull.OriginalAmbientLight = null

◆ OxygenConsumptionSpeed

const float Barotrauma.Hull.OxygenConsumptionSpeed = 700.0f
static

◆ OxygenDeteriorationSpeed

const float Barotrauma.Hull.OxygenDeteriorationSpeed = 0.3f
static

◆ OxygenDistributionSpeed

const float Barotrauma.Hull.OxygenDistributionSpeed = 30000.0f
static

◆ PressureBuildUpSpeed

const float Barotrauma.Hull.PressureBuildUpSpeed = 15.0f
static

How fast the pressure in the hull builds up when there's a gap leading outside.

◆ PressureDropSpeed

const float Barotrauma.Hull.PressureDropSpeed = 10.0f
static

How fast the pressure in the hull goes back to normal when it's no longer full of water.

◆ properties

readonly Dictionary<Identifier, SerializableProperty> Barotrauma.Hull.properties

◆ ShowHulls

bool Barotrauma.Hull.ShowHulls = true
static

◆ Visible

bool Barotrauma.Hull.Visible = true

◆ WaveDampening

float Barotrauma.Hull.WaveDampening = 0.02f
static

◆ WaveSpread

float Barotrauma.Hull.WaveSpread = 0.02f
static

◆ WaveStiffness

float Barotrauma.Hull.WaveStiffness = 0.01f
static

◆ WaveWidth

const int Barotrauma.Hull.WaveWidth = 32
static

◆ xBackgroundMax

int Barotrauma.Hull.xBackgroundMax

◆ yBackgroundMax

int Barotrauma.Hull.yBackgroundMax

Property Documentation

◆ AmbientLight

Color Barotrauma.Hull.AmbientLight
getset

◆ AveragePaintedColor

Color Barotrauma.Hull.AveragePaintedColor
get

Average color of the background sections.

◆ AvoidStaying

bool Barotrauma.Hull.AvoidStaying
getset

◆ BackgroundSections

List<BackgroundSection> Barotrauma.Hull.BackgroundSections
get

◆ BallastFlora

BallastFloraBehavior Barotrauma.Hull.BallastFlora
getset

◆ CeilingHeight

float Barotrauma.Hull.CeilingHeight
get

◆ DisplayName

LocalizedString Barotrauma.Hull.DisplayName
get

◆ FakeFireSources

List<DummyFireSource> Barotrauma.Hull.FakeFireSources
get

◆ FireCount

int Barotrauma.Hull.FireCount
get

Can be used by conditionals.

◆ FireSources

List<FireSource> Barotrauma.Hull.FireSources
get

◆ IsAirlock

bool Barotrauma.Hull.IsAirlock
get

◆ IsBlue

bool Barotrauma.Hull.IsBlue
get

Returns true if the blue component of the background color is twice as bright as the red and green. Can be used by StatusEffects.

◆ IsGreen

bool Barotrauma.Hull.IsGreen
get

Returns true if the green component of the background color is twice as bright as the red and blue. Can be used by StatusEffects.

◆ IsRed

bool Barotrauma.Hull.IsRed
get

Returns true if the red component of the background color is twice as bright as the blue and green. Can be used by StatusEffects.

◆ IsWetRoom

bool Barotrauma.Hull.IsWetRoom
getset

◆ LethalPressure

float Barotrauma.Hull.LethalPressure
getset

◆ Linkable

override bool Barotrauma.Hull.Linkable
get

◆ Name

override string Barotrauma.Hull.Name
get

◆ OutpostModuleTags

IEnumerable<Identifier> Barotrauma.Hull.OutpostModuleTags
get

Inherited flags from outpost generation.

◆ Oxygen

float Barotrauma.Hull.Oxygen
getset

◆ OxygenPercentage

float Barotrauma.Hull.OxygenPercentage
getset

◆ Pressure

float Barotrauma.Hull.Pressure
getset

◆ Rect

override Rectangle Barotrauma.Hull.Rect
getset

◆ RoomName

string Barotrauma.Hull.RoomName
getset

◆ SerializableProperties

Dictionary<Identifier, SerializableProperty> Barotrauma.Hull.SerializableProperties
get

◆ Size

Vector2 Barotrauma.Hull.Size
get

◆ SupportsPaintedColors

bool Barotrauma.Hull.SupportsPaintedColors
get

◆ Surface

float Barotrauma.Hull.Surface
get

◆ Volume

float Barotrauma.Hull.Volume
get

◆ WaterPercentage

float Barotrauma.Hull.WaterPercentage
get

◆ WaterVolume

float Barotrauma.Hull.WaterVolume
getset

◆ WaveVel

float [] Barotrauma.Hull.WaveVel
get

◆ WaveY

float [] Barotrauma.Hull.WaveY
get

◆ WorldSurface

float Barotrauma.Hull.WorldSurface
get

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