Barotrauma Server
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Barotrauma.Items.Components.Turret Member List

This is the complete list of members for Barotrauma.Items.Components.Turret, including all inherited members.

ActiveProjectilesBarotrauma.Items.Components.Turret
ActiveUserBarotrauma.Items.Components.Turret
AIContainItems< T >(ItemContainer container, Character character, AIObjective currentObjective, int itemCount, bool equip, bool removeEmpty, bool spawnItemIfNotFound=false, bool dropItemOnDeselected=false)Barotrauma.Items.Components.ItemComponentprotected
AICurrentTargetPriorityMultiplierBarotrauma.Items.Components.Turret
AimDelayBarotrauma.Items.Components.Turret
AIRangeBarotrauma.Items.Components.Turret
AIUpdateIntervalBarotrauma.Items.Components.ItemComponentprotectedstatic
aiUpdateTimerBarotrauma.Items.Components.ItemComponentprotected
AllowAutoOperateWithWiringBarotrauma.Items.Components.Turret
AllowInGameEditingBarotrauma.Items.Components.ItemComponent
AlternatingFiringOffsetBarotrauma.Items.Components.Turret
ApplyStatusEffects(ActionType type, float deltaTime, Character character=null, Limb targetLimb=null, Entity useTarget=null, Character user=null, Vector2? worldPosition=null, float afflictionMultiplier=1.0f)Barotrauma.Items.Components.ItemComponent
AutoOperateBarotrauma.Items.Components.Turret
BarrelPosBarotrauma.Items.Components.Turret
BaseRotationBarotrauma.Items.Components.Turret
CanBeCombinedBarotrauma.Items.Components.ItemComponent
canBeCombinedBarotrauma.Items.Components.ItemComponentprotected
CanBePickedBarotrauma.Items.Components.ItemComponent
canBePickedBarotrauma.Items.Components.ItemComponentprotected
CanBeSelectedBarotrauma.Items.Components.ItemComponent
canBeSelectedBarotrauma.Items.Components.ItemComponentprotected
ChangedConnectionsBarotrauma.Items.Components.Poweredstatic
CharacterUsableBarotrauma.Items.Components.ItemComponent
characterUsableBarotrauma.Items.Components.ItemComponentprotected
CombatPriorityBarotrauma.Items.Components.ItemComponent
Combine(Item item, Character user)Barotrauma.Items.Components.ItemComponentvirtual
CorrectionDelayBarotrauma.Items.Components.ItemComponentprotectedstatic
CrewAIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)Barotrauma.Items.Components.Turretvirtual
CurrPowerConsumptionBarotrauma.Items.Components.Powered
currPowerConsumptionBarotrauma.Items.Components.Poweredprotected
DamageMultiplierBarotrauma.Items.Components.Turret
DegreeOfSuccess(Character character)Barotrauma.Items.Components.ItemComponent
DegreeOfSuccess(Character character, List< Skill > requiredSkills)Barotrauma.Items.Components.ItemComponent
DelayBetweenBurstsBarotrauma.Items.Components.Turret
delayedCorrectionCoroutineBarotrauma.Items.Components.ItemComponentprotected
DeleteOnUseBarotrauma.Items.Components.ItemComponent
DisabledRequiredItemsBarotrauma.Items.Components.ItemComponent
DisallowSellingItemsFromContainerBarotrauma.Items.Components.ItemComponent
DisplayMsgBarotrauma.Items.Components.ItemComponent
DontTransferInventoryBetweenSubsBarotrauma.Items.Components.ItemComponent
DrawableBarotrauma.Items.Components.ItemComponent
DrawHudWhenEquippedBarotrauma.Items.Components.ItemComponent
Drop(Character dropper, bool setTransform=true)Barotrauma.Items.Components.ItemComponentvirtual
Equip(Character character)Barotrauma.Items.Components.ItemComponentvirtual
ExtractEventData< T >(NetEntityEvent.IData data)Barotrauma.Items.Components.ItemComponentprotected
FiringOffsetBarotrauma.Items.Components.Turret
FiringRotationSpeedModifierBarotrauma.Items.Components.Turret
FlipX(bool relativeToSub)Barotrauma.Items.Components.Turretvirtual
FlipY(bool relativeToSub)Barotrauma.Items.Components.Turretvirtual
FriendlyTagBarotrauma.Items.Components.Turret
GetAvailableInstantaneousBatteryPower()Barotrauma.Items.Components.Poweredprotected
GetConnectionPowerOut(Connection conn, float power, PowerRange minMaxPower, float load)Barotrauma.Items.Components.Poweredvirtual
GetCurrentPowerConsumption(Connection conn=null)Barotrauma.Items.Components.Turretvirtual
GetDirectlyConnectedBatteries()Barotrauma.Items.Components.Poweredprotected
GetPowerRequiredToShoot()Barotrauma.Items.Components.Turret
GetSkillMultiplier()Barotrauma.Items.Components.ItemComponentvirtual
GetTextureDirectory(ContentXElement subElement)Barotrauma.Items.Components.ItemComponentprotected
GridResolved(Connection conn)Barotrauma.Items.Components.Poweredvirtual
GridsBarotrauma.Items.Components.Poweredstatic
GuiFrameOffsetBarotrauma.Items.Components.ItemComponent
HasAccess(Character character)Barotrauma.Items.Components.ItemComponentvirtual
HasPowerToShoot()Barotrauma.Items.Components.Turret
HasRequiredContainedItems(Character user, bool addMessage, LocalizedString msg=null)Barotrauma.Items.Components.ItemComponent
HasRequiredItems(Character character, bool addMessage, LocalizedString msg=null)Barotrauma.Items.Components.ItemComponentvirtual
HasRequiredSkills(Character character)Barotrauma.Items.Components.ItemComponent
HasRequiredSkills(Character character, out Skill insufficientSkill)Barotrauma.Items.Components.ItemComponent
HudTintBarotrauma.Items.Components.Turret
InheritParentIsActiveBarotrauma.Items.Components.ItemComponent
InheritStatusEffectsBarotrauma.Items.Components.ItemComponent
IsActiveBarotrauma.Items.Components.Powered
IsActiveConditionalComparisonBarotrauma.Items.Components.ItemComponent
IsActiveConditionalsBarotrauma.Items.Components.ItemComponent
IsEmpty(Character user)Barotrauma.Items.Components.ItemComponent
IsWithinAimingRadius(Vector2 target)Barotrauma.Items.Components.Turret
ItemBarotrauma.Items.Components.ItemComponent
itemBarotrauma.Items.Components.ItemComponentprotected
ItemComponent(Item item, ContentXElement element)Barotrauma.Items.Components.ItemComponent
ItemUseInfo(Item Item, Character User)Barotrauma.Items.Components.ItemComponent
LaunchImpulseBarotrauma.Items.Components.Turret
LaunchWithoutProjectileBarotrauma.Items.Components.Turret
Load(ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap, bool isItemSwap)Barotrauma.Items.Components.Turretvirtual
Barotrauma::Items::Components::Powered.Load(ContentXElement element, Item item, bool errorMessages=true)Barotrauma.Items.Components.ItemComponentstatic
LockGuiFramePositionBarotrauma.Items.Components.ItemComponent
ManuallySelectedSoundBarotrauma.Items.Components.ItemComponent
MaxActiveProjectilesBarotrauma.Items.Components.Turret
MaxAngleOffsetBarotrauma.Items.Components.Turret
MaxChargeTimeBarotrauma.Items.Components.Turret
MaxOverVoltageFactorBarotrauma.Items.Components.Poweredprotectedstatic
MinMaxPowerOut(Connection conn, float load=0)Barotrauma.Items.Components.Poweredvirtual
MinVoltageBarotrauma.Items.Components.Powered
Move(Vector2 amount, bool ignoreContacts=false)Barotrauma.Items.Components.ItemComponentvirtual
MsgBarotrauma.Items.Components.ItemComponent
NameBarotrauma.Items.Components.ItemComponent
nameBarotrauma.Items.Components.ItemComponentprotected
OnActiveStateChangedBarotrauma.Items.Components.ItemComponent
OnInventoryChanged()Barotrauma.Items.Components.ItemComponentvirtual
OnItemLoaded()Barotrauma.Items.Components.Turretvirtual
OnMapLoaded()Barotrauma.Items.Components.Turretvirtual
OnScaleChanged()Barotrauma.Items.Components.ItemComponentvirtual
OnUsedBarotrauma.Items.Components.ItemComponent
originalElementBarotrauma.Items.Components.ItemComponent
ParentBarotrauma.Items.Components.ItemComponent
ParseMsg()Barotrauma.Items.Components.ItemComponentvirtual
Pick(Character picker)Barotrauma.Items.Components.ItemComponentvirtual
PickingMsgBarotrauma.Items.Components.ItemComponent
PickingTimeBarotrauma.Items.Components.ItemComponent
PickKeyBarotrauma.Items.Components.ItemComponent
PowerConsumptionBarotrauma.Items.Components.Powered
powerConsumptionBarotrauma.Items.Components.Poweredprotected
Powered(Item item, ContentXElement element)Barotrauma.Items.Components.Powered
PoweredByTinkeringBarotrauma.Items.Components.Powered
PoweredListBarotrauma.Items.Components.Poweredstatic
powerInBarotrauma.Items.Components.Poweredprotected
powerOutBarotrauma.Items.Components.Poweredprotected
PriorityBarotrauma.Items.Components.Poweredprotected
ProjectileCountBarotrauma.Items.Components.Turret
RandomAimAmountBarotrauma.Items.Components.Turret
RandomAimMaxTimeBarotrauma.Items.Components.Turret
RandomAimMinTimeBarotrauma.Items.Components.Turret
RandomMovementBarotrauma.Items.Components.Turret
ReceiveSignal(Signal signal, Connection connection)Barotrauma.Items.Components.Turretvirtual
RecoilTimeBarotrauma.Items.Components.Turret
RelativeVoltageBarotrauma.Items.Components.Powered
ReloadBarotrauma.Items.Components.Turret
Remove()Barotrauma.Items.Components.ItemComponent
RemoveComponentSpecific()Barotrauma.Items.Components.Turretprotectedvirtual
RemoveOnCombinedBarotrauma.Items.Components.ItemComponent
removeOnCombinedBarotrauma.Items.Components.ItemComponentprotected
RequiredItemsBarotrauma.Items.Components.ItemComponent
RequiredSkillsBarotrauma.Items.Components.ItemComponent
Reset()Barotrauma.Items.Components.ItemComponentvirtual
RetractionDelayBarotrauma.Items.Components.Turret
RetractionDurationMultiplierBarotrauma.Items.Components.Turret
RotationBarotrauma.Items.Components.Turret
RotationLimitsBarotrauma.Items.Components.Turret
RotationSpeedHighSkillBarotrauma.Items.Components.Turret
RotationSpeedLowSkillBarotrauma.Items.Components.Turret
Save(XElement parentElement)Barotrauma.Items.Components.ItemComponentvirtual
SecondaryUse(float deltaTime, Character character=null)Barotrauma.Items.Components.ItemComponentvirtual
Select(Character character)Barotrauma.Items.Components.ItemComponentvirtual
SelectKeyBarotrauma.Items.Components.ItemComponent
SerializablePropertiesBarotrauma.Items.Components.ItemComponent
ServerEventWrite(IWriteMessage msg, Client c, NetEntityEvent.IData extraData=null)Barotrauma.Items.Components.Turret
ServerGetEventData()Barotrauma.Items.Components.ItemComponentvirtual
SetRequiredItems(ContentXElement element, bool allowEmpty=false)Barotrauma.Items.Components.ItemComponent
ShallowRemove()Barotrauma.Items.Components.ItemComponent
ShallowRemoveComponentSpecific()Barotrauma.Items.Components.ItemComponentprotectedvirtual
ShotsPerBurstBarotrauma.Items.Components.Turret
SingleChargedShotBarotrauma.Items.Components.Turret
SpeedBarotrauma.Items.Components.ItemComponent
SpreadBarotrauma.Items.Components.Turret
SpringDampingHighSkillBarotrauma.Items.Components.Turret
SpringDampingLowSkillBarotrauma.Items.Components.Turret
SpringStiffnessHighSkillBarotrauma.Items.Components.Turret
SpringStiffnessLowSkillBarotrauma.Items.Components.Turret
statusEffectListsBarotrauma.Items.Components.ItemComponent
TargetCharactersBarotrauma.Items.Components.Turret
TargetHumansBarotrauma.Items.Components.Turret
TargetItemsBarotrauma.Items.Components.Turret
TargetMonstersBarotrauma.Items.Components.Turret
TargetSubmarinesBarotrauma.Items.Components.Turret
TransformedBarrelPosBarotrauma.Items.Components.Turret
TryExtractEventData< T >(NetEntityEvent.IData data, out T componentData)Barotrauma.Items.Components.ItemComponentprotected
Turret(Item item, ContentXElement element)Barotrauma.Items.Components.Turret
Unequip(Character character)Barotrauma.Items.Components.ItemComponentvirtual
Update(float deltaTime, Camera cam)Barotrauma.Items.Components.Turretvirtual
UpdateAutoOperate(float deltaTime, bool ignorePower, Identifier friendlyTag=default)Barotrauma.Items.Components.Turret
UpdateBroken(float deltaTime, Camera cam)Barotrauma.Items.Components.ItemComponentvirtual
UpdateGrids(bool useCache=true)Barotrauma.Items.Components.Poweredstatic
UpdateIntervalBarotrauma.Items.Components.Poweredprotectedstatic
UpdateLightComponents()Barotrauma.Items.Components.Turret
UpdateOnActiveEffects(float deltaTime)Barotrauma.Items.Components.Poweredprotected
UpdatePower(float deltaTime)Barotrauma.Items.Components.Poweredstatic
UpdateWhenInactiveBarotrauma.Items.Components.ItemComponent
Use(float deltaTime, Character character=null)Barotrauma.Items.Components.Turretvirtual
ValidateEventData(NetEntityEvent.IData data)Barotrauma.Items.Components.ItemComponentvirtual
ValidPowerConnection(Connection conn1, Connection conn2)Barotrauma.Items.Components.Poweredstatic
VoltageBarotrauma.Items.Components.Powered
VulnerableToEMPBarotrauma.Items.Components.Powered
WasSecondaryUsedBarotrauma.Items.Components.ItemComponent
WasUsedBarotrauma.Items.Components.ItemComponent