Barotrauma Server
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Barotrauma.Submarine Class Reference
Inheritance diagram for Barotrauma.Submarine:
Barotrauma.Entity Barotrauma.Networking.IServerPositionSync Barotrauma.ISpatialEntity Barotrauma.Networking.IServerSerializable Barotrauma.Networking.INetSerializable

Classes

struct  SetLayerEnabledEventData
 

Public Member Functions

override string ToString ()
 
int CalculateBasePrice ()
 
void AttemptBallastFloraInfection (Identifier identifier, float deltaTime, float probability)
 
void MakeWreck ()
 
bool CreateWreckAI ()
 
bool CreateTurretAI ()
 Creates an AI that operates all the turrets on a sub, same as Thalamus but only operates the turrets.
 
void DisableWreckAI ()
 
Rectangle GetDockedBorders (bool allowDifferentTeam=true)
 Returns a rect that contains the borders of this sub and all subs docked to it, excluding outposts.
 
IEnumerable< SubmarineGetConnectedSubs ()
 Returns a list of all submarines that are connected to this one via docking ports, including this sub.
 
void RefreshConnectedSubs ()
 
Vector2 FindSpawnPos (Vector2 spawnPos, Point? submarineSize=null, float subDockingPortOffset=0.0f, int verticalMoveDir=0)
 Attempt to find a spawn position close to the specified position where the sub doesn't collide with walls/ruins.
 
void UpdateTransform (bool interpolate=true)
 
Rectangle CalculateDimensions (bool onlyHulls=true)
 
void FlipX (List< Submarine > parents=null)
 
void EnableFactionSpecificEntities (Identifier factionIdentifier)
 
bool LayerExists (Identifier layer)
 
void SetLayerEnabled (Identifier layer, bool enabled, bool sendNetworkEvent=false)
 
void Update (float deltaTime)
 
void ApplyForce (Vector2 force)
 
void EnableMaintainPosition ()
 
void NeutralizeBallast ()
 
void SetPrevTransform (Vector2 position)
 
void SetPosition (Vector2 position, List< Submarine > checkd=null, bool forceUndockFromStaticSubmarines=true)
 
void Translate (Vector2 amount)
 
bool IsConnectedTo (Submarine otherSub)
 Returns true if the sub is same as the other, or connected to it via docking ports.
 
List< HullGetHulls (bool alsoFromConnectedSubs)
 
List< GapGetGaps (bool alsoFromConnectedSubs)
 
List< ItemGetItems (bool alsoFromConnectedSubs)
 
List< WayPointGetWaypoints (bool alsoFromConnectedSubs)
 
List< StructureGetWalls (bool alsoFromConnectedSubs)
 
List< T > GetEntities< T > (bool includingConnectedSubs, List< T > list)
 
List<(ItemContainer container, int freeSlots)> GetCargoContainers ()
 
IEnumerable< T > GetEntities< T > (bool includingConnectedSubs, IEnumerable< T > list)
 
bool IsEntityFoundOnThisSub (MapEntity entity, bool includingConnectedSubs, bool allowDifferentTeam=false, bool allowDifferentType=false)
 
 Submarine (SubmarineInfo info, bool showErrorMessages=true, Func< Submarine, List< MapEntity > > loadEntities=null, IdRemap linkedRemap=null)
 
void SetCrushDepth (float realWorldCrushDepth)
 Normally crush depth is determined by the crush depths of the walls and upgrades applied on them. This method forces the crush depths of all the walls to the specified value.
 
bool CheckFuel ()
 
void SaveToXElement (XElement element)
 
bool TrySaveAs (string filePath, System.IO.MemoryStream previewImage=null)
 
override void Remove ()
 
void Dispose ()
 
void DisableObstructedWayPoints ()
 Permanently disables obstructed waypoints obstructed by the level.
 
void DisableObstructedWayPoints (Submarine otherSub)
 Temporarily disables waypoints obstructed by the other sub.
 
void EnableObstructedWaypoints (Submarine otherSub)
 Only affects temporarily disabled waypoints.
 
void RefreshOutdoorNodes ()
 
Item FindContainerFor (Item item, bool onlyPrimary, bool checkTransferConditions=false, bool allowConnectedSubs=false)
 
void ServerWritePosition (ReadWriteMessage tempBuffer, Client c)
 
void ServerEventWrite (IWriteMessage msg, Client c, NetEntityEvent.IData extraData=null)
 
- 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 Vector2 VectorToWorldGrid (Vector2 position, Submarine sub=null, bool round=false)
 
static Rectangle AbsRect (Vector2 pos, Vector2 size)
 
static RectangleF AbsRectF (Vector2 pos, Vector2 size)
 
static bool RectContains (Rectangle rect, Vector2 pos, bool inclusive=false)
 
static bool RectsOverlap (Rectangle rect1, Rectangle rect2, bool inclusive=true)
 
static bool RectsOverlap (RectangleF rect1, RectangleF rect2, bool inclusive=true)
 
static Body PickBody (Vector2 rayStart, Vector2 rayEnd, IEnumerable< Body > ignoredBodies=null, Category? collisionCategory=null, bool ignoreSensors=true, Predicate< Fixture > customPredicate=null, bool allowInsideFixture=false)
 
static float LastPickedBodyDist (Body body)
 
static IEnumerable< Body > PickBodies (Vector2 rayStart, Vector2 rayEnd, IEnumerable< Body > ignoredBodies=null, Category? collisionCategory=null, bool ignoreSensors=true, Predicate< Fixture > customPredicate=null, bool allowInsideFixture=false)
 Returns a list of physics bodies the ray intersects with, sorted according to distance (the closest body is at the beginning of the list).
 
static Body CheckVisibility (Vector2 rayStart, Vector2 rayEnd, bool ignoreLevel=false, bool ignoreSubs=false, bool ignoreSensors=true, bool ignoreDisabledWalls=true, bool ignoreBranches=true, Predicate< Fixture > blocksVisibilityPredicate=null)
 Check visibility between two points (in sim units).
 
static bool LayerExistsInAnySub (Identifier layer)
 
static ? Vector2 CalculateDockOffset (Submarine sub, Submarine dockedSub)
 
static Submarine FindClosest (Vector2 worldPosition, bool ignoreOutposts=false, bool ignoreOutsideLevel=true, bool ignoreRespawnShuttle=false, CharacterTeamType? teamType=null)
 
Parameters
teamTypeIf has value, the sub must match the team type.

 
static Submarine FindContainingInLocalCoordinates (Vector2 position, float inflate=500.0f)
 Finds the sub whose borders contain the position. Note that this method uses the "actual" position of the sub outside the level: only use this if the position is in a submarine's local coordinate space!
 
static Submarine FindContaining (Vector2 worldPosition, float inflate=500.0f)
 Finds the sub whose world borders contain the position.
 
static Rectangle GetBorders (XElement submarineElement)
 
static Submarine Load (SubmarineInfo info, bool unloadPrevious, IdRemap linkedRemap=null)
 
static void RepositionEntities (Vector2 moveAmount, IEnumerable< MapEntity > entities)
 
static void Unload ()
 
static Vector2 GetRelativeSimPosition (ISpatialEntity from, ISpatialEntity to, Vector2? targetWorldPos=null)
 
static Vector2 GetRelativeSimPositionFromWorldPosition (Vector2 targetWorldPos, Submarine fromSub, Submarine toSub)
 
static Vector2 GetRelativeSimPosition (Vector2 targetSimPos, Submarine fromSub, Submarine toSub)
 
- 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

CharacterTeamType TeamID = CharacterTeamType.None
 
readonly Dictionary< Submarine, DockingPortConnectedDockingPorts
 
bool ShowSonarMarker = true
 
- 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 Vector2 HiddenSubStartPosition = new Vector2(-50000.0f, 10000.0f)
 
static bool LockX
 
static bool LockY
 
static readonly Vector2 GridSize = new Vector2(16.0f, 16.0f)
 
static readonly Submarine[] MainSubs = new Submarine[2]
 
- 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
 

Protected Member Functions

override ushort DetermineID (ushort id, Submarine submarine)
 
- Protected Member Functions inherited from Barotrauma.Entity

Properties

SubmarineInfo Info [get]
 
Vector2 HiddenSubPosition [get]
 
ushort IdOffset [get]
 
static Submarine MainSub [get, set]
 
static IEnumerable< MapEntityVisibleEntities [get]
 
IEnumerable< SubmarineDockedTo [get]
 
static Vector2 LastPickedPosition [get]
 
static float LastPickedFraction [get]
 
static Fixture LastPickedFixture [get]
 
static Vector2 LastPickedNormal [get]
 
bool Loading [get]
 
bool GodMode [get, set]
 
static List< SubmarineLoaded [get]
 
SubmarineBody SubBody [get]
 
PhysicsBody PhysicsBody [get]
 
Rectangle Borders [get]
 Extents of the solid items/structures (ones with a physics body) and hulls.
 
Rectangle VisibleBorders [get]
 Extents of all the visible items/structures/hulls (including ones without a physics body)
 
override Vector2 Position [get]
 
override Vector2 WorldPosition [get]
 
float RealWorldCrushDepth [get]
 
float RealWorldDepth [get]
 How deep down the sub is from the surface of Europa in meters (affected by level type, does not correspond to "actual" coordinate systems)
 
bool AtEndExit [get]
 
bool AtStartExit [get]
 
bool AtEitherExit [get]
 
new Vector2 DrawPosition [get]
 
override Vector2 SimPosition [get]
 
Vector2 Velocity [get, set]
 
List< Vector2HullVertices [get]
 
int SubmarineSpecificIDTag [get]
 
bool AtDamageDepth [get]
 
IReadOnlyList< WayPointExitPoints [get]
 
bool ImmuneToBallastFlora [get, set]
 
WreckAI WreckAI [get]
 
SubmarineTurretAI TurretAI [get]
 
bool FlippedX [get]
 
static bool Unloading [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

Additional Inherited Members

- Protected Attributes inherited from Barotrauma.Entity
AITarget aiTarget
 

Constructor & Destructor Documentation

◆ Submarine()

Barotrauma.Submarine.Submarine ( SubmarineInfo info,
bool showErrorMessages = true,
Func< Submarine, List< MapEntity > > loadEntities = null,
IdRemap linkedRemap = null )

Member Function Documentation

◆ AbsRect()

static Rectangle Barotrauma.Submarine.AbsRect ( Vector2 pos,
Vector2 size )
static

◆ AbsRectF()

static RectangleF Barotrauma.Submarine.AbsRectF ( Vector2 pos,
Vector2 size )
static

◆ ApplyForce()

void Barotrauma.Submarine.ApplyForce ( Vector2 force)

◆ AttemptBallastFloraInfection()

void Barotrauma.Submarine.AttemptBallastFloraInfection ( Identifier identifier,
float deltaTime,
float probability )

◆ CalculateBasePrice()

int Barotrauma.Submarine.CalculateBasePrice ( )

◆ CalculateDimensions()

Rectangle Barotrauma.Submarine.CalculateDimensions ( bool onlyHulls = true)

◆ CalculateDockOffset()

static ? Vector2 Barotrauma.Submarine.CalculateDockOffset ( Submarine sub,
Submarine dockedSub )
static

◆ CheckFuel()

bool Barotrauma.Submarine.CheckFuel ( )

◆ CheckVisibility()

static Body Barotrauma.Submarine.CheckVisibility ( Vector2 rayStart,
Vector2 rayEnd,
bool ignoreLevel = false,
bool ignoreSubs = false,
bool ignoreSensors = true,
bool ignoreDisabledWalls = true,
bool ignoreBranches = true,
Predicate< Fixture > blocksVisibilityPredicate = null )
static

Check visibility between two points (in sim units).

Parameters
ignoreBranchesShould plants' branches be ignored?
blocksVisibilityPredicateIf the predicate returns false, the fixture is ignored even if it would normally block visibility.
Returns
A physics body that was between the points (or null)

◆ CreateTurretAI()

bool Barotrauma.Submarine.CreateTurretAI ( )

Creates an AI that operates all the turrets on a sub, same as Thalamus but only operates the turrets.

◆ CreateWreckAI()

bool Barotrauma.Submarine.CreateWreckAI ( )

◆ DetermineID()

override ushort Barotrauma.Submarine.DetermineID ( ushort id,
Submarine submarine )
protectedvirtual

Reimplemented from Barotrauma.Entity.

◆ DisableObstructedWayPoints() [1/2]

void Barotrauma.Submarine.DisableObstructedWayPoints ( )

Permanently disables obstructed waypoints obstructed by the level.

◆ DisableObstructedWayPoints() [2/2]

void Barotrauma.Submarine.DisableObstructedWayPoints ( Submarine otherSub)

Temporarily disables waypoints obstructed by the other sub.

◆ DisableWreckAI()

void Barotrauma.Submarine.DisableWreckAI ( )

◆ Dispose()

void Barotrauma.Submarine.Dispose ( )

◆ EnableFactionSpecificEntities()

void Barotrauma.Submarine.EnableFactionSpecificEntities ( Identifier factionIdentifier)

◆ EnableMaintainPosition()

void Barotrauma.Submarine.EnableMaintainPosition ( )

◆ EnableObstructedWaypoints()

void Barotrauma.Submarine.EnableObstructedWaypoints ( Submarine otherSub)

Only affects temporarily disabled waypoints.

◆ FindClosest()

static Submarine Barotrauma.Submarine.FindClosest ( Vector2 worldPosition,
bool ignoreOutposts = false,
bool ignoreOutsideLevel = true,
bool ignoreRespawnShuttle = false,
CharacterTeamType? teamType = null )
static

Parameters
teamTypeIf has value, the sub must match the team type.

◆ FindContainerFor()

Item Barotrauma.Submarine.FindContainerFor ( Item item,
bool onlyPrimary,
bool checkTransferConditions = false,
bool allowConnectedSubs = false )

◆ FindContaining()

static Submarine Barotrauma.Submarine.FindContaining ( Vector2 worldPosition,
float inflate = 500::0f )
static

Finds the sub whose world borders contain the position.

◆ FindContainingInLocalCoordinates()

static Submarine Barotrauma.Submarine.FindContainingInLocalCoordinates ( Vector2 position,
float inflate = 500::0f )
static

Finds the sub whose borders contain the position. Note that this method uses the "actual" position of the sub outside the level: only use this if the position is in a submarine's local coordinate space!

◆ FindSpawnPos()

Vector2 Barotrauma.Submarine.FindSpawnPos ( Vector2 spawnPos,
Point? submarineSize = null,
float subDockingPortOffset = 0::0f,
int verticalMoveDir = 0 )

Attempt to find a spawn position close to the specified position where the sub doesn't collide with walls/ruins.

◆ FlipX()

void Barotrauma.Submarine.FlipX ( List< Submarine > parents = null)

◆ GetBorders()

static Rectangle Barotrauma.Submarine.GetBorders ( XElement submarineElement)
static

◆ GetCargoContainers()

List<(ItemContainer container, int freeSlots)> Barotrauma.Submarine.GetCargoContainers ( )

◆ GetConnectedSubs()

IEnumerable< Submarine > Barotrauma.Submarine.GetConnectedSubs ( )

Returns a list of all submarines that are connected to this one via docking ports, including this sub.

◆ GetDockedBorders()

Rectangle Barotrauma.Submarine.GetDockedBorders ( bool allowDifferentTeam = true)

Returns a rect that contains the borders of this sub and all subs docked to it, excluding outposts.

◆ GetEntities< T >() [1/2]

IEnumerable< T > Barotrauma.Submarine.GetEntities< T > ( bool includingConnectedSubs,
IEnumerable< T > list )
Type Constraints
T :MapEntity 

◆ GetEntities< T >() [2/2]

List< T > Barotrauma.Submarine.GetEntities< T > ( bool includingConnectedSubs,
List< T > list )
Type Constraints
T :MapEntity 

◆ GetGaps()

List< Gap > Barotrauma.Submarine.GetGaps ( bool alsoFromConnectedSubs)

◆ GetHulls()

List< Hull > Barotrauma.Submarine.GetHulls ( bool alsoFromConnectedSubs)

◆ GetItems()

List< Item > Barotrauma.Submarine.GetItems ( bool alsoFromConnectedSubs)

◆ GetRelativeSimPosition() [1/2]

static Vector2 Barotrauma.Submarine.GetRelativeSimPosition ( ISpatialEntity from,
ISpatialEntity to,
Vector2? targetWorldPos = null )
static

◆ GetRelativeSimPosition() [2/2]

static Vector2 Barotrauma.Submarine.GetRelativeSimPosition ( Vector2 targetSimPos,
Submarine fromSub,
Submarine toSub )
static

◆ GetRelativeSimPositionFromWorldPosition()

static Vector2 Barotrauma.Submarine.GetRelativeSimPositionFromWorldPosition ( Vector2 targetWorldPos,
Submarine fromSub,
Submarine toSub )
static

◆ GetWalls()

List< Structure > Barotrauma.Submarine.GetWalls ( bool alsoFromConnectedSubs)

◆ GetWaypoints()

List< WayPoint > Barotrauma.Submarine.GetWaypoints ( bool alsoFromConnectedSubs)

◆ IsConnectedTo()

bool Barotrauma.Submarine.IsConnectedTo ( Submarine otherSub)

Returns true if the sub is same as the other, or connected to it via docking ports.

◆ IsEntityFoundOnThisSub()

bool Barotrauma.Submarine.IsEntityFoundOnThisSub ( MapEntity entity,
bool includingConnectedSubs,
bool allowDifferentTeam = false,
bool allowDifferentType = false )

◆ LastPickedBodyDist()

static float Barotrauma.Submarine.LastPickedBodyDist ( Body body)
static

◆ LayerExists()

bool Barotrauma.Submarine.LayerExists ( Identifier layer)

◆ LayerExistsInAnySub()

static bool Barotrauma.Submarine.LayerExistsInAnySub ( Identifier layer)
static

◆ Load()

static Submarine Barotrauma.Submarine.Load ( SubmarineInfo info,
bool unloadPrevious,
IdRemap linkedRemap = null )
static

◆ MakeWreck()

void Barotrauma.Submarine.MakeWreck ( )

◆ NeutralizeBallast()

void Barotrauma.Submarine.NeutralizeBallast ( )

◆ PickBodies()

static IEnumerable< Body > Barotrauma.Submarine.PickBodies ( Vector2 rayStart,
Vector2 rayEnd,
IEnumerable< Body > ignoredBodies = null,
Category? collisionCategory = null,
bool ignoreSensors = true,
Predicate< Fixture > customPredicate = null,
bool allowInsideFixture = false )
static

Returns a list of physics bodies the ray intersects with, sorted according to distance (the closest body is at the beginning of the list).

Parameters
customPredicateCan be used to filter the bodies based on some condition. If the predicate returns false, the body isignored.
allowInsideFixtureShould fixtures that the start of the ray is inside be returned

◆ PickBody()

static Body Barotrauma.Submarine.PickBody ( Vector2 rayStart,
Vector2 rayEnd,
IEnumerable< Body > ignoredBodies = null,
Category? collisionCategory = null,
bool ignoreSensors = true,
Predicate< Fixture > customPredicate = null,
bool allowInsideFixture = false )
static

◆ RectContains()

static bool Barotrauma.Submarine.RectContains ( Rectangle rect,
Vector2 pos,
bool inclusive = false )
static

◆ RectsOverlap() [1/2]

static bool Barotrauma.Submarine.RectsOverlap ( Rectangle rect1,
Rectangle rect2,
bool inclusive = true )
static

◆ RectsOverlap() [2/2]

static bool Barotrauma.Submarine.RectsOverlap ( RectangleF rect1,
RectangleF rect2,
bool inclusive = true )
static

◆ RefreshConnectedSubs()

void Barotrauma.Submarine.RefreshConnectedSubs ( )

◆ RefreshOutdoorNodes()

void Barotrauma.Submarine.RefreshOutdoorNodes ( )

◆ Remove()

override void Barotrauma.Submarine.Remove ( )
virtual

Reimplemented from Barotrauma.Entity.

◆ RepositionEntities()

static void Barotrauma.Submarine.RepositionEntities ( Vector2 moveAmount,
IEnumerable< MapEntity > entities )
static

◆ SaveToXElement()

void Barotrauma.Submarine.SaveToXElement ( XElement element)

◆ ServerEventWrite()

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

◆ ServerWritePosition()

void Barotrauma.Submarine.ServerWritePosition ( ReadWriteMessage tempBuffer,
Client c )

◆ SetCrushDepth()

void Barotrauma.Submarine.SetCrushDepth ( float realWorldCrushDepth)

Normally crush depth is determined by the crush depths of the walls and upgrades applied on them. This method forces the crush depths of all the walls to the specified value.

Parameters
realWorldCrushDepthDepth in "real world" units (meters from the surface of Europa, the value you see on the nav terminal).

◆ SetLayerEnabled()

void Barotrauma.Submarine.SetLayerEnabled ( Identifier layer,
bool enabled,
bool sendNetworkEvent = false )

◆ SetPosition()

void Barotrauma.Submarine.SetPosition ( Vector2 position,
List< Submarine > checkd = null,
bool forceUndockFromStaticSubmarines = true )

◆ SetPrevTransform()

void Barotrauma.Submarine.SetPrevTransform ( Vector2 position)

◆ ToString()

override string Barotrauma.Submarine.ToString ( )

◆ Translate()

void Barotrauma.Submarine.Translate ( Vector2 amount)

◆ TrySaveAs()

bool Barotrauma.Submarine.TrySaveAs ( string filePath,
System.IO.MemoryStream previewImage = null )

◆ Unload()

static void Barotrauma.Submarine.Unload ( )
static

◆ Update()

void Barotrauma.Submarine.Update ( float deltaTime)

◆ UpdateTransform()

void Barotrauma.Submarine.UpdateTransform ( bool interpolate = true)

◆ VectorToWorldGrid()

static Vector2 Barotrauma.Submarine.VectorToWorldGrid ( Vector2 position,
Submarine sub = null,
bool round = false )
static

Member Data Documentation

◆ ConnectedDockingPorts

readonly Dictionary<Submarine, DockingPort> Barotrauma.Submarine.ConnectedDockingPorts

◆ GridSize

readonly Vector2 Barotrauma.Submarine.GridSize = new Vector2(16.0f, 16.0f)
static

◆ HiddenSubStartPosition

readonly Vector2 Barotrauma.Submarine.HiddenSubStartPosition = new Vector2(-50000.0f, 10000.0f)
static

◆ LockX

bool Barotrauma.Submarine.LockX
static

◆ LockY

bool Barotrauma.Submarine.LockY
static

◆ MainSubs

readonly Submarine [] Barotrauma.Submarine.MainSubs = new Submarine[2]
static

◆ ShowSonarMarker

bool Barotrauma.Submarine.ShowSonarMarker = true

◆ TeamID

CharacterTeamType Barotrauma.Submarine.TeamID = CharacterTeamType.None

Property Documentation

◆ AtDamageDepth

bool Barotrauma.Submarine.AtDamageDepth
get

◆ AtEitherExit

bool Barotrauma.Submarine.AtEitherExit
get

◆ AtEndExit

bool Barotrauma.Submarine.AtEndExit
get

◆ AtStartExit

bool Barotrauma.Submarine.AtStartExit
get

◆ Borders

Rectangle Barotrauma.Submarine.Borders
get

Extents of the solid items/structures (ones with a physics body) and hulls.

◆ DockedTo

IEnumerable<Submarine> Barotrauma.Submarine.DockedTo
get

◆ DrawPosition

new Vector2 Barotrauma.Submarine.DrawPosition
get

◆ ExitPoints

IReadOnlyList<WayPoint> Barotrauma.Submarine.ExitPoints
get

◆ FlippedX

bool Barotrauma.Submarine.FlippedX
get

◆ GodMode

bool Barotrauma.Submarine.GodMode
getset

◆ HiddenSubPosition

Vector2 Barotrauma.Submarine.HiddenSubPosition
get

◆ HullVertices

List<Vector2> Barotrauma.Submarine.HullVertices
get

◆ IdOffset

ushort Barotrauma.Submarine.IdOffset
get

◆ ImmuneToBallastFlora

bool Barotrauma.Submarine.ImmuneToBallastFlora
getset

◆ Info

SubmarineInfo Barotrauma.Submarine.Info
get

◆ LastPickedFixture

Fixture Barotrauma.Submarine.LastPickedFixture
staticget

◆ LastPickedFraction

float Barotrauma.Submarine.LastPickedFraction
staticget

◆ LastPickedNormal

Vector2 Barotrauma.Submarine.LastPickedNormal
staticget

◆ LastPickedPosition

Vector2 Barotrauma.Submarine.LastPickedPosition
staticget

◆ Loaded

List<Submarine> Barotrauma.Submarine.Loaded
staticget

◆ Loading

bool Barotrauma.Submarine.Loading
get

◆ MainSub

Submarine Barotrauma.Submarine.MainSub
staticgetset

◆ PhysicsBody

PhysicsBody Barotrauma.Submarine.PhysicsBody
get

◆ Position

override Vector2 Barotrauma.Submarine.Position
get

◆ RealWorldCrushDepth

float Barotrauma.Submarine.RealWorldCrushDepth
get

◆ RealWorldDepth

float Barotrauma.Submarine.RealWorldDepth
get

How deep down the sub is from the surface of Europa in meters (affected by level type, does not correspond to "actual" coordinate systems)

◆ SimPosition

override Vector2 Barotrauma.Submarine.SimPosition
get

◆ SubBody

SubmarineBody Barotrauma.Submarine.SubBody
get

◆ SubmarineSpecificIDTag

int Barotrauma.Submarine.SubmarineSpecificIDTag
get

◆ TurretAI

SubmarineTurretAI Barotrauma.Submarine.TurretAI
get

◆ Unloading

bool Barotrauma.Submarine.Unloading
staticget

◆ Velocity

Vector2 Barotrauma.Submarine.Velocity
getset

◆ VisibleBorders

Rectangle Barotrauma.Submarine.VisibleBorders
get

Extents of all the visible items/structures/hulls (including ones without a physics body)

◆ VisibleEntities

IEnumerable<MapEntity> Barotrauma.Submarine.VisibleEntities
staticget

◆ WorldPosition

override Vector2 Barotrauma.Submarine.WorldPosition
get

◆ WreckAI

WreckAI Barotrauma.Submarine.WreckAI
get

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