Here is a list of all functions with links to the classes they belong to:
- i -
- IdCard() : Barotrauma.Items.Components.IdCard
- IdRemap() : Barotrauma.IdRemap
- IdToString() : Barotrauma.LuaCsNetworking
- IgnoreByAI() : Barotrauma.IIgnorable, Barotrauma.Item, Barotrauma.WallSection
- IgnoreClient() : Barotrauma.ConversationAction
- IgnoreTarget() : Barotrauma.EnemyAIController
- IncreaseSectionColorOrStrength() : Barotrauma.Hull
- IncreaseSightRange() : Barotrauma.AITarget
- IncreasesItemCondition() : Barotrauma.StatusEffect
- IncreaseSkill() : Barotrauma.Skill
- IncreaseSkillLevel() : Barotrauma.CharacterInfo, Barotrauma.Job
- IncreaseSoundRange() : Barotrauma.AITarget
- IncrementAllLastUpdateIds() : Barotrauma.MultiPlayerCampaign
- IncrementLastUpdateIdForFlag() : Barotrauma.MultiPlayerCampaign
- IncrementStat() : Barotrauma.Networking.GameServer, Barotrauma.Steam.SteamManager
- IncrementStats() : Barotrauma.Steam.SteamManager
- IndoorsSteeringManager() : Barotrauma.IndoorsSteeringManager
- InfectBallast() : Barotrauma.Items.Components.Pump
- InheritFrom() : Barotrauma.CharacterPrefab, Barotrauma.IImplementsVariants< T >, Barotrauma.ItemPrefab
- Init() : Barotrauma.Event, Barotrauma.GameMain, Barotrauma.GameModePreset, Barotrauma.WearableSprite
- InitClientMidRoundSync() : Barotrauma.Networking.ServerEntityEventManager
- InitClientSync() : Barotrauma.Networking.Client
- InitCorePrefabs() : Barotrauma.CoreEntityPrefab
- InitEventSpecific() : Barotrauma.ArtifactEvent, Barotrauma.Event, Barotrauma.MalfunctionEvent, Barotrauma.MonsterEvent, Barotrauma.TraitorEvent
- InitFactions() : Barotrauma.CampaignMode
- Initialize() : Barotrauma.ACsMod, Barotrauma.IAssemblyPlugin, Barotrauma.Items.Components.IdCard, Barotrauma.LuaCsHook, Barotrauma.LuaCsNetworking, Barotrauma.LuaCsSetup, Barotrauma.LuaCsSetup.LuaCsModStore, Barotrauma.Steam.SteamManager, Barotrauma.TraitorManager
- InitializeAbility() : Barotrauma.Abilities.CharacterAbility, Barotrauma.Abilities.CharacterAbilityGiveFlag, Barotrauma.Abilities.CharacterAbilityGivePermanentStat, Barotrauma.Abilities.CharacterAbilityGiveResistance, Barotrauma.Abilities.CharacterAbilityGiveStat, Barotrauma.Abilities.CharacterAbilityGiveTalentPoints, Barotrauma.Abilities.CharacterAbilityModifyStat
- InitializeCharacter() : Barotrauma.CrewManager, Barotrauma.HumanPrefab
- InitializeFromLoaded() : Barotrauma.Items.Components.Connection
- InitializeItem() : Barotrauma.HumanPrefab
- InitializeLinks() : Barotrauma.Items.Components.ConnectionPanel, Barotrauma.WayPoint
- InitializeLoadedLinks() : Barotrauma.MapEntity
- InitializeResources() : Barotrauma.Level.ClusterLocation
- InitMentalStateManager() : Barotrauma.HumanAIController
- InitRound() : Barotrauma.CrewManager
- InitShipCommandManager() : Barotrauma.HumanAIController
- InputTypeLString() : Barotrauma.InputTypeLString
- InsertEntity() : Barotrauma.EntityGrid
- InsertToList() : Barotrauma.MapEntity
- InspectEveryone() : Barotrauma.AIObjectiveFindThieves
- Instantiate() : Barotrauma.AfflictionPrefab, Barotrauma.EventAction, Barotrauma.MissionPrefab
- InstantiateLoadedMissions() : Barotrauma.Location
- InstantiatePlugins() : Barotrauma.CsPackageManager
- InterestingPosition() : Barotrauma.Level.InterestingPosition
- Inventory() : Barotrauma.Inventory
- InventoryHighlightAction() : Barotrauma.InventoryHighlightAction
- InventoryItem() : Barotrauma.CharacterParams.InventoryParams.InventoryItem
- InventoryParams() : Barotrauma.CharacterParams.InventoryParams
- InventoryStateEventData() : Barotrauma.Character.InventoryStateEventData, Barotrauma.Item.InventoryStateEventData
- IO_GetStandardStream() : Barotrauma.LuaPlatformAccessor
- IO_OpenFile() : Barotrauma.LuaPlatformAccessor
- IO_OS_GetTempFilename() : Barotrauma.LuaPlatformAccessor
- IsActive() : Barotrauma.HumanAIController
- IsAllowed() : Barotrauma.MissionPrefab
- IsAllowedDifficulty() : Barotrauma.Level, Barotrauma.LevelData, Barotrauma.MissionPrefab
- IsAllowedInAnyLocationType() : Barotrauma.OutpostModuleInfo
- IsAllowedInLocationType() : Barotrauma.OutpostModuleInfo
- IsAnySelectedItem() : Barotrauma.Character
- IsAnySlotAvailable() : Barotrauma.CharacterInventory
- IsAttachedTo() : Barotrauma.Items.Components.Projectile
- IsBallastFloraNoticeable() : Barotrauma.HumanAIController
- IsBanned() : Barotrauma.Networking.BanList
- IsBeingChasedBy() : Barotrauma.EnemyAIController
- IsBlocked() : Barotrauma.PathNode
- IsClientOwner() : Barotrauma.Character
- IsCloseToEnd() : Barotrauma.Level
- IsCloseToStart() : Barotrauma.Level
- IsCompatibleWithEnabledContentPackages() : Barotrauma.GameSession
- IsConditionSuitable() : Barotrauma.FabricationRecipe.RequiredItem
- IsConnectedTo() : Barotrauma.Items.Components.Wire, Barotrauma.Submarine
- IsConnectedToSomething() : Barotrauma.Items.Components.Connection
- IsContainerPreferred() : Barotrauma.Item, Barotrauma.ItemPrefab
- IsCriticallyRadiated() : Barotrauma.Location
- IsCrushDepthDefinedInStructures() : Barotrauma.SubmarineInfo
- IsCurrentLocationRadiated() : Barotrauma.GameSession
- IsCurrentObjective< T >() : Barotrauma.AIObjectiveManager
- IsCurrentOrder< T >() : Barotrauma.AIObjectiveManager
- IsCustomCommandPermitted() : Barotrauma.LuaGame
- IsDiscovered() : Barotrauma.Map
- IsDualWieldingRangedWeapons() : Barotrauma.Character
- IsDuplicate() : Barotrauma.CharacterCampaignData, Barotrauma.Networking.NetEntityEvent
- IsDuplicate< T >() : Barotrauma.AIObjective, Barotrauma.AIObjectiveOperateItem, Barotrauma.AIObjectiveRepairItems
- IsEditable() : Barotrauma.ConditionallyEditable
- IsEliminated() : Barotrauma.MonsterMission
- IsEmpty() : Barotrauma.Inventory, Barotrauma.Items.Components.ItemComponent
- IsEnclosedArea() : Barotrauma.Level.InterestingPosition
- IsEntityFoundOnThisSub() : Barotrauma.Submarine
- IsEqual() : Barotrauma.Location.TakenItem
- IsFacing() : Barotrauma.Character
- IsFamilyShared() : Barotrauma.Steam.SteamManager
- IsFinished() : Barotrauma.AfflictionAction, Barotrauma.BinaryOptionAction, Barotrauma.ClearTagAction, Barotrauma.CombatAction, Barotrauma.ConversationAction, Barotrauma.DamageBeaconStationAction, Barotrauma.EventAction, Barotrauma.EventAction.SubactionGroup, Barotrauma.EventLogAction, Barotrauma.EventObjectiveAction, Barotrauma.FireAction, Barotrauma.GiveExpAction, Barotrauma.GiveSkillExpAction, Barotrauma.GodModeAction, Barotrauma.GoTo, Barotrauma.HighlightAction, Barotrauma.InventoryHighlightAction, Barotrauma.Label, Barotrauma.LayerAction, Barotrauma.MessageBoxAction, Barotrauma.MissionAction, Barotrauma.MissionStateAction, Barotrauma.ModifyLocationAction, Barotrauma.MoneyAction, Barotrauma.NPCChangeTeamAction, Barotrauma.NPCFollowAction, Barotrauma.NPCOperateItemAction, Barotrauma.NPCWaitAction, Barotrauma.OnRoundEndAction, Barotrauma.RemoveItemAction, Barotrauma.ReputationAction, Barotrauma.SetDataAction, Barotrauma.SetPriceMultiplierAction, Barotrauma.SetTraitorEventStateAction, Barotrauma.SpawnAction, Barotrauma.StatusEffectAction, Barotrauma.TagAction, Barotrauma.TeleportAction, Barotrauma.TriggerAction, Barotrauma.TriggerEventAction, Barotrauma.TutorialCompleteAction, Barotrauma.TutorialIconAction, Barotrauma.UIHighlightAction, Barotrauma.UnlockPathAction, Barotrauma.WaitAction, Barotrauma.WaitForItemFabricatedAction, Barotrauma.WaitForItemUsedAction
- IsFired() : Barotrauma.CrewManager
- IsForbidden() : Barotrauma.AIObjectiveIdle
- IsForced() : Barotrauma.RunConfig
- IsForcedOrStandard() : Barotrauma.RunConfig
- IsFreeWeekend() : Barotrauma.Steam.SteamManager
- IsFriendly() : Barotrauma.Character, Barotrauma.HumanAIController
- IsFull() : Barotrauma.Inventory, Barotrauma.ItemInventory
- IsHandSlotType() : Barotrauma.CharacterInventory
- IsIgnoredAtOutpost() : Barotrauma.AIObjective
- IsInDamageRange() : Barotrauma.FireSource
- IsInHostileFaction() : Barotrauma.HumanAIController
- IsInLimbSlot() : Barotrauma.CharacterInventory
- IsInRemoveQueue() : Barotrauma.EntitySpawner
- IsInSameRoomAs() : Barotrauma.Character
- IsInsideTrigger() : Barotrauma.Item
- IsInSlot() : Barotrauma.Inventory
- IsInSpawnQueue() : Barotrauma.EntitySpawner
- IsInTargetSlot() : Barotrauma.AIObjectiveContainItem
- IsInteractable() : Barotrauma.Item
- IsInventoryAccessibleTo() : Barotrauma.Character
- IsInWinningTeam() : Barotrauma.CombatMission
- IsIssueViable() : Barotrauma.ShipIssueWorker, Barotrauma.ShipIssueWorkerItem
- IsItemInsideValidSubmarine() : Barotrauma.AIObjectiveCleanupItems
- IsItemOperatedByAnother() : Barotrauma.HumanAIController
- IsItemRepairedByAnother() : Barotrauma.HumanAIController
- IsItemTakenBySomeoneElse() : Barotrauma.Character
- IsItemTargetedBySomeone() : Barotrauma.HumanAIController
- IsKeyDown() : Barotrauma.Character
- IsKeyHit() : Barotrauma.Character
- IsLatchedTo() : Barotrauma.EnemyAIController
- IsLatchedToSomeoneElse() : Barotrauma.EnemyAIController
- IsLegacyContentType() : Barotrauma.ContentFile
- IsLevelSuitable() : Barotrauma.EventManager
- IsLinkAllowed() : Barotrauma.MapEntityPrefab
- IsMouseOn() : Barotrauma.Gap, Barotrauma.Hull, Barotrauma.LinkedSubmarine, Barotrauma.MapEntity, Barotrauma.Structure
- IsNameValid() : Barotrauma.Networking.GameServer
- IsOnFriendlyTeam() : Barotrauma.Character
- IsOrder() : Barotrauma.AIObjectiveManager
- IsOverride() : Barotrauma.ContentXElement, Barotrauma.PrefabCollection< T >, Barotrauma.PrefabSelector< T >
- IsOwnedBy() : Barotrauma.Item
- IsPasswordCorrect() : Barotrauma.Networking.ServerSettings
- IsPathAllowedCsException() : Barotrauma.LuaCsFile
- IsPathAllowedException() : Barotrauma.LuaCsFile
- IsPathAllowedLuaException() : Barotrauma.LuaCsFile
- IsPathNullOrEmpty() : Barotrauma.ContentPath
- IsPathNullOrWhiteSpace() : Barotrauma.ContentPath
- IsPointInside() : Barotrauma.LevelWall, Voronoi2.VoronoiCell
- IsPointInsideAABB() : Voronoi2.VoronoiCell
- IsPositionInsideWall() : Barotrauma.Level
- IsPositionOnWindow() : Barotrauma.Items.Components.Door
- IsRadiated() : Barotrauma.Location
- IsRegistered() : Barotrauma.LuaUserData
- IsRepairing() : Barotrauma.AIObjectiveRepairItem
- IsSameSpeciesOrGroup() : Barotrauma.Character
- IsStandard() : Barotrauma.RunConfig
- IsSubmarineAvailable() : Barotrauma.Biome, Barotrauma.Location
- IsSubmarineOwned() : Barotrauma.GameSession
- IsSuitable() : Barotrauma.EventManager
- IsSuitablePressureProtection() : Barotrauma.AIObjectiveFindDivingGear
- IsTargetBeingChasedBy() : Barotrauma.EnemyAIController
- IsTargetType() : Barotrauma.LuaUserData
- IsTargetVisible() : Barotrauma.Character
- IsThalamus() : Barotrauma.WreckAI
- IsTraitor() : Barotrauma.TraitorManager
- IsTriggeredByEntity() : Barotrauma.LevelTrigger
- IsTrueForAllBotsInTheCrew() : Barotrauma.HumanAIController
- IsTrueForAnyBotInTheCrew() : Barotrauma.HumanAIController
- IsTrueForAnyCrewMember() : Barotrauma.HumanAIController
- IsUpToDate() : Barotrauma.ContentPackage
- IsValidContainer() : Barotrauma.AIObjectiveCleanupItems
- IsValidContext() : Barotrauma.Attack
- IsValidDeconstructor() : Barotrauma.DeconstructItem
- IsValidIndex() : Barotrauma.CharacterInfo
- IsValidName() : Barotrauma.Networking.Client
- IsValidShape() : Barotrauma.PhysicsBody
- IsValidTarget() : Barotrauma.AIObjectiveChargeBatteries, Barotrauma.AIObjectiveCleanupItems, Barotrauma.AIObjectiveDeconstructItems, Barotrauma.AIObjectiveExtinguishFires, Barotrauma.AIObjectiveFightIntruders, Barotrauma.AIObjectiveFindThieves, Barotrauma.AIObjectiveFixLeaks, Barotrauma.AIObjectiveLoadItems, Barotrauma.AIObjectiveLoop< T >, Barotrauma.AIObjectivePumpWater, Barotrauma.AIObjectiveRepairItems, Barotrauma.AIObjectiveRescueAll, Barotrauma.Attack, Barotrauma.StatusEffect
- IsValidValue() : Barotrauma.PhysicsBody
- IsVanillaSubmarine() : Barotrauma.SubmarineInfo
- IsViable() : Barotrauma.Abilities.CharacterAbility
- IsViableTarget() : Barotrauma.Abilities.AbilityCondition
- IsVisited() : Barotrauma.Map
- IsWallDisabled() : Barotrauma.AIController
- IsWithinAimingRadius() : Barotrauma.Items.Components.Turret
- IsWithinSector() : Barotrauma.AITarget
- Item() : Barotrauma.Item
- ItemAssemblyFile() : Barotrauma.ItemAssemblyFile
- ItemAssemblyPrefab() : Barotrauma.ItemAssemblyPrefab
- ItemComponent() : Barotrauma.Items.Components.ItemComponent
- ItemContainer() : Barotrauma.Items.Components.ItemContainer
- ItemFile() : Barotrauma.ItemFile
- ItemInventory() : Barotrauma.ItemInventory
- ItemLabel() : Barotrauma.Items.Components.ItemLabel
- ItemMatchesTargetCondition() : Barotrauma.AIObjectiveLoadItems
- ItemOwnsSelf() : Barotrauma.Inventory
- ItemPrefab() : Barotrauma.ItemPrefab
- ItemRepairPriority() : Barotrauma.ItemRepairPriority
- ItemSlot() : Barotrauma.Inventory.ItemSlot
- ItemSpawnInfo() : Barotrauma.EntitySpawner.ItemSpawnInfo
- ItemTaken() : Barotrauma.HumanAIController
- ItemUseInfo() : Barotrauma.Items.Components.ItemComponent