Here is a list of all class members with links to the classes they belong to:
- i -
- I : Barotrauma.Utils.CoordinateSpace2D
- IceSpireCount : Barotrauma.LevelGenerationParams
- Icon : Barotrauma.AfflictionPrefab, Barotrauma.JobPrefab, Barotrauma.Skill, Barotrauma.TalentPrefab, Barotrauma.TraitorEventPrefab
- IconColor : Barotrauma.TraitorEventPrefab
- IconColors : Barotrauma.AfflictionPrefab
- IconSmall : Barotrauma.JobPrefab
- IconStyle : Barotrauma.MessageBoxAction, Barotrauma.Networking.ChatMessage, Barotrauma.TutorialIconAction
- ID : Barotrauma.CharacterInfo, Barotrauma.Entity, Barotrauma.EntitySpawner.SpawnOrRemove, Barotrauma.ICircuitBoxIdentifiable, Barotrauma.Items.Components.GridInfo, Barotrauma.MapCreatures.Behavior.BallastFloraBranch, Barotrauma.Networking.FileSender.FileTransferOut, Barotrauma.Networking.NetEntityEvent, Barotrauma.PosInfo, Barotrauma.RagdollParams.LimbParams
- Id : Barotrauma.AssemblyManager.LoadedACL, Barotrauma.EventLogAction, Barotrauma.Level.PathPoint, Barotrauma.UIHighlightAction
- IdCard() : Barotrauma.Items.Components.IdCard
- IdCardDesc : Barotrauma.WayPoint
- IdCardTags : Barotrauma.WayPoint
- Identifier : Barotrauma.Affliction, Barotrauma.AIChatMessage, Barotrauma.AIObjective, Barotrauma.AIObjectiveChargeBatteries, Barotrauma.AIObjectiveCheckStolenItems, Barotrauma.AIObjectiveCleanupItem, Barotrauma.AIObjectiveCleanupItems, Barotrauma.AIObjectiveCombat, Barotrauma.AIObjectiveContainItem, Barotrauma.AIObjectiveDeconstructItem, Barotrauma.AIObjectiveDeconstructItems, Barotrauma.AIObjectiveDecontainItem, Barotrauma.AIObjectiveEscapeHandcuffs, Barotrauma.AIObjectiveExtinguishFire, Barotrauma.AIObjectiveExtinguishFires, Barotrauma.AIObjectiveFightIntruders, Barotrauma.AIObjectiveFindDivingGear, Barotrauma.AIObjectiveFindSafety, Barotrauma.AIObjectiveFindThieves, Barotrauma.AIObjectiveFixLeak, Barotrauma.AIObjectiveFixLeaks, Barotrauma.AIObjectiveGetItem, Barotrauma.AIObjectiveGetItems, Barotrauma.AIObjectiveGoTo, Barotrauma.AIObjectiveIdle, Barotrauma.AIObjectiveInspectNoises, Barotrauma.AIObjectiveLoadItem, Barotrauma.AIObjectiveLoadItems, Barotrauma.AIObjectiveOperateItem, Barotrauma.AIObjectivePrepare, Barotrauma.AIObjectivePumpWater, Barotrauma.AIObjectiveRepairItem, Barotrauma.AIObjectiveRepairItems, Barotrauma.AIObjectiveRescue, Barotrauma.AIObjectiveRescueAll, Barotrauma.AIObjectiveReturn, Barotrauma.AutonomousObjective, Barotrauma.CharacterParams.InventoryParams.InventoryItem, Barotrauma.CheckDataAction, Barotrauma.ConversationAction, Barotrauma.EventLog.Entry, Barotrauma.EventObjectiveAction, Barotrauma.GameModePreset, Barotrauma.Location.StoreInfo, Barotrauma.Location.TakenItem, Barotrauma.MedicalClinic.NetAffliction, Barotrauma.MessageBoxAction, Barotrauma.Networking.PermissionPreset, Barotrauma.Order, Barotrauma.OutpostGenerationParams.ModuleCount, Barotrauma.Prefab, Barotrauma.PrefabCollection< T >.InheritanceTreeCollection.Node, Barotrauma.Reputation, Barotrauma.ReputationAction, Barotrauma.SetDataAction, Barotrauma.Skill, Barotrauma.SkillPrefab, Barotrauma.TriggerEventAction
- Identifiers : Barotrauma.RelatedItem
- IdentifiersOrTags : Barotrauma.AIObjectiveGetItem
- IdFreed : Barotrauma.Entity
- IdleBehavior : Barotrauma.JobPrefab
- IdOffset : Barotrauma.Submarine
- IdRemap() : Barotrauma.IdRemap
- IdToString() : Barotrauma.LuaCsNetworking
- IgnoreAtNonOutpost : Barotrauma.AutonomousObjective
- IgnoreAtOutpost : Barotrauma.AIObjective, Barotrauma.AutonomousObjective, Barotrauma.Order, Barotrauma.OrderPrefab
- IgnoreByAI() : Barotrauma.IIgnorable, Barotrauma.Item, Barotrauma.SpawnAction, Barotrauma.WallSection
- IgnoreCharacters : Barotrauma.Items.Components.RepairTool
- IgnoreClient() : Barotrauma.ConversationAction
- IgnoreCollisions : Barotrauma.Limb, Barotrauma.RagdollParams.LimbParams
- IgnoreContained : Barotrauma.CharacterParams.TargetParams
- IgnoreContinuousToggle : Barotrauma.Items.Components.LightComponent
- IgnoreCoolDown : Barotrauma.EventSet
- IgnoreCover : Barotrauma.Explosion
- IgnoredBodies : Barotrauma.Items.Components.Projectile
- IgnoredCharacters : Barotrauma.Explosion
- ignoredContainerIdentifiers : Barotrauma.AIObjectiveContainItem, Barotrauma.AIObjectiveGetItem
- IgnoredCover : Barotrauma.Explosion
- IgnoreDead : Barotrauma.Items.Components.MotionSensor
- ignoredIdentifiersOrTags : Barotrauma.AIObjectiveGetItem
- IgnoredItems : Barotrauma.HumanAIController
- ignoredItems : Barotrauma.AIObjectiveGetItem
- IgnoredSubmarines : Barotrauma.Explosion
- IgnoredTargets : Barotrauma.MapCreatures.Behavior.BallastFloraBehavior
- IgnoreGenericEvents : Barotrauma.LocationType
- IgnoreIfNotInSameSub : Barotrauma.CharacterParams.TargetParams
- IgnoreIfTargetDead : Barotrauma.AIObjectiveGoTo
- IgnoreIncapacitated : Barotrauma.CharacterParams.TargetParams
- IgnoreIncapacitatedCharacters : Barotrauma.TagAction
- IgnoreInEditor : Barotrauma.RelatedItem
- IgnoreInside : Barotrauma.CharacterParams.TargetParams
- IgnoreIntensity : Barotrauma.EventSet
- IgnoreInterruptDistance : Barotrauma.ConversationAction
- IgnoreLimbScale : Barotrauma.WearableSprite
- IgnoreLimbSlots : Barotrauma.EntitySpawner.ItemSpawnInfo
- ignoreList : Barotrauma.AIObjectiveLoop< T >
- IgnoreListClearInterval : Barotrauma.AIObjectiveDeconstructItems, Barotrauma.AIObjectiveFightIntruders, Barotrauma.AIObjectiveFindThieves, Barotrauma.AIObjectiveLoadItems, Barotrauma.AIObjectiveLoop< T >
- IgnoreLocalization : Barotrauma.Items.Components.ItemLabel
- IgnoreMeleeWeapons : Barotrauma.Character
- IgnoreOutside : Barotrauma.CharacterParams.TargetParams
- IgnorePlatforms : Barotrauma.Ragdoll
- IgnoreProjectilesWhileActive : Barotrauma.Items.Components.Projectile
- IgnoreRagdollScale : Barotrauma.WearableSprite
- IgnoreTarget() : Barotrauma.EnemyAIController
- IgnoreTargetInside : Barotrauma.CharacterParams.TargetParams
- IgnoreTargetOutside : Barotrauma.CharacterParams.TargetParams
- IgnoreTargetSize : Barotrauma.CharacterParams.TargetParams
- IgnoreTextureScale : Barotrauma.WearableSprite
- IgnoreTint : Barotrauma.RagdollParams.SpriteParams
- IgnoreTreatmentIfAfflictedBy : Barotrauma.AfflictionPrefab
- IgnoreUnsafeHulls : Barotrauma.AIObjective, Barotrauma.AIObjectiveCombat, Barotrauma.AIObjectiveFightIntruders, Barotrauma.AIObjectiveFindSafety, Barotrauma.AIObjectiveFindThieves
- IgnoreUser : Barotrauma.Items.Components.ElectricalDischarger
- Illegitimate : Barotrauma.Item
- ImmuneToBallastFlora : Barotrauma.Submarine
- Immunities : Barotrauma.CharacterParams.HealthParams
- ImmunityIdentifiers : Barotrauma.CharacterParams.HealthParams
- ImpactDamage : Barotrauma.AfflictionPrefab
- ImpactMultiplier : Barotrauma.Attack
- ImpactTolerance : Barotrauma.Item, Barotrauma.ItemPrefab, Barotrauma.Ragdoll, Barotrauma.RagdollParams
- Impassable : Barotrauma.Items.Components.Door
- Importance : Barotrauma.ShipIssueWorker
- ImpulseSpread : Barotrauma.Items.Components.Projectile
- InBeaconStation : Barotrauma.Item
- IncludeColorAlpha : Barotrauma.NetworkSerialize
- Increase : Barotrauma.ReputationAction
- 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
- Indestructible : Barotrauma.Item, Barotrauma.ItemPrefab, Barotrauma.Structure
- IndestructibleInOutposts : Barotrauma.StructurePrefab
- InDetectable : Barotrauma.AITarget, Barotrauma.Entity
- InDetectableSetTime : Barotrauma.AITarget
- Index : Barotrauma.BackgroundSection, Barotrauma.ContentPackage
- IndexInFile : Barotrauma.GrimeSprite
- IndicatorLimb : Barotrauma.AfflictionPrefab
- IndicatorPosition : Barotrauma.Items.Components.PowerContainer
- indicatorPosition : Barotrauma.Items.Components.PowerContainer
- IndicatorSize : Barotrauma.Items.Components.PowerContainer
- indicatorSize : Barotrauma.Items.Components.PowerContainer
- IndicatorSprite : Barotrauma.CharacterHealth.LimbHealth
- IndoorsSteeringManager() : Barotrauma.IndoorsSteeringManager
- InfectBallast() : Barotrauma.Items.Components.Pump
- InfectIdentifier : Barotrauma.LevelTrigger
- InfectionChance : Barotrauma.LevelTrigger
- InfectionState : Barotrauma.AfflictionHusk
- Infector : Barotrauma.Item
- Info : Barotrauma.Character, Barotrauma.Submarine
- InfoFrameTab : Barotrauma.GameSession
- InfoText : Barotrauma.DeconstructItem
- InfoTextOnOtherItemMissing : Barotrauma.DeconstructItem
- InGame : Barotrauma.Networking.Client, Barotrauma.Networking.TempClient
- InheritEventTags : Barotrauma.StatusEffect.CharacterSpawnInfo
- InheritFrom() : Barotrauma.CharacterPrefab, Barotrauma.IImplementsVariants< T >, Barotrauma.ItemPrefab
- InheritLimbDepth : Barotrauma.RagdollParams.LimbParams, Barotrauma.WearableSprite
- InheritOrigin : Barotrauma.WearableSprite
- Inheritors : Barotrauma.PrefabCollection< T >.InheritanceTreeCollection.Node
- InheritParentIsActive : Barotrauma.Items.Components.ItemComponent
- InheritScale : Barotrauma.WearableSprite
- InheritSourceRect : Barotrauma.WearableSprite
- InheritStatusEffects : Barotrauma.Items.Components.ItemComponent
- 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
- InitialCount : Barotrauma.JobPrefab
- InitialDepth : Barotrauma.LevelData
- InitialDepthMax : Barotrauma.LevelGenerationParams
- InitialDepthMin : Barotrauma.LevelGenerationParams
- InitializationStep : Barotrauma.Networking.ServerPeer< TConnection >.PendingClient
- 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
- Initialized : Barotrauma.Event
- InitializeFromLoaded() : Barotrauma.Items.Components.Connection
- InitializeItem() : Barotrauma.HumanPrefab
- InitializeLinks() : Barotrauma.Items.Components.ConnectionPanel, Barotrauma.WayPoint
- InitializeLoadedLinks() : Barotrauma.MapEntity
- InitializeResources() : Barotrauma.Level.ClusterLocation
- InitialMoney : Barotrauma.CampaignMode
- InitialReputation : Barotrauma.Reputation
- InitialSuppliesSpawned : Barotrauma.SubmarineInfo
- InitMentalStateManager() : Barotrauma.HumanAIController
- InitRound() : Barotrauma.CrewManager
- InitShipCommandManager() : Barotrauma.HumanAIController
- InPlayerSubmarine : Barotrauma.Item
- InPressure : Barotrauma.Character
- InputContainer : Barotrauma.Items.Components.Deconstructor, Barotrauma.Items.Components.Fabricator
- InputTypeLString() : Barotrauma.InputTypeLString
- InsertEntity() : Barotrauma.EntityGrid
- InsertToList() : Barotrauma.MapEntity
- InsideSubmarine : Barotrauma.PathFinder
- InspectEveryone() : Barotrauma.AIObjectiveFindThieves
- InspectProbability : Barotrauma.AIObjectiveFindThieves
- InstallTime : Barotrauma.ContentPackage, Barotrauma.Networking.ServerContentPackage
- InstallTimeDiffInSeconds : Barotrauma.Networking.ServerContentPackage
- Instance : Barotrauma.Camera, Barotrauma.GameMain, Barotrauma.MapGenerationParams, Barotrauma.UnimplementedScreen
- Instantiate() : Barotrauma.AfflictionPrefab, Barotrauma.EventAction, Barotrauma.MissionPrefab
- InstantiateLoadedMissions() : Barotrauma.Location
- InstantiatePlugins() : Barotrauma.CsPackageManager
- InsufficientOxygenThreshold : Barotrauma.CharacterHealth
- InsufficientSkillAffliction : Barotrauma.CPRSettings
- IntensityUpdateInterval : Barotrauma.EventManager
- InteractDistance : Barotrauma.Item, Barotrauma.ItemPrefab
- InteractionLabelDisplayMode : Barotrauma.GameSettings.Config
- InteractionRect : Barotrauma.Item
- InteractionType : Barotrauma.CampaignMode
- InteractPriority : Barotrauma.Item, Barotrauma.ItemPrefab
- InteractThroughWalls : Barotrauma.ItemPrefab
- InterestingPosition() : Barotrauma.Level.InterestingPosition
- InternalDamage : Barotrauma.AfflictionPrefab
- Interrupted : Barotrauma.ConversationAction
- Interval : Barotrauma.StatusEffect
- Invalid : Barotrauma.Ragdoll
- Inventories : Barotrauma.CharacterParams
- Inventory : Barotrauma.Character, Barotrauma.EntitySpawner.ItemSpawnInfo, Barotrauma.Inventory, Barotrauma.Items.Components.ItemContainer
- InventoryData : Barotrauma.CharacterInfo
- InventoryHighlightAction() : Barotrauma.InventoryHighlightAction
- InventoryIconColor : Barotrauma.Item
- InventoryID : Barotrauma.EntitySpawner.SpawnOrRemove
- InventoryItem() : Barotrauma.CharacterParams.InventoryParams.InventoryItem
- InventoryParams() : Barotrauma.CharacterParams.InventoryParams
- InventoryScale : Barotrauma.GameSettings.Config.GraphicsSettings
- InventoryStateEventData() : Barotrauma.Character.InventoryStateEventData, Barotrauma.Item.InventoryStateEventData
- InverseTargetPriority : Barotrauma.AIObjectiveLoop< T >, Barotrauma.AIObjectiveRescueAll
- invert : Barotrauma.Abilities.AbilityCondition
- InvertControlsType : Barotrauma.AfflictionPrefab
- InvisibleTimer : Barotrauma.Character
- InvokerTag : Barotrauma.ConversationAction
- InvulnerableToDamage : Barotrauma.Item
- InWater : Barotrauma.Character, Barotrauma.Item, Barotrauma.Limb, Barotrauma.Ragdoll
- inWater : Barotrauma.Ragdoll
- IO_GetStandardStream() : Barotrauma.LuaPlatformAccessor
- IO_OpenFile() : Barotrauma.LuaPlatformAccessor
- IO_OS_GetTempFilename() : Barotrauma.LuaPlatformAccessor
- IronmanMode : Barotrauma.Networking.ServerSettings
- IsAboveFloor : Barotrauma.AnimController
- IsActive : Barotrauma.Abilities.CharacterAbilityGroup, Barotrauma.AnimController.AnimSwap, Barotrauma.ConditionalSprite, Barotrauma.HumanAIController, Barotrauma.Items.Components.ConnectionPanel, Barotrauma.Items.Components.ElectricalDischarger, Barotrauma.Items.Components.ItemComponent, Barotrauma.Items.Components.LightComponent, Barotrauma.Items.Components.Powered, Barotrauma.Items.Components.PowerTransfer, Barotrauma.StatusEffect.AITrigger, Barotrauma.SwarmBehavior
- IsActiveConditionalComparison : Barotrauma.Items.Components.ItemComponent
- IsActiveConditionals : Barotrauma.Items.Components.ItemComponent
- IsAiming : Barotrauma.AnimController
- IsAimingMelee : Barotrauma.AnimController
- IsAirlock : Barotrauma.Hull
- IsAITurretTarget : Barotrauma.ItemPrefab
- IsAlive : Barotrauma.WreckAI
- IsAllowed : Barotrauma.AIObjective, Barotrauma.MissionPrefab
- IsAllowedDifficulty() : Barotrauma.Level, Barotrauma.LevelData, Barotrauma.MissionPrefab
- IsAllowedInAnyLocationType() : Barotrauma.OutpostModuleInfo
- IsAllowedInLocationType() : Barotrauma.OutpostModuleInfo
- IsAnySelectedItem() : Barotrauma.Character
- IsAnySlotAvailable() : Barotrauma.CharacterInventory
- IsAssistant : Barotrauma.Character
- IsAtEndNode : Barotrauma.SteeringPath
- IsAttached : Barotrauma.Items.Components.Holdable, Barotrauma.Items.Components.Pickable, Barotrauma.LatchOntoAI
- IsAttachedTo() : Barotrauma.Items.Components.Projectile
- IsAttachedToSub : Barotrauma.LatchOntoAI
- IsAttachmentsLoaded : Barotrauma.CharacterInfo
- IsAutoControlled : Barotrauma.Items.Components.Pump
- IsBallastFloraNoticeable() : Barotrauma.HumanAIController
- IsBanned() : Barotrauma.Networking.BanList
- IsBeacon : Barotrauma.SubmarineInfo
- IsBeaconActive : Barotrauma.LevelData
- IsBeingChasedBy() : Barotrauma.EnemyAIController
- IsBelowRepairIconThreshold : Barotrauma.Items.Components.Repairable
- IsBelowRepairThreshold : Barotrauma.Items.Components.Repairable
- IsBlocked() : Barotrauma.PathNode
- IsBlue : Barotrauma.Hull, Barotrauma.Items.Components.LightComponent
- IsBot : Barotrauma.Character
- IsBroken : Barotrauma.Items.Components.Door
- isBroken : Barotrauma.Items.Components.PowerTransfer
- IsBuff : Barotrauma.AfflictionPrefab
- IsCampaignCompatible : Barotrauma.SubmarineInfo
- IsCampaignCompatibleIgnoreClass : Barotrauma.SubmarineInfo
- IsCampaignSet : Barotrauma.EventSet
- IsCaptain : Barotrauma.Character
- IsChainable : Barotrauma.TraitorEventPrefab
- IsCheat : Barotrauma.DebugConsole.Command
- IsClaimedByBallastFlora : Barotrauma.Item
- IsClient : Barotrauma.LuaCsSetup, Barotrauma.Networking.GameServer
- IsClientOwner() : Barotrauma.Character
- IsClimbing : Barotrauma.AnimController, Barotrauma.Character
- IsClosed : Barotrauma.Items.Components.Door
- IsCloseEnough : Barotrauma.AIObjectiveGoTo
- IsCloseToEnd() : Barotrauma.Level
- IsCloseToStart() : Barotrauma.Level
- IsCommand : Barotrauma.ColoredText
- IsCommanding : Barotrauma.Character
- IsCompatibleWithEnabledContentPackages() : Barotrauma.GameSession
- IsCompleted : Barotrauma.AIObjective
- IsConditionSuitable() : Barotrauma.FabricationRecipe.RequiredItem
- IsConnectedTo() : Barotrauma.Items.Components.Wire, Barotrauma.Submarine
- IsConnectedToSomething() : Barotrauma.Items.Components.Connection
- IsContained : Barotrauma.Item
- IsContainerPreferred() : Barotrauma.Item, Barotrauma.ItemPrefab
- IsConvexHullHorizontal : Barotrauma.Items.Components.Door
- IsCriminal : Barotrauma.Character
- IsCriticallyRadiated() : Barotrauma.Location
- IsCrushDepthDefinedInStructures() : Barotrauma.SubmarineInfo
- IsCurrentLocationRadiated() : Barotrauma.GameSession
- IsCurrentlyUnloading : Barotrauma.AssemblyManager
- IsCurrentNodeLadder : Barotrauma.IndoorsSteeringManager
- IsCurrentObjective< T >() : Barotrauma.AIObjectiveManager
- IsCurrentOrder : Barotrauma.Order
- IsCurrentOrder< T >() : Barotrauma.AIObjectiveManager
- IsCurrentPathFinished : Barotrauma.AIController
- IsCurrentPathNullOrUnreachable : Barotrauma.AIController
- IsCurrentPathUnreachable : Barotrauma.AIController
- IsCustomCommandPermitted() : Barotrauma.LuaGame
- IsDangerous : Barotrauma.ItemPrefab
- IsDangerousItemContainKarmaDecreaseIncremental : Barotrauma.KarmaManager
- IsDead : Barotrauma.Character, Barotrauma.Limb
- IsDeconstructOrder : Barotrauma.Order, Barotrauma.OrderPrefab
- IsDedicated : Barotrauma.LuaGame
- IsDestructible : Voronoi2.VoronoiCell
- IsDiagonal : Barotrauma.Gap
- IsDiscovered() : Barotrauma.Map
- IsDisguised : Barotrauma.CharacterInfo
- IsDisguisedAsAnother : Barotrauma.CharacterInfo
- IsDisguisedAsHusk : Barotrauma.Character
- IsDismissal : Barotrauma.Order, Barotrauma.OrderPrefab
- IsDismissed : Barotrauma.Character
- IsDisposed : Barotrauma.ACsMod, Barotrauma.MemoryFileAssemblyContextLoader, Barotrauma.Networking.ModSender
- IsDownloading : Barotrauma.Networking.TempClient
- IsDragAndDropGiveAllowed : Barotrauma.Inventory
- IsDraggable : Barotrauma.Character
- IsDraggedWithRope : Barotrauma.Ragdoll
- IsDualWieldingRangedWeapons() : Barotrauma.Character
- IsDuplicate() : Barotrauma.CharacterCampaignData, Barotrauma.Networking.NetEntityEvent
- IsDuplicate< T >() : Barotrauma.AIObjective, Barotrauma.AIObjectiveOperateItem, Barotrauma.AIObjectiveRepairItems
- IsEditable() : Barotrauma.ConditionallyEditable
- IsEditor : Barotrauma.Screen
- IsEliminated() : Barotrauma.MonsterMission
- IsEmpty() : Barotrauma.Inventory, Barotrauma.Items.Components.ItemComponent, Barotrauma.PrefabSelector< T >
- IsEnclosedArea() : Barotrauma.Level.InterestingPosition
- IsEndBiome : Barotrauma.Biome, Barotrauma.Level
- IsEngineer : Barotrauma.Character
- IsEnoughMembers : Barotrauma.SwarmBehavior
- IsEnterable : Barotrauma.LocationType
- IsEntityFoundOnThisSub() : Barotrauma.Submarine
- IsEqual() : Barotrauma.Location.TakenItem
- IsEquipped : Barotrauma.CharacterInventory
- IsError : Barotrauma.ColoredText
- IsEscorted : Barotrauma.Character
- IsFacing() : Barotrauma.Character
- IsFactionHostile : Barotrauma.Location
- IsFamilyShared() : Barotrauma.Steam.SteamManager
- IsFemale : Barotrauma.Character, Barotrauma.CharacterInfo
- IsFileCorrupted : Barotrauma.SubmarineInfo
- IsFinished() : Barotrauma.AfflictionAction, Barotrauma.BinaryOptionAction, Barotrauma.ClearTagAction, Barotrauma.CombatAction, Barotrauma.ConversationAction, Barotrauma.DamageBeaconStationAction, Barotrauma.Event, 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
- isFinished : Barotrauma.Event
- IsFired() : Barotrauma.CrewManager
- IsFirstRound : Barotrauma.CampaignMode
- IsFlipped : Barotrauma.Character, Barotrauma.Limb, Barotrauma.Ragdoll
- IsFollowOrder : Barotrauma.AIObjectiveGoTo
- IsForbidden() : Barotrauma.AIObjectiveIdle
- IsForced() : Barotrauma.RunConfig
- IsForcedOrStandard() : Barotrauma.RunConfig
- IsForceRagdolled : Barotrauma.Character
- IsFreeWeekend() : Barotrauma.Steam.SteamManager
- IsFriendly() : Barotrauma.Character, Barotrauma.HumanAIController
- IsFriendlyNPCTurnedHostile : Barotrauma.Character
- IsFull() : Barotrauma.Inventory, Barotrauma.ItemInventory
- IsFullCondition : Barotrauma.Item
- IsFullyClosed : Barotrauma.Items.Components.Door
- IsFullyOpen : Barotrauma.Items.Components.Door
- IsGateBetweenBiomes : Barotrauma.Location
- IsGreen : Barotrauma.Hull, Barotrauma.Items.Components.LightComponent
- IsGroundedAnimation : Barotrauma.AnimationParams
- IsHandcuffed : Barotrauma.Character
- IsHandSlotType() : Barotrauma.CharacterInventory
- IsHangingWithRope : Barotrauma.Ragdoll
- IsHidden : Barotrauma.MapEntity
- IsHighlighted : Barotrauma.MapEntity
- IsHoldingToRope : Barotrauma.Ragdoll
- IsHorizontal : Barotrauma.Gap, Barotrauma.Items.Components.DockingPort, Barotrauma.Items.Components.Door, Barotrauma.Items.Components.PowerContainer, Barotrauma.Structure, Barotrauma.StructurePrefab
- isHorizontal : Barotrauma.Items.Components.PowerContainer
- IsHostileEscortee : Barotrauma.Character
- IsHuman : Barotrauma.Character, Barotrauma.Limb
- IsHumanoid : Barotrauma.Character
- IsHusk : Barotrauma.Character
- IsHuskInfected : Barotrauma.Character
- IsIgnoredAtOutpost() : Barotrauma.AIObjective
- IsIgnoreOrder : Barotrauma.Order, Barotrauma.OrderPrefab
- IsImmuneToPressure : Barotrauma.Character
- IsIncapacitated : Barotrauma.Character
- IsInDamageRange() : Barotrauma.FireSource
- IsInFriendlySub : Barotrauma.Character
- IsInHostileFaction() : Barotrauma.HumanAIController
- IsInitialized : Barotrauma.LuaCsSetup, Barotrauma.Steam.SteamManager, Barotrauma.WearableSprite
- IsInLimbSlot() : Barotrauma.CharacterInventory
- IsInPlayerSub : Barotrauma.Character
- IsInRemoveQueue() : Barotrauma.EntitySpawner
- IsInSameRoomAs() : Barotrauma.Character
- IsInsideTrigger() : Barotrauma.Item
- IsInSlot() : Barotrauma.Inventory
- IsInSpawnQueue() : Barotrauma.EntitySpawner
- IsInstigator : Barotrauma.Character, Barotrauma.CombatAction
- IsInTargetSlot() : Barotrauma.AIObjectiveContainItem
- IsInteractable() : Barotrauma.Item
- IsInventoryAccessibleTo() : Barotrauma.Character
- IsInWater : Barotrauma.WayPoint
- IsInWinningTeam() : Barotrauma.CombatMission
- IsIslandSpecific : Barotrauma.ItemPrefab.FixedQuantityResourceInfo
- IsIssueViable() : Barotrauma.ShipIssueWorker, Barotrauma.ShipIssueWorkerItem
- IsItemInsideValidSubmarine() : Barotrauma.AIObjectiveCleanupItems
- IsItemOperatedByAnother() : Barotrauma.HumanAIController
- IsItemRepairedByAnother() : Barotrauma.HumanAIController
- IsItemTakenBySomeoneElse() : Barotrauma.Character
- IsItemTargetedBySomeone() : Barotrauma.HumanAIController
- IsJammed : Barotrauma.Items.Components.Door
- IsKeyDown() : Barotrauma.Character
- IsKeyHit() : Barotrauma.Character
- IsKiller : Barotrauma.Character
- IsKnockedDown : Barotrauma.Character
- IsLadder : Barotrauma.Item
- Island : Voronoi2.VoronoiCell
- IslandCount : Barotrauma.LevelGenerationParams
- IsLatched : Barotrauma.Character, Barotrauma.Character.LatchedOntoTargetEventData
- IsLatchedTo() : Barotrauma.EnemyAIController
- IsLatchedToSomeoneElse() : Barotrauma.EnemyAIController
- IsLayerHidden : Barotrauma.MapEntity
- IsLeg : Barotrauma.Limb
- IsLegacyContentType() : Barotrauma.ContentFile
- IsLevelSuitable() : Barotrauma.EventManager
- IsLinkAllowed() : Barotrauma.MapEntityPrefab
- IsLoaded : Barotrauma.EditableParams
- IsLoadedFriendlyOutpost : Barotrauma.Level
- IsLoadedOutpost : Barotrauma.Level
- IsLocalPlayer : Barotrauma.Character
- IsLocked : Barotrauma.Items.Components.DockingPort
- IsLowerBody : Barotrauma.Limb
- IsLowInOxygen : Barotrauma.Character
- IsMachine : Barotrauma.Character, Barotrauma.CharacterParams
- IsMale : Barotrauma.Character, Barotrauma.CharacterInfo
- IsMandatory : Barotrauma.Networking.ServerContentPackage
- IsManuallyOutfitted : Barotrauma.SubmarineInfo
- IsMechanic : Barotrauma.Character
- IsMedic : Barotrauma.Character
- IsMentallyUnstable : Barotrauma.AIController, Barotrauma.HumanAIController
- IsMissionReady : Barotrauma.RuinGeneration.RuinGenerationParams
- IsMouseOn() : Barotrauma.Gap, Barotrauma.Hull, Barotrauma.LinkedSubmarine, Barotrauma.MapEntity, Barotrauma.Structure
- IsMovingBackwards : Barotrauma.AnimController
- IsMovingFast : Barotrauma.AnimController
- IsMultiplayer : Barotrauma.GameMain, Barotrauma.LuaGame
- IsNameValid() : Barotrauma.Networking.GameServer
- IsNewHire : Barotrauma.CharacterInfo
- IsNewOrder : Barotrauma.Networking.OrderChatMessage, Barotrauma.Networking.OrderChatMessage.OrderMessageInfo
- IsNextLadderSameAsCurrent : Barotrauma.IndoorsSteeringManager
- IsNextNodeLadder : Barotrauma.IndoorsSteeringManager
- IsNone : Barotrauma.Networking.AccountInfo
- IsObstructed : Barotrauma.WayPoint
- IsOn : Barotrauma.Items.Components.LightComponent, Barotrauma.Items.Components.Pump, Barotrauma.Items.Components.RelayComponent
- IsOnFriendlyTeam() : Barotrauma.Character
- IsOnPlayerTeam : Barotrauma.Character
- IsOpen : Barotrauma.Items.Components.Door
- IsOptional : Barotrauma.RelatedItem
- IsOrder() : Barotrauma.AIObjectiveManager
- IsOriginallyOnPlayerTeam : Barotrauma.Character
- IsOutpost : Barotrauma.SubmarineInfo
- IsOutput : Barotrauma.Items.Components.Connection
- IsOverride() : Barotrauma.ContentXElement, Barotrauma.ItemPrefab, Barotrauma.PrefabCollection< T >, Barotrauma.PrefabSelector< T >
- IsOwnedBy() : Barotrauma.Item
- IsOwner : Barotrauma.Networking.TempClient
- IsParalyzed : Barotrauma.CharacterHealth
- IsPasswordCorrect() : Barotrauma.Networking.ServerSettings
- IsPathAllowedCsException() : Barotrauma.LuaCsFile
- IsPathAllowedException() : Barotrauma.LuaCsFile
- IsPathAllowedLuaException() : Barotrauma.LuaCsFile
- IsPathDirty : Barotrauma.IndoorsSteeringManager
- IsPathNullOrEmpty() : Barotrauma.ContentPath
- IsPathNullOrWhiteSpace() : Barotrauma.ContentPath
- IsPermanent : Barotrauma.StatusEffect.AITrigger
- IsPet : Barotrauma.Character
- IsPlatform : Barotrauma.Structure
- IsPlayer : Barotrauma.Character, Barotrauma.SubmarineInfo
- IsPlayerTeamInteractable : Barotrauma.Item
- IsPointInside() : Barotrauma.LevelWall, Voronoi2.VoronoiCell
- IsPointInsideAABB() : Voronoi2.VoronoiCell
- IsPositionInsideWall() : Barotrauma.Level
- IsPositionOnWindow() : Barotrauma.Items.Components.Door
- IsPower : Barotrauma.Items.Components.Connection
- IsPrimarySkill : Barotrauma.SkillPrefab
- IsPriority : Barotrauma.AIObjectiveCleanupItem
- isPriority : Barotrauma.AIObjectiveFixLeak
- IsPrisoner : Barotrauma.Character
- IsProtectedFromPressure : Barotrauma.Character
- IsPublic : Barotrauma.Networking.ServerSettings
- IsRadiated() : Barotrauma.Location
- IsRagdolled : Barotrauma.Character
- IsReadOnly : Barotrauma.ContentPackageManager.PackageSource, Barotrauma.IO.FileInfo
- IsReadyToUnloadACL : Barotrauma.AssemblyManager
- IsRed : Barotrauma.Hull, Barotrauma.Items.Components.LightComponent
- IsRegistered() : Barotrauma.LuaUserData
- IsRemotelyControlled : Barotrauma.Character
- IsRemotePlayer : Barotrauma.Character
- IsRepairing() : Barotrauma.AIObjectiveRepairItem
- IsReport : Barotrauma.Order, Barotrauma.OrderPrefab
- IsResolving : Barotrauma.MemoryFileAssemblyContextLoader
- IsRoomToRoom : Barotrauma.Gap
- IsRoot : Barotrauma.MapCreatures.Behavior.BallastFloraBranch
- IsRootGrowth : Barotrauma.MapCreatures.Behavior.BallastFloraBranch
- IsRuin : Barotrauma.SubmarineInfo
- IsRunning : Barotrauma.Attack, Barotrauma.GameSession
- isRunning : Barotrauma.TriggerAction
- IsRunningInsideWorkshop : Barotrauma.LuaCsSetup
- IsSalvageMissionItem : Barotrauma.Item
- IsSameSpeciesOrGroup() : Barotrauma.Character
- IsSaveable : Barotrauma.Serialize
- IsSecondaryItem : Barotrauma.Item, Barotrauma.Items.Components.Controller
- IsSecurity : Barotrauma.Character
- IsServer : Barotrauma.LuaCsSetup, Barotrauma.Networking.GameServer
- IsSevered : Barotrauma.Limb, Barotrauma.LimbJoint
- IsShootable : Barotrauma.Item
- IsShuttleInsideLevel : Barotrauma.Networking.RespawnManager
- IsSideObjective : Barotrauma.MissionPrefab
- IsSinglePlayer : Barotrauma.CrewManager, Barotrauma.GameMode, Barotrauma.GameModePreset
- IsSingleplayer : Barotrauma.GameMain, Barotrauma.LuaGame
- IsSolid : Voronoi2.GraphEdge
- IsSpritesheetOrientationHorizontal : Barotrauma.RagdollParams
- IsStandard() : Barotrauma.RunConfig
- IsSteeringThroughGap : Barotrauma.AIController
- IsStuck : Barotrauma.Items.Components.Door, Barotrauma.Limb, Barotrauma.Ragdoll
- IsStuckToTarget : Barotrauma.Items.Components.Projectile
- IsSubmarineAvailable() : Barotrauma.Biome, Barotrauma.Location
- IsSubmarineOwned() : Barotrauma.GameSession
- IsSuitable() : Barotrauma.EventManager
- IsSuitablePressureProtection() : Barotrauma.AIObjectiveFindDivingGear
- IsSwimAnimation : Barotrauma.AnimationParams
- isSynced : Barotrauma.Character
- IsTargetBeingChasedBy() : Barotrauma.EnemyAIController
- IsTargetType() : Barotrauma.LuaUserData
- IsTargetVisible() : Barotrauma.Character
- IsTemplateMode : Barotrauma.MemoryFileAssemblyContextLoader
- IsThalamus() : Barotrauma.WreckAI
- IsTinkering : Barotrauma.Items.Components.Repairable
- IsToggle : Barotrauma.Items.Components.Controller
- IsTraitor : Barotrauma.Character, Barotrauma.TraitorManager
- IsTraversable : Barotrauma.WayPoint
- IsTriggered : Barotrauma.LevelTrigger, Barotrauma.StatusEffect.AITrigger
- IsTriggeredByEntity() : Barotrauma.LevelTrigger
- IsTrueForAllBotsInTheCrew() : Barotrauma.HumanAIController
- IsTrueForAnyBotInTheCrew() : Barotrauma.HumanAIController
- IsTrueForAnyCrewMember() : Barotrauma.HumanAIController
- IsTryingToSteerThroughGap : Barotrauma.AIController
- IsUnconscious : Barotrauma.Character, Barotrauma.CharacterHealth
- IsUpToDate() : Barotrauma.ContentPackage
- IsUsingItem : Barotrauma.AnimController
- IsValid : Barotrauma.Level.InterestingPosition
- 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
- IsVanilla : Barotrauma.Networking.ServerContentPackage
- IsVanillaSubmarine() : Barotrauma.SubmarineInfo
- IsViable() : Barotrauma.Abilities.CharacterAbility
- IsViableTarget() : Barotrauma.Abilities.AbilityCondition
- IsVip : Barotrauma.Character
- IsVisibleAsReportButton : Barotrauma.OrderPrefab
- IsVisited() : Barotrauma.Map
- IsWaitOrder : Barotrauma.AIObjectiveGoTo
- IsWallDisabled() : Barotrauma.AIController
- IsWatchman : Barotrauma.Character
- IsWelcomeMessage : Barotrauma.Items.Components.TerminalMessage
- IsWetRoom : Barotrauma.Hull
- IsWithinAimingRadius() : Barotrauma.Items.Components.Turret
- IsWithinSector() : Barotrauma.AITarget
- IsWreck : Barotrauma.SubmarineInfo
- Item : Barotrauma.Abilities.IAbilityItem, Barotrauma.AbilityApplyTreatment, Barotrauma.AbilityItemSelected, Barotrauma.AIObjectiveDeconstructItem, Barotrauma.AIObjectiveRepairItem, Barotrauma.ArtifactEvent, Barotrauma.Item, Barotrauma.Items.Components.AbilityDeconstructedItem, Barotrauma.Items.Components.AbilityItemContainer, Barotrauma.Items.Components.AbilityItemDeconstructedInventory, Barotrauma.Items.Components.AbilityRangedWeapon, Barotrauma.Items.Components.Connection, Barotrauma.Items.Components.ItemComponent
- item : Barotrauma.AIObjectiveCleanupItem, Barotrauma.Items.Components.ItemComponent
- ItemAssemblyFile() : Barotrauma.ItemAssemblyFile
- ItemAssemblyPrefab() : Barotrauma.ItemAssemblyPrefab
- ItemComponent() : Barotrauma.Items.Components.ItemComponent
- ItemComponentName : Barotrauma.NPCOperateItemAction
- ItemComponentType : Barotrauma.Order, Barotrauma.OrderPrefab
- ItemCondition : Barotrauma.AIObjectiveLoadItems
- ItemContainer() : Barotrauma.Items.Components.ItemContainer
- ItemContainerIndex : Barotrauma.CheckItemAction, Barotrauma.EntitySpawner.SpawnOrRemove, Barotrauma.InventoryHighlightAction
- ItemCount : Barotrauma.AIObjectiveContainItem, Barotrauma.AIObjectiveGetItem, Barotrauma.LevelGenerationParams
- ItemDamage : Barotrauma.Attack
- ItemDamageMultiplier : Barotrauma.ItemPrefab
- ItemFile() : Barotrauma.ItemFile
- ItemFilter : Barotrauma.AIObjectiveGetItem, Barotrauma.AIObjectiveGetItems
- ItemIdentifier : Barotrauma.CheckPurchasedItemsAction, Barotrauma.DeconstructItem, Barotrauma.InventoryHighlightAction, Barotrauma.JobPrefab.PreviewItem, Barotrauma.SpawnAction, Barotrauma.WaitForItemFabricatedAction
- ItemIdentifiers : Barotrauma.CheckItemAction, Barotrauma.RemoveItemAction
- itemIdentifiers : Barotrauma.AIObjectiveContainItem
- ItemInterval : Barotrauma.Items.Components.ItemContainer
- ItemInventory() : Barotrauma.ItemInventory
- ItemLabel() : Barotrauma.Items.Components.ItemLabel
- ItemList : Barotrauma.Item
- ItemMatchesTargetCondition() : Barotrauma.AIObjectiveLoadItems
- ItemOwnsSelf() : Barotrauma.Inventory
- ItemPos : Barotrauma.Items.Components.ItemContainer, Barotrauma.RelatedItem
- ItemPrefab : Barotrauma.Abilities.IAbilityItemPrefab, Barotrauma.FabricationRecipe.RequiredItemByIdentifier, Barotrauma.ItemPrefab, Barotrauma.Items.Components.AbilityItemCreationMultiplier, Barotrauma.Items.Components.AbilityItemDeconstructedInventory, Barotrauma.Items.Components.AbilityItemPickingTime
- ItemPrefabIdentifier : Barotrauma.FabricationRecipe.RequiredItemByIdentifier
- ItemPrefabs : Barotrauma.FabricationRecipe.RequiredItem, Barotrauma.FabricationRecipe.RequiredItemByIdentifier, Barotrauma.FabricationRecipe.RequiredItemByTag
- ItemRepairCostPerRepairDuration : Barotrauma.CampaignMode
- ItemRepairKarmaIncrease : Barotrauma.KarmaManager
- ItemRepairPriorities : Barotrauma.JobPrefab
- ItemRepairPriority() : Barotrauma.ItemRepairPriority
- ItemRotation : Barotrauma.Items.Components.ItemContainer
- Items : Barotrauma.CharacterParams.InventoryParams, Barotrauma.Inventory.ItemSlot
- ItemSelectedDurations : Barotrauma.Character
- ItemSets : Barotrauma.HumanPrefab, Barotrauma.JobPrefab
- ItemSlot() : Barotrauma.Inventory.ItemSlot
- ItemSpawnInfo() : Barotrauma.EntitySpawner.ItemSpawnInfo
- ItemsPerRow : Barotrauma.Items.Components.ItemContainer
- ItemsRelocatedToMainSub : Barotrauma.CampaignMode
- ItemTag : Barotrauma.CheckConnectionAction, Barotrauma.CheckPurchasedItemsAction, Barotrauma.WaitForItemFabricatedAction, Barotrauma.WaitForItemUsedAction
- ItemTags : Barotrauma.CheckItemAction
- ItemTaken() : Barotrauma.HumanAIController
- ItemTeamChange : Barotrauma.Character.AddToCrewEventData, Barotrauma.Character.RemoveFromCrewEventData
- ItemToContain : Barotrauma.AIObjectiveContainItem
- ItemType : Barotrauma.CheckSelectedAction
- ItemUseInfo() : Barotrauma.Items.Components.ItemComponent