Barotrauma Server
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Barotrauma Namespace Reference

Namespaces

namespace  Abilities
 
namespace  Eos
 
namespace  Extensions
 
namespace  IO
 
namespace  Items
 
namespace  MapCreatures
 
namespace  Networking
 
namespace  RuinGeneration
 
namespace  Steam
 
namespace  Utils
 

Classes

class  AbandonedOutpostMission
 
class  AbilityAfflictionCharacter
 
class  AbilityApplyTreatment
 
class  AbilityAttackData
 
class  AbilityAttackerSubmarine
 
class  AbilityAttackResult
 
class  AbilityCharacterKill
 
class  AbilityCharacterKiller
 
class  AbilityCharacterLoot
 
class  AbilityExperienceGainMultiplier
 
class  AbilityItemSelected
 
class  AbilityOrderedCharacter
 
class  AbilityReduceAffliction
 
class  AbilitySkillGain
 
struct  AchievementManager
 
class  ACsMod
 
class  ActiveTeamChange
 
class  AddedPunctuationLString
 
class  Affliction
 
class  AfflictionAction
 Gives an affliction to a specific character. More...
 
class  AfflictionBleeding
 A special affliction type that increases the character's Bloodloss affliction with a rate relative to the strength of the bleeding. More...
 
class  AfflictionHusk
 A special affliction type that gradually makes the character turn into another type of character. See AfflictionPrefabHusk for more details. More...
 
class  AfflictionPrefab
 AfflictionPrefab is a prefab that defines a type of affliction that can be applied to a character. There are multiple sub-types of afflictions such as AfflictionPrefabHusk, AfflictionPsychosis and AfflictionBleeding that can be used for additional functionality. More...
 
class  AfflictionPrefabHusk
 AfflictionPrefabHusk is a special type of affliction that has added functionality for husk infection. More...
 
class  AfflictionPsychosis
 A special affliction type that makes the character see and hear things that aren't there. More...
 
class  AfflictionsFile
 
class  AfflictionSpaceHerpes
 A special affliction type that periodically inverts the character's controls and stuns the character. The frequency and duration of the effects increases the higher the strength of the affliction is. More...
 
class  AICharacter
 
class  AIChatMessage
 
class  AIController
 
class  AIObjective
 
class  AIObjectiveChargeBatteries
 
class  AIObjectiveCheckStolenItems
 
class  AIObjectiveCleanupItem
 
class  AIObjectiveCleanupItems
 
class  AIObjectiveCombat
 
class  AIObjectiveContainItem
 
class  AIObjectiveDeconstructItem
 
class  AIObjectiveDeconstructItems
 
class  AIObjectiveDecontainItem
 
class  AIObjectiveEscapeHandcuffs
 
class  AIObjectiveExtinguishFire
 
class  AIObjectiveExtinguishFires
 
class  AIObjectiveFightIntruders
 
class  AIObjectiveFindDivingGear
 
class  AIObjectiveFindSafety
 
class  AIObjectiveFindThieves
 
class  AIObjectiveFixLeak
 
class  AIObjectiveFixLeaks
 
class  AIObjectiveGetItem
 
class  AIObjectiveGetItems
 
class  AIObjectiveGoTo
 
class  AIObjectiveIdle
 
class  AIObjectiveInspectNoises
 
class  AIObjectiveLoadItem
 
class  AIObjectiveLoadItems
 
class  AIObjectiveLoop
 An objective that creates specific kinds of subobjectives for specific types of targets, and loops through those targets. For example, a cleanup objective that loops through items that need to be cleaned up, or a "fix leaks" objective that loops through leaks that need welding. More...
 
class  AIObjectiveManager
 
class  AIObjectiveOperateItem
 
class  AIObjectivePrepare
 
class  AIObjectivePumpWater
 
class  AIObjectiveRepairItem
 
class  AIObjectiveRepairItems
 
class  AIObjectiveRescue
 
class  AIObjectiveRescueAll
 
class  AIObjectiveReturn
 
class  AITarget
 
class  AITargetMemory
 
class  AlternativeContentTypeNames
 
class  AnimationParams
 
class  AnimController
 
struct  ApplicableResourceCollection
 
class  ArtifactEvent
 
class  AssemblyExtensions
 
class  AssemblyManager
 Provides functionality for the loading, unloading and management of plugins implementing IAssemblyPlugin. All plugins are loaded into their own AssemblyLoadContext along with their dependencies. More...
 
class  Attack
 Attacks are used to deal damage to characters, structures and items. They can be defined in the weapon components of the items or the limb definitions of the characters. The limb attacks can also be used by the player, when they control a monster or have some appendage, like a husk stinger. More...
 
struct  AttackResult
 
class  AutoItemPlacer
 
class  AutonomousObjective
 
class  BackgroundCreaturePrefabsFile
 
class  BackgroundSection
 
class  BallastFloraFile
 
class  BallastFloraPrefab
 
class  BaseSubFile
 
class  BeaconMission
 
class  BeaconStationFile
 
class  BeaconStationInfo
 
class  BinaryOptionAction
 
class  Biome
 
class  BuffDurationIncrease
 A special affliction type that increases the duration of buffs (afflictions of the type "buff"). The increase is defined using the AfflictionPrefab.Effect.MinBuffMultiplier and AfflictionPrefab.Effect.MaxBuffMultiplier attributes of the affliction effect. More...
 
class  CachedDistance
 
class  Camera
 
class  CampaignMetadata
 
class  CampaignMode
 
class  CampaignModePresets
 
struct  CampaignSettingDefinitions
 
class  CampaignSettings
 
class  CapitalizeLString
 
class  CargoManager
 
class  CargoMission
 
class  CauseOfDeath
 
class  CaveGenerationParametersFile
 
class  CaveGenerationParams
 
class  CaveGenerator
 
class  Character
 
class  CharacterCampaignData
 
class  CharacterFile
 
class  CharacterHealth
 
class  CharacterHUD
 
class  CharacterInfo
 Stores information about the Character that is needed between rounds in the menu etc., whereas Character itself is the object actually spawned in-game. More...
 
struct  CharacterInfoPrefab
 
class  CharacterInventory
 
class  CharacterParams
 Contains character data that should be editable in the character editor. More...
 
class  CharacterPrefab
 
class  CharacterStateInfo
 
class  CharacterTalent
 
class  CheckAfflictionAction
 Check whether a target has a specific affliction.
 
class  CheckConditionalAction
 Checks whether an arbitrary condition is met. The conditionals work the same way as they do in StatusEffects. More...
 
class  CheckConnectionAction
 Check whether a specific connection of an item is wired to a specific kind of connection. More...
 
class  CheckDataAction
 Can be used to check arbitrary campaign metadata set using SetDataAction. More...
 
class  CheckDifficultyAction
 Check whether the difficulty of the current level is within some specific range. More...
 
class  CheckItemAction
 Can be used to do various kinds of checks on items: whether a specific kind of item exists, if it's in a specific character's inventory or in a container, or whether some conditions are met on the item. More...
 
class  CheckMissionAction
 Check whether a specific mission is currently active, selected for the next round or available. More...
 
class  CheckMoneyAction
 Check whether the crew or a specific player has enough money. More...
 
class  CheckObjectiveAction
 Checks the state of an Objective created using EventObjectiveAction. More...
 
class  CheckOrderAction
 Check whether a specific character has been given a specific order. More...
 
class  CheckPurchasedItemsAction
 Check whether specific kinds of items have been purchased or sold during the round. More...
 
class  CheckSelectedAction
 Check whether a specific character has selected a specific kind of item. More...
 
class  CheckTalentAction
 Check whether a specific character has a specific talent.
 
class  CheckTraitorEventStateAction
 Check the state of the traitor event the action is defined in. Only valid for traitor events. More...
 
class  CheckTraitorVoteAction
 Checks whether the specific target was voted as the traitor. More...
 
class  CheckVisibilityAction
 Check whether a specific entity is visible from the perspective of another entity. More...
 
class  CircuitBoxComponent
 
class  CircuitBoxConnection
 
struct  CircuitBoxCursor
 
class  CircuitBoxInputConnection
 
class  CircuitBoxInputOutputNode
 
class  CircuitBoxLabelNode
 
class  CircuitBoxNode
 
class  CircuitBoxNodeConnection
 
class  CircuitBoxOutputConnection
 
class  CircuitBoxSelectable
 
class  CircuitBoxSizes
 
class  CircuitBoxWire
 
class  ClearTagAction
 Clears the specific tag from the event (i.e. untagging all the entities that have been previously given the tag). More...
 
struct  ColoredText
 
class  CombatAction
 Makes an NPC switch to a combat state (with options for different kinds of behaviors, such as offensive, arresting or retreating). More...
 
class  CombatMission
 
class  Command
 Implementation of the Command pattern.
 
class  ConcatLString
 
class  ConditionallyEditable
 
class  ConditionalSprite
 
class  ContainerTagFile
 
class  ContainerTagPrefab
 
class  ContentFile
 Base class for content file types, which are loaded from filelist.xml via reflection. PLEASE AVOID INHERITING FROM THIS CLASS DIRECTLY. Inheriting from GenericPrefabFile<T> is likely what you want. More...
 
class  ContentPackage
 
class  ContentPackageId
 
class  ContentPackageManager
 
class  ContentPath
 
class  ContentXElement
 
class  ContentXElementExtensions
 
class  ConversationAction
 Triggers a "conversation popup" with text and support for different branching options. More...
 
class  CoOpMode
 
class  CoreEntityPrefab
 
class  CorePackage
 
class  CoroutineHandle
 
class  CoroutineManager
 
class  CoroutineStatus
 
class  CorpsePrefab
 
class  CorpsesFile
 
class  CountTargetsAction
 Check whether there's at least / at most some number of entities matching some specific criteria. More...
 
class  CPRSettings
 
class  CreatureMetrics
 
class  CrewManager
 Responsible for keeping track of the characters in the player crew, saving and loading their orders, managing the crew list UI. More...
 
class  CrossThread
 
class  CsPackageManager
 
class  DamageBeaconStationAction
 Can be used to disconnect wires and break devices and walls in beacon stations. Useful if you want the beacon to be in tact by default, and use events to determine whether it should be e.g. manned by bandits, or destroyed and infested by monsters. More...
 
class  DamageModifier
 
class  DebugConsole
 
class  Decal
 
class  DecalManager
 
class  DecalPrefab
 
class  DecalsFile
 
struct  DeconstructItem
 
class  DeformableSprite
 
class  DelayedEffect
 
class  DelayedListElement
 
class  DestructibleLevelWall
 
class  DoSProtection
 
class  DummyFireSource
 
class  DurationListElement
 
class  Editable
 
class  EditableParams
 
class  EliminateTargetsMission
 
class  EndMission
 
class  EnemyAIController
 
class  EnemySubmarineFile
 
class  Entity
 
class  EntityGrid
 
class  EntitySpawner
 
class  EnumCoroutineStatus
 
class  EscortMission
 
class  Event
 
class  EventAction
 
class  EventLog
 Used to store logs of scripted events (a sort of "quest log") More...
 
class  EventLogAction
 Adds an entry to the "event log" displayed in the mission tab of the tab menu. More...
 
class  EventManager
 
class  EventManagerSettings
 
class  EventManagerSettingsFile
 
class  EventObjectiveAction
 Displays an objective in the top-right corner of the screen, or modifies an existing objective in some way. More...
 
class  EventPrefab
 
class  EventSet
 Event sets are sets of random events that occur within a level (most commonly, monster spawns and scripted events). Event sets can also be nested: a "parent set" can choose from several "subsets", either randomly or by some kind of criteria. More...
 
class  Explosion
 Explosions are area of effect attacks that can damage characters, items and structures. More...
 
class  ExtraSubmarineInfo
 
class  FabricationRecipe
 
class  Faction
 
class  FactionPrefab
 
class  FactionsFile
 
class  FallbackLString
 
class  FireAction
 Starts a fire at the position of a specific target. More...
 
class  FireSource
 
class  FishAnimController
 
class  FishGroundedParams
 
class  FishRagdollParams
 
class  FishRunParams
 
class  FishSwimFastParams
 
class  FishSwimParams
 
class  FishSwimSlowParams
 
class  FishWalkParams
 
class  ForbiddenWordFilter
 
class  FormattedLString
 
class  GameAnalyticsManager
 
class  GameMain
 
class  GameMode
 
class  GameModePreset
 
class  GameScreen
 
class  GameSession
 
class  GameSettings
 
class  Gap
 
class  GenericPrefabFile
 
class  GiveExpAction
 Gives experience to a specific character. More...
 
class  GiveSkillExpAction
 Increases the skill level of a specific character. More...
 
class  GodModeAction
 Makes a specific character invulnerable to damage and unable to die. More...
 
class  GoTo
 Makes the event jump to a Label somewhere else in the event. More...
 
class  GoToMission
 
class  GrimeSprite
 
class  GroundedMovementParams
 
class  HashlessFile
 
class  Header
 
class  HealingCooldown
 
class  HighlightAction
 Highlights a specific entity. More...
 
class  HireManager
 
class  Homoglyphs
 
class  HttpUtility
 
class  Hull
 
class  HumanAIController
 
class  HumanCrouchParams
 
class  HumanGroundedParams
 
class  HumanoidAnimController
 
class  HumanPrefab
 
class  HumanRagdollParams
 
class  HumanRunParams
 
class  HumanSwimFastParams
 
class  HumanSwimParams
 
class  HumanSwimSlowParams
 
class  HumanWalkParams
 
interface  IAssemblyPlugin
 
interface  ICircuitBoxIdentifiable
 
interface  IDamageable
 
class  IdRemap
 
interface  IFishAnimation
 
interface  IHumanAnimation
 
interface  IIgnorable
 
interface  IImplementsVariants
 
interface  IMemorizable
 
class  IndoorsSteeringManager
 
interface  INetSerializableStruct
 Interface that allows the creation of automatically serializable and deserializable structs.


 
class  InGameEditable
 
class  InputTypeLString
 
class  InvalidWallet
 
class  Inventory
 
class  InventoryHighlightAction
 Highlights specific items in a specific inventory. More...
 
interface  ISerializableEntity
 
interface  ISpatialEntity
 
interface  ISteerable
 
class  Item
 
class  ItemAssemblyFile
 
class  ItemAssemblyPrefab
 
class  ItemFile
 
class  ItemInventory
 
class  ItemPrefab
 
class  ItemRepairPriority
 
class  Job
 
class  JobPrefab
 
class  JobsFile
 
class  JobVariant
 
class  JoinLString
 
class  KarmaManager
 
class  Key
 
class  Label
 Defines a point in the event that GoTo actions can jump to. More...
 
struct  LanguageIdentifier
 
class  LanguageIdentifierExtensions
 
class  LatchOntoAI
 
class  LayerAction
 Enable or disable a specific layer in a specific submarine. More...
 
class  Level
 
class  LevelData
 
class  LevelGenerationParametersFile
 
class  LevelGenerationParams
 
class  LevelObject
 
class  LevelObjectManager
 
class  LevelObjectPrefab
 
class  LevelObjectPrefabsFile
 
class  LevelTrigger
 
class  LevelWall
 
class  Limb
 
class  LimbJoint
 
class  LinkedPairSet
 
class  LinkedSubmarine
 
class  LinkedSubmarinePrefab
 
class  ListDictionary
 
class  LocalizedString
 
class  Location
 
class  LocationConnection
 
class  LocationType
 
class  LocationTypeChange
 
class  LocationTypesFile
 
class  LowerLString
 
class  LStringSplitter
 
struct  LuaByte
 
class  LuaCsConfig
 
class  LuaCsFile
 
class  LuaCsHook
 
class  LuaCsInstaller
 
class  LuaCsLogger
 
class  LuaCsNetworking
 
class  LuaCsPerformanceCounter
 
class  LuaCsSetup
 
class  LuaCsSetupConfig
 
class  LuaCsSteam
 
class  LuaCsTimer
 
struct  LuaDouble
 
class  LuaGame
 
struct  LuaInt16
 
struct  LuaInt32
 
struct  LuaInt64
 
class  LuaPlatformAccessor
 
class  LuaRequire
 
struct  LuaSByte
 
class  LuaScriptLoader
 
struct  LuaSingle
 
struct  LuaUInt16
 
struct  LuaUInt32
 
struct  LuaUInt64
 
class  LuaUserData
 
class  MalfunctionEvent
 
class  Map
 
class  MapEntity
 
class  MapEntityPrefab
 
class  MapGenerationParametersFile
 
class  MapGenerationParams
 
class  Md5Hash
 
class  MedicalClinic
 
class  Memento
 
class  MemoryFileAssemblyContextLoader
 AssemblyLoadContext to compile from syntax trees in memory and to load from disk/file. Provides dependency resolution. [IMPORTANT] Only supports 1 in-memory compiled assembly at a time. Use more instances if you need more. [IMPORTANT] All file assemblies required for the compilation of syntax trees should be loaded first. More...
 
class  MentalStateManager
 
class  MessageBoxAction
 Displays a message box, or modifies an existing one. More...
 
class  MineralMission
 
class  MissingContentPackageException
 
class  Mission
 
class  MissionAction
 Unlocks a mission in a nearby level or location. More...
 
class  MissionMode
 
class  MissionPrefab
 
class  MissionsFile
 
class  MissionStateAction
 Changes the state of a specific active mission. The way the states are used depends on the type of mission. More...
 
class  ModifyLocationAction
 Modifies the current location in some way (e.g. adjusting the faction, type of name). More...
 
class  ModUtils
 
class  MoneyAction
 Give or remove money from the crew or a specific character. More...
 
class  MonsterEvent
 
class  MonsterMission
 
class  MTRandom
 Mersenne Twister based random. More...
 
class  MultiPlayerCampaign
 
class  NestMission
 
struct  NetLimitedString
 
class  NetLobbyScreen
 
class  NetSerializableProperties
 Static class that contains serialize and deserialize functions for different types used in INetSerializableStruct
 
struct  NetWalletSetSalaryUpdate
 Network message for the client to set the salary of someone.
 
struct  NetWalletTransaction
 Represents an update that changed the amount of money or salary of the wallet.
 
struct  NetWalletTransfer
 Network message for the client to transfer money between wallets.
 
struct  NetWalletUpdate
 Network message for the server to update wallet values to clients.
 
class  NetworkSerialize
 Marks fields and properties as to be serialized and deserialized by INetSerializableStruct. Also contains settings for some types like maximum and minimum values for numbers to reduce bits used. More...
 
class  NotSyncedInMultiplayer
 
class  NPCChangeTeamAction
 Changes the team of an NPC. Most common use cases are adding a character to the crew, or turning an NPC hostile to the crew by changing their team to a hostile one. More...
 
class  NPCConversation
 
class  NPCConversationCollection
 
class  NPCConversationsFile
 
class  NPCFollowAction
 Makes an NPC follow or stop following a specific target. More...
 
class  NPCOperateItemAction
 Makes an NPC select an item, and operate it if it's something AI characters can operate. More...
 
class  NPCPersonalityTrait
 
class  NPCPersonalityTraitsFile
 
class  NPCSet
 
class  NPCSetsFile
 
class  NPCWaitAction
 Makes an NPC stop and wait. More...
 
class  OnRoundEndAction
 Executes all the child actions when the round ends. More...
 
class  Order
 
class  OrderCategoryIcon
 
class  OrderPrefab
 
class  OrdersFile
 
class  OrderTarget
 
class  OtherFile
 
class  OutpostConfigFile
 
class  OutpostFile
 
class  OutpostGenerationParams
 
class  OutpostGenerator
 
class  OutpostModuleFile
 
class  OutpostModuleInfo
 
class  Pair
 
class  ParticlesFile
 
class  PathFinder
 
class  PathNode
 
class  PerformanceCounter
 
class  PerlinNoise
 
class  PetBehavior
 
class  Physics
 
class  PhysicsBody
 
class  PirateMission
 
class  PosInfo
 
class  PositionTypeExtensions
 
class  Prefab
 
class  PrefabCollection
 
class  PrefabSelector
 
class  PrefabWithUintIdentifier
 Prefab that has a property serves as a deterministic hash of a prefab's identifier. This member is filled automatically by PrefabCollection.Add. Required for GetRandom to work on arbitrary Prefab enumerables, recommended for network synchronization. More...
 
class  PreferredContainer
 
class  PriceInfo
 
class  Program
 The main class.
 
class  PropertyConditional
 Conditionals are used by some in-game mechanics to require one or more conditions to be met for those mechanics to be active. For example, some StatusEffects use Conditionals to only trigger if the affected character is alive. More...
 
class  PropertyReference
 
class  PurchasedItemSwap
 
class  PurchasedUpgrade
 
class  PvPMode
 
class  Radiation
 
class  RadiationParams
 
class  Ragdoll
 
class  RagdollParams
 
class  Rand
 
class  RandomEventsFile
 
class  RateLimiter
 
class  RawLString
 
class  ReadOnlyBitField
 
class  ReadOnlyListExtensions
 
class  ReadyCheck
 
class  RegularPackage
 
class  RelatedItem
 Used by various features to define different kinds of relations between items: for example, which item a character must have equipped to interact with some item in some way, which items can go inside a container, or which kind of item the target of a status effect must have for the effect to execute. More...
 
class  RemoveItemAction
 Removes (deletes) a specific item or items. More...
 
class  ReplaceLString
 
class  Reputation
 
class  ReputationAction
 Adjusts the crew's reputation by some value. More...
 
class  RequiredByCorePackage
 
class  RichString
 
class  RichTextData
 
class  RNGAction
 Randomly executes either of the child actions (Success or Failure). More...
 
class  RuinConfigFile
 
class  RunConfig
 
class  SalvageMission
 
class  SavedStatValue
 
class  SaveUtil
 
class  ScanMission
 
class  Screen
 
struct  SerializableDateTime
 DateTime wrapper that tries to offer a reliable string representation that's also human-friendly. More...
 
class  SerializableProperty
 
struct  SerializableTimeZone
 
class  Serialize
 
class  ServerExecutableFile
 
class  ServerLanguageOptions
 
class  ServerMsgLString
 
class  SetDataAction
 Sets a campaign metadata value. The metadata can be any arbitrary data you want to save: for example, whether some event has been completed, the number of times something has been done during the campaign, or at what stage of some multi-part event chain the crew is at. More...
 
class  SetPriceMultiplierAction
 Adjusts the price multiplier for stores or mechanical repairs in the current location. More...
 
class  SetTraitorEventStateAction
 Sets the state of the traitor event. Only valid in traitor events. More...
 
class  ShipCommandManager
 
class  ShipGlobalIssue
 
class  ShipGlobalIssueFixLeaks
 
class  ShipGlobalIssueRepairSystems
 
class  ShipIssueWorker
 
class  ShipIssueWorkerFixLeaks
 
class  ShipIssueWorkerGlobal
 
class  ShipIssueWorkerItem
 
class  ShipIssueWorkerOperateWeapons
 
class  ShipIssueWorkerPowerUpReactor
 
class  ShipIssueWorkerRepairSystems
 
class  ShipIssueWorkerSteer
 
class  SigilExtensions
 
class  Skill
 
class  SkillCheckAction
 Performs a skill check and executes either the Success or Failure child actions depending on whether the check succeeds. More...
 
class  SkillPrefab
 
struct  SkillRequirementHint
 
class  SkillSettings
 
class  SkillSettingsFile
 
class  SlideshowPrefab
 
class  SlideshowsFile
 
class  SoundsFile
 
class  SpawnAction
 Spawns an entity (e.g. item, NPC, monster). More...
 
class  SplitLString
 
class  Sprite
 
class  SpriteSheet
 
class  StartItem
 
class  StartItemSet
 Additive sets of items spawned only at the start of the game.
 
class  StartItemsFile
 
class  StatusEffect
 StatusEffects can be used to execute various kinds of effects: modifying the state of some entity in some way, spawning things, playing sounds, emitting particles, creating fire and explosions, increasing a characters' skill. They are a crucial part of modding Barotrauma: all kinds of custom behaviors of an item or a creature for example are generally created using StatusEffects. More...
 
class  StatusEffectAction
 Executes all the StatusEffects defined as child elements of the action. More...
 
class  SteamWorkshopId
 
class  SteeringManager
 
class  SteeringPath
 
class  StringExtensions
 
class  StripRichTagsLString
 
class  StructSerialization
 
class  Structure
 
class  StructureFile
 
class  StructurePrefab
 
class  Submarine
 
class  SubmarineBody
 
class  SubmarineFile
 
class  SubmarineInfo
 
class  SubmarineTurretAI
 
class  SwappableItem
 
class  SwarmBehavior
 
class  SwimParams
 
class  TagAction
 Tags a specific entity. Tags are used by other actions to refer to specific entities. The tags are event-specific, i.e. you cannot use a tag that was added by another event to refer to an entity. More...
 
class  TagLString
 
class  Tags
 
class  TalentMigration
 
class  TalentMigrationAddStat
 Migration that adds a missing permanent stat to the character.
 
class  TalentMigrationUpdateStatIdentifier
 Migration that updates permanent stat identifiers.
 
struct  TalentOption
 
class  TalentPrefab
 
class  TalentsFile
 
class  TalentSubTree
 
class  TalentTree
 
class  TalentTreesFile
 
class  TaskExtensions
 
class  TeleportAction
 Teleports a specific entity to a specific spawn point. More...
 
class  TextFile
 
class  TextManager
 
class  TextPack
 
class  Timing
 
class  ToolBox
 
class  TraitorEvent
 
class  TraitorEventPrefab
 
class  TraitorManager
 
class  TriggerAction
 Waits for a player to trigger the action before continuing. Triggering can mean entering a specific trigger area, or interacting with a specific entity. More...
 
class  TriggerEventAction
 Triggers another scripted event. More...
 
class  TrimLString
 
class  TutorialCompleteAction
 Completes the tutorial. Only valid in tutorial events. More...
 
class  TutorialIconAction
 Displays a tutorial icon next to a specific target. More...
 
class  TutorialPrefab
 
class  TutorialsFile
 
class  UIHighlightAction
 Highlights an UI element of some kind. Generally used in tutorials. More...
 
class  UIStyleFile
 
class  UnimplementedScreen
 
class  UnlockPathAction
 Unlocks a "locked" pathways between locations, if there are any such paths adjacent to the current location. More...
 
class  Upgrade
 
class  UpgradeCategory
 
class  UpgradeContentPrefab
 
class  UpgradeManager
 This class handles all upgrade logic. Storing, applying, checking and validation of upgrades. More...
 
struct  UpgradeMaxLevelMod
 
class  UpgradeModulesFile
 
class  UpgradePrefab
 
struct  UpgradePrice
 
struct  UpgradeResourceCost
 
class  UpperLString
 
class  VariantExtensions
 
class  VoipServerDecoder
 
class  Voting
 
class  WaitAction
 Waits for a specific amount of time before continuing the execution of the event. More...
 
class  WaitForItemFabricatedAction
 Waits for some item(s) to be fabricated before continuing the execution of the event. More...
 
class  WaitForItemUsedAction
 Waits for some item(s) to be used before continuing the execution of the event. More...
 
class  WaitForSeconds
 
class  Wallet
 
struct  WalletChangedData
 Represents the difference in balance and salary when a wallet gets updated Not really used right now but could be used for notifications when receiving funds similar to how talents do it.
 
struct  WalletChangedEvent
 
struct  WalletInfo
 
class  WallSection
 
class  WayPoint
 
class  WearableSprite
 
class  WreckAI
 
class  WreckAIConfig
 
class  WreckAIConfigFile
 
class  WreckConverter
 
class  WreckFile
 
class  WreckInfo
 
class  WriteOnlyBitField
 
class  XMLExtensions
 
class  XnaToConsoleColor
 

Enumerations

enum  AIState {
  Idle , Attack , Escape , Eat ,
  Flee , Avoid , Aggressive , PassiveAggressive ,
  Protect , Observe , Freeze , Follow ,
  FleeTo , Patrol
}
 
enum  AttackPattern { Straight , Sweep , Circle }
 
enum  CirclePhase {
  Start , CloseIn , FallBack , Advance ,
  Strike
}
 
enum  WallTargetingMethod { Target = 0x1 , Heading = 0x2 , Steering = 0x4 }
 
enum  OrderCategory {
  Emergency , Movement , Power , Maintenance ,
  Operate
}
 
enum  HitDetection { Distance , Contact , None }
 
enum  AttackContext {
  Any , Water , Ground , Inside ,
  Outside , NotDefined
}
 
enum  AttackTarget { Any , Character , Structure }
 
enum  AIBehaviorAfterAttack {
  FallBack , FallBackUntilCanAttack , PursueIfCanAttack , Pursue ,
  Eat , FollowThrough , FollowThroughWithoutObstacleAvoidance , FollowThroughUntilCanAttack ,
  IdleUntilCanAttack , Reverse , ReverseUntilCanAttack
}
 
enum  CauseOfDeathType {
  Unknown , Pressure , Suffocation , Drowning ,
  Affliction , Disconnected
}
 
enum  CharacterTeamType { None = 0 , Team1 = 1 , Team2 = 2 , FriendlyNPC = 3 }
 
enum  LimbType {
  None , LeftHand , RightHand , LeftArm ,
  RightArm , LeftForearm , RightForearm , LeftLeg ,
  RightLeg , LeftFoot , RightFoot , Head ,
  Torso , Tail , Legs , RightThigh ,
  LeftThigh , Waist , Jaw
}
 
enum  AnimationType {
  NotDefined = 0 , Walk = 1 , Run = 2 , SwimSlow = 3 ,
  SwimFast = 4 , Crouch = 5
}
 
enum  CanEnterSubmarine { False , True , Partial }
 
enum  CircuitBoxOpcode {
  Error , Cursor , AddComponent , MoveComponent ,
  AddWire , RemoveWire , SelectComponents , SelectWires ,
  UpdateSelection , DeleteComponent , RenameLabel , AddLabel ,
  RemoveLabel , ResizeLabel , RenameConnections , ServerInitialize
}
 
enum  TransitionMode {
  Linear , Smooth , Smoother , EaseIn ,
  EaseOut , Exponential
}
 
enum  ActionType {
  Always = 0 , OnPicked = 1 , OnUse = 2 , OnSecondaryUse = 3 ,
  OnWearing = 4 , OnContaining = 5 , OnContained = 6 , OnNotContained = 7 ,
  OnActive = 8 , OnFailure = 9 , OnBroken = 10 , OnFire = 11 ,
  InWater = 12 , NotInWater = 13 , OnImpact = 14 , OnEating = 15 ,
  OnDamaged = 16 , OnSevered = 17 , OnProduceSpawned = 18 , OnOpen = 19 ,
  OnClose = 20 , OnSpawn = 21 , OnSuccess = 22 , OnAbility = 23 ,
  OnDeath = OnBroken
}
 ActionTypes define when a StatusEffect is executed. More...
 
enum  AbilityEffectType {
  Undefined , None , OnAttack , OnAttackResult ,
  OnAttacked , OnAttackedResult , OnGainSkillPoint , OnAllyGainSkillPoint ,
  OnRepairComplete , OnItemFabricationSkillGain , OnItemFabricatedAmount , OnItemFabricatedIngredients ,
  OnAllyItemFabricatedAmount , OnOpenItemContainer , OnUseRangedWeapon , OnReduceAffliction ,
  OnAddDamageAffliction , OnRagdoll , OnRoundEnd , OnLootCharacter ,
  OnAnyMissionCompleted , OnAllMissionsCompleted , OnGiveOrder , OnCrewKillCharacter ,
  OnKillCharacter , OnDieToCharacter , OnAllyGainMissionExperience , OnGainMissionExperience ,
  OnGainMissionMoney , OnCrewGainMissionReputation , OnLocationDiscovered , OnItemDeconstructed ,
  OnItemDeconstructedByAlly , OnItemDeconstructedMaterial , OnItemDeconstructedInventory , OnStopTinkering ,
  OnItemPicked , OnItemSelected , OnGeneticMaterialCombinedOrRefined , OnCrewGeneticMaterialCombinedOrRefined ,
  AfterSubmarineAttacked , OnApplyTreatment , OnStatusEffectIdentifier , OnRepairedOutsideLeak
}
 
enum  StatTypes {
  None , ElectricalSkillBonus , HelmSkillBonus , MechanicalSkillBonus ,
  MedicalSkillBonus , WeaponsSkillBonus , HelmSkillOverride , MedicalSkillOverride ,
  WeaponsSkillOverride , ElectricalSkillOverride , MechanicalSkillOverride , MaximumHealthMultiplier ,
  MovementSpeed , WalkingSpeed , SwimmingSpeed , PropulsionSpeed ,
  BuffDurationMultiplier , DebuffDurationMultiplier , MedicalItemEffectivenessMultiplier , FlowResistance ,
  AttackMultiplier , TeamAttackMultiplier , RangedAttackSpeed , TurretAttackSpeed ,
  TurretPowerCostReduction , TurretChargeSpeed , MeleeAttackSpeed , MeleeAttackMultiplier ,
  RangedSpreadReduction , RepairSpeed , MechanicalRepairSpeed , ElectricalRepairSpeed ,
  DeconstructorSpeedMultiplier , RepairToolStructureRepairMultiplier , RepairToolStructureDamageMultiplier , RepairToolDeattachTimeMultiplier ,
  MaxRepairConditionMultiplierMechanical , MaxRepairConditionMultiplierElectrical , IncreaseFabricationQuality , GeneticMaterialRefineBonus ,
  GeneticMaterialTaintedProbabilityReductionOnCombine , SkillGainSpeed , ExtraLevelGain , HelmSkillGainSpeed ,
  WeaponsSkillGainSpeed , MedicalSkillGainSpeed , ElectricalSkillGainSpeed , MechanicalSkillGainSpeed ,
  MedicalItemApplyingMultiplier , BuffItemApplyingMultiplier , PoisonMultiplier , TinkeringDuration ,
  TinkeringStrength , TinkeringDamage , ReputationGainMultiplier , ReputationLossMultiplier ,
  MissionMoneyGainMultiplier , ExperienceGainMultiplier , MissionExperienceGainMultiplier , ExtraMissionCount ,
  ExtraSpecialSalesCount , StoreSellMultiplier , StoreBuyMultiplierAffiliated , StoreBuyMultiplier ,
  ShipyardBuyMultiplierAffiliated , ShipyardBuyMultiplier , MaxAttachableCount , ExplosionRadiusMultiplier ,
  ExplosionDamageMultiplier , FabricationSpeed , BallastFloraDamageMultiplier , HoldBreathMultiplier ,
  Apprenticeship , CPRBoost , LockedTalents , HireCostMultiplier ,
  InventoryExtraStackSize , SoundRangeMultiplier , SightRangeMultiplier , DualWieldingPenaltyReduction
}
 StatTypes are used to alter several traits of a character. They are mostly used by talents. More...
 
enum  AbilityFlags {
  None = 0 , MustWalk = 0x1 , ImmuneToPressure = 0x2 , IgnoredByEnemyAI = 0x4 ,
  MoveNormallyWhileDragging = 0x8 , CanTinker = 0x10 , CanTinkerFabricatorsAndDeconstructors = 0x20 , TinkeringPowersDevices = 0x40 ,
  GainSkillPastMaximum = 0x80 , RetainExperienceForNewCharacter = 0x100 , AllowSecondOrderedTarget = 0x200 , AlwaysStayConscious = 0x400 ,
  CanNotDieToAfflictions = 0x800
}
 AbilityFlags are a set of toggleable flags that can be applied to characters. More...
 
enum  CharacterType { Bot = 0b01 , Player = 0b10 , Both = Bot | Player }
 
enum  StartingBalanceAmountOption { Low , Medium , High }
 
enum  PatdownProbabilityOption { Off , Low , Medium , High }
 
enum  WorldHostilityOption { Low , Medium , High , Hellish }
 
enum  NumberType { Int , Float }
 
enum  ChatMode { None , Local , Radio }
 
enum  MissionType {
  None = 0x0 , Salvage = 0x1 , Monster = 0x2 , Cargo = 0x4 ,
  Beacon = 0x8 , Nest = 0x10 , Mineral = 0x20 , Combat = 0x40 ,
  AbandonedOutpost = 0x80 , Escort = 0x100 , Pirate = 0x200 , GoTo = 0x400 ,
  ScanAlienRuins = 0x800 , EliminateTargets = 0x1000 , End = 0x2000 , All = Salvage | Monster | Cargo | Beacon | Nest | Mineral | Combat | AbandonedOutpost | Escort | Pirate | GoTo | ScanAlienRuins | EliminateTargets | End
}
 
enum  FactionAffiliation { Positive , Neutral , Negative }
 
enum  InputType {
  Select , Use , Aim , Up ,
  Down , Left , Right , Attack ,
  Run , Crouch , InfoTab , Chat ,
  RadioChat , CrewOrders , Ragdoll , Health ,
  Grab , DropItem , SelectNextCharacter , SelectPreviousCharacter ,
  Voice , RadioVoice , LocalVoice , Deselect ,
  Shoot , Command , ContextualCommand , ToggleInventory ,
  TakeOneFromInventorySlot , TakeHalfFromInventorySlot , NextFireMode , PreviousFireMode ,
  ActiveChat , ToggleChatMode , ChatBox , ShowInteractionLabels
}
 
enum  InvSlotType {
  None = 0 , Any = 1 , RightHand = 2 , LeftHand = 4 ,
  Head = 8 , InnerClothes = 16 , OuterClothes = 32 , Headset = 64 ,
  Card = 128 , Bag = 256 , HealthInterface = 512
}
 
enum  WearableType {
  Item , Hair , Beard , Moustache ,
  FaceAttachment , Husk , Herpes
}
 
enum  ApplicationMode { Client , Server }
 
enum  AssemblyLoadingSuccessState {
  ACLLoadFailure , AlreadyLoaded , BadFilePath , CannotLoadFile ,
  InvalidAssembly , NoAssemblyFound , PluginInstanceFailure , BadName ,
  CannotLoadFromStream , Success
}
 
enum  MapEntityCategory {
  None = 0 , Structure = 1 , Decorative = 2 , Machine = 4 ,
  Medical = 8 , Weapon = 16 , Diving = 32 , Equipment = 64 ,
  Fuel = 128 , Electrical = 256 , Material = 1024 , Alien = 2048 ,
  Wrecked = 4096 , ItemAssembly = 8192 , Legacy = 16384 , Misc = 32768
}
 
enum  Direction : byte { None = 0 , Left = 1 , Right = 2 }
 
enum  SubmarineTag { Shuttle = 1 , HideInMenus = 2 }
 
enum  SubmarineType {
  Player , Outpost , OutpostModule , Wreck ,
  BeaconStation , EnemySubmarine , Ruin
}
 
enum  SubmarineClass { Undefined , Scout , Attack , Transport }
 
enum  SpawnType {
  Path = 0 , Human = 1 , Enemy = 2 , Cargo = 4 ,
  Corpse = 8 , Submarine = 16 , ExitPoint = 32 , Disabled = 64
}
 
enum  IsPropertySaveable { Yes , No }
 
enum  WindowMode { Windowed , Fullscreen , BorderlessWindowed }
 
enum  LosMode { None = 0 , Transparent = 1 , Opaque = 2 }
 
enum  VoiceMode { Disabled , PushToTalk , Activity }
 
enum  EnemyHealthBarMode { ShowAll , BossHealthBarsOnly , HideAll }
 
enum  InteractionLabelDisplayMode { Everything , InteractionAvailable , LooseItems }
 
enum  FormatCapitals { Yes , No }
 
enum  RateLimitAction { Invalid , OnLimitReached , OnLimitDoubled }
 
enum  RateLimitPunishment { None , Announce , Kick , Ban }
 

Functions

readonly record struct TalentResistanceIdentifier (Identifier ResistanceIdentifier, Identifier TalentIdentifier)
 
delegate void LuaCsAction (params object[] args)
 
delegate object LuaCsFunc (params object[] args)
 
delegate DynValue LuaCsPatchFunc (object instance, LuaCsHook.ParameterTable ptable)
 
delegate object LuaCsPatch (object self, Dictionary< string, object > args)
 
readonly record struct Quad2D (Vector2 A, Vector2 B, Vector2 C, Vector2 D)
 
readonly record struct Triangle2D (Vector2 A, Vector2 B, Vector2 C)
 

Enumeration Type Documentation

◆ AbilityEffectType

Enumerator
Undefined 
None 
OnAttack 
OnAttackResult 
OnAttacked 
OnAttackedResult 
OnGainSkillPoint 
OnAllyGainSkillPoint 
OnRepairComplete 
OnItemFabricationSkillGain 
OnItemFabricatedAmount 
OnItemFabricatedIngredients 
OnAllyItemFabricatedAmount 
OnOpenItemContainer 
OnUseRangedWeapon 
OnReduceAffliction 
OnAddDamageAffliction 
OnRagdoll 
OnRoundEnd 
OnLootCharacter 
OnAnyMissionCompleted 
OnAllMissionsCompleted 
OnGiveOrder 
OnCrewKillCharacter 
OnKillCharacter 
OnDieToCharacter 
OnAllyGainMissionExperience 
OnGainMissionExperience 
OnGainMissionMoney 
OnCrewGainMissionReputation 
OnLocationDiscovered 
OnItemDeconstructed 
OnItemDeconstructedByAlly 
OnItemDeconstructedMaterial 
OnItemDeconstructedInventory 
OnStopTinkering 
OnItemPicked 
OnItemSelected 
OnGeneticMaterialCombinedOrRefined 
OnCrewGeneticMaterialCombinedOrRefined 
AfterSubmarineAttacked 
OnApplyTreatment 
OnStatusEffectIdentifier 
OnRepairedOutsideLeak 

◆ AbilityFlags

AbilityFlags are a set of toggleable flags that can be applied to characters.

Enumerator
None 

Used to indicate an erroneous ability flag. Should not be used.

MustWalk 

Character will not be able to run.

ImmuneToPressure 

Character is immune to pressure.

IgnoredByEnemyAI 

Character won't be targeted by enemy AI.

MoveNormallyWhileDragging 

Character can drag corpses without a movement speed penalty.

CanTinker 

Character is able to tinker with items.

CanTinkerFabricatorsAndDeconstructors 

Character is able to tinker with fabricators and deconstructors.

TinkeringPowersDevices 

Allows items tinkered by the character to consume no power.

GainSkillPastMaximum 

Allows the character to gain skills past 100.

RetainExperienceForNewCharacter 

Allows the character to retain experience when respawning as a new character.

AllowSecondOrderedTarget 

Allows CharacterAbilityApplyStatusEffectsToLastOrderedCharacter to affect the last 2 characters ordered.

AlwaysStayConscious 

Character will stay conscious even if their vitality drops below 0.

CanNotDieToAfflictions 

Prevents afflictions on the character from dropping the characters vitality below the kill threshold. The character can still die from sources like getting crushed by pressure or if their head is severed.

◆ ActionType

ActionTypes define when a StatusEffect is executed.

Enumerator
Always 

Executes every frame regardless of the state of the entity.

OnPicked 

Executes when the item is picked up. Only valid for items.

OnUse 

Executes when the item is used. The meaning of "using" an item depends on the item, but generally it means the action that happens when holding the item and clicking LMB. Only valid for items.

OnSecondaryUse 

Executes when an item is held and the aim key is held. Only valid for items.

OnWearing 

Executes continuously while the item is being worn. Only valid for wearable items.

OnContaining 

Executes continuously when a specific Containable is inside an ItemContainer. Only valid for Containables defined in an ItemContainer component.

OnContained 

Executes continuously when the item is contained in some inventory. Only valid for items.

OnNotContained 

Executes continuously when the item is NOT contained in an inventory. Only valid for items.

OnActive 

Executes continuously when the item is active. The meaning of "active" depends on the item, but generally means the item is on, powered, and doing the thing it's intended for. Only valid for items.

OnFailure 

Executes when using the item fails due to a failed skill check. Only valid for items.

OnBroken 

Executes when using the item's condition drops to 0. Only valid for items.

OnFire 

Executes continuously when the entity is within the damage range of fire. Valid for items and characters.

InWater 

Executes continuously when the entity is submerged. Valid for items and characters.

NotInWater 

Executes continuously when the entity is NOT submerged. Valid for items and characters.

OnImpact 

Executes when the entity hits something hard enough. For items, the threshold is determined by ItemPrefab.ImpactTolerance, for characters by Ragdoll.ImpactTolerance. Valid for items and characters.

OnEating 

Executes continuously when the character is eating another character. Only valid for characters.

OnDamaged 

Executes when the entity receives damage from an external source (i.e. an affliction that increases in severity, or an item degrading by itself don't count). Valid for items and characters.

OnSevered 

Executes when the limb gets severed. Only valid for limbs.

OnProduceSpawned 

Executes when a Items.Components.Growable produces an item (e.g. when a plant grows a fruit). Only valid for Growable items.

OnOpen 

Executes when a Items.Components.Door is opened. Only valid for doors.

OnClose 

Executes when a Items.Components.Door is closed. Only valid for doors.

OnSpawn 

Executes when the entity spawns. Valid for items and characters.

OnSuccess 

Executes when using the item succeeds based on a skill check. Only valid for items.

OnAbility 

Executes when an Ability (an effect from a talent) triggers the status effect. Only valid in Abilities, the target can be either a character or an item depending on the type of Ability.

OnDeath 

Executes when the character dies. Only valid for characters.

◆ AIBehaviorAfterAttack

Enumerator
FallBack 
FallBackUntilCanAttack 
PursueIfCanAttack 
Pursue 
Eat 
FollowThrough 
FollowThroughWithoutObstacleAvoidance 
FollowThroughUntilCanAttack 
IdleUntilCanAttack 
Reverse 
ReverseUntilCanAttack 

◆ AIState

Enumerator
Idle 
Attack 
Escape 
Eat 
Flee 
Avoid 
Aggressive 
PassiveAggressive 
Protect 
Observe 
Freeze 
Follow 
FleeTo 
Patrol 

◆ AnimationType

Enumerator
NotDefined 
Walk 
Run 
SwimSlow 
SwimFast 
Crouch 

◆ ApplicationMode

Enumerator
Client 
Server 

◆ AssemblyLoadingSuccessState

Enumerator
ACLLoadFailure 
AlreadyLoaded 
BadFilePath 
CannotLoadFile 
InvalidAssembly 
NoAssemblyFound 
PluginInstanceFailure 
BadName 
CannotLoadFromStream 
Success 

◆ AttackContext

Enumerator
Any 
Water 
Ground 
Inside 
Outside 
NotDefined 

◆ AttackPattern

Enumerator
Straight 
Sweep 
Circle 

◆ AttackTarget

Enumerator
Any 
Character 
Structure 

◆ CanEnterSubmarine

Enumerator
False 

No part of the ragdoll can go inside a submarine.

True 

Can fully enter a submarine. Make sure to only allow this on small/medium sized creatures that can reasonably fit inside rooms.

Partial 

The ragdoll's limbs can enter the sub, but the collider can't. Can be used to e.g. allow the monster's head to poke into the sub to bite characters, even if the whole monster can't fit in the sub.

◆ CauseOfDeathType

Enumerator
Unknown 
Pressure 
Suffocation 
Drowning 
Affliction 
Disconnected 

◆ CharacterTeamType

Enumerator
None 
Team1 
Team2 
FriendlyNPC 

◆ CharacterType

Enumerator
Bot 
Player 
Both 

◆ ChatMode

Enumerator
None 
Local 
Radio 

◆ CirclePhase

Enumerator
Start 
CloseIn 
FallBack 
Advance 
Strike 

◆ CircuitBoxOpcode

Enumerator
Error 
Cursor 
AddComponent 
MoveComponent 
AddWire 
RemoveWire 
SelectComponents 
SelectWires 
UpdateSelection 
DeleteComponent 
RenameLabel 
AddLabel 
RemoveLabel 
ResizeLabel 
RenameConnections 
ServerInitialize 

◆ Direction

enum Barotrauma.Direction : byte
Enumerator
None 
Left 
Right 

◆ EnemyHealthBarMode

Enumerator
ShowAll 
BossHealthBarsOnly 
HideAll 

◆ FactionAffiliation

Enumerator
Positive 
Neutral 
Negative 

◆ FormatCapitals

Enumerator
Yes 
No 

◆ HitDetection

Enumerator
Distance 
Contact 
None 

◆ InputType

Enumerator
Select 
Use 
Aim 
Up 
Down 
Left 
Right 
Attack 
Run 
Crouch 
InfoTab 
Chat 
RadioChat 
CrewOrders 
Ragdoll 
Health 
Grab 
DropItem 
SelectNextCharacter 
SelectPreviousCharacter 
Voice 
RadioVoice 
LocalVoice 
Deselect 
Shoot 
Command 
ContextualCommand 
ToggleInventory 
TakeOneFromInventorySlot 
TakeHalfFromInventorySlot 
NextFireMode 
PreviousFireMode 
ActiveChat 
ToggleChatMode 
ChatBox 
ShowInteractionLabels 

◆ InteractionLabelDisplayMode

Enumerator
Everything 
InteractionAvailable 
LooseItems 

◆ InvSlotType

Enumerator
None 
Any 
RightHand 
LeftHand 
Head 
InnerClothes 
OuterClothes 
Headset 
Card 
Bag 
HealthInterface 

◆ IsPropertySaveable

Enumerator
Yes 
No 

◆ LimbType

Enumerator
None 
LeftHand 
RightHand 
LeftArm 
RightArm 
LeftForearm 
RightForearm 
LeftLeg 
RightLeg 
LeftFoot 
RightFoot 
Head 
Torso 
Tail 
Legs 
RightThigh 
LeftThigh 
Waist 
Jaw 

◆ LosMode

Enumerator
None 
Transparent 
Opaque 

◆ MapEntityCategory

Enumerator
None 
Structure 
Decorative 
Machine 
Medical 
Weapon 
Diving 
Equipment 
Fuel 
Electrical 
Material 
Alien 
Wrecked 
ItemAssembly 
Legacy 
Misc 

◆ MissionType

Enumerator
None 
Salvage 
Monster 
Cargo 
Beacon 
Nest 
Mineral 
Combat 
AbandonedOutpost 
Escort 
Pirate 
GoTo 
ScanAlienRuins 
EliminateTargets 
End 
All 

◆ NumberType

Enumerator
Int 
Float 

◆ OrderCategory

Enumerator
Emergency 
Movement 
Power 
Maintenance 
Operate 

◆ PatdownProbabilityOption

Enumerator
Off 
Low 
Medium 
High 

◆ RateLimitAction

Enumerator
Invalid 
OnLimitReached 
OnLimitDoubled 

◆ RateLimitPunishment

Enumerator
None 
Announce 
Kick 
Ban 

◆ SpawnType

Enumerator
Path 
Human 
Enemy 
Cargo 
Corpse 
Submarine 
ExitPoint 
Disabled 

◆ StartingBalanceAmountOption

Enumerator
Low 
Medium 
High 

◆ StatTypes

StatTypes are used to alter several traits of a character. They are mostly used by talents.

A lot of StatTypes use a "percentage" value. The way this works is that the value is 0 by default and 1 is added to the value of the stat type to get the final multiplier. For example if the value is set to 0.2 then 1 is added to it making it 1.2 and that is used as a multiplier. This makes it so values between -100% and +100% can be easily represented as -1 and 1 respectively. For example 0.5 would translate to 1.5 for +50% and -0.2 would translate to 0.8 for -20% multiplier.

Enumerator
None 

Used to indicate an invalid stat type. Should not be used.

ElectricalSkillBonus 

Boosts electrical skill by a flat amount.

HelmSkillBonus 

Boosts helm skill by a flat amount.

MechanicalSkillBonus 

Boosts mechanical skill by a flat amount.

MedicalSkillBonus 

Boosts medical skill by a flat amount.

WeaponsSkillBonus 

Boosts weapons skill by a flat amount.

HelmSkillOverride 

Boosts the character's helm skill to the given value if it's lower than the given value.

MedicalSkillOverride 

Boosts the character's medical skill to the given value if it's lower than the given value.

WeaponsSkillOverride 

Boosts the character's weapons skill to the given value if it's lower than the given value.

ElectricalSkillOverride 

Boosts the character's electrical skill to the given value if it's lower than the given value.

MechanicalSkillOverride 

Boosts the character's mechanical skill to the given value if it's lower than the given value.

MaximumHealthMultiplier 

Increases character's maximum vitality by a percentage.

MovementSpeed 

Increases both walking and swimming speed of the character by a percentage.

WalkingSpeed 

Increases the character's walking speed by a percentage.

SwimmingSpeed 

Increases the character's swimming speed by a percentage.

PropulsionSpeed 

Increases the character's speed by a percentage when using an item that propels the character forwards (such as a diving scooter).

BuffDurationMultiplier 

Decreases how long it takes for buffs applied to the character decay over time by a percentage. Buffs are afflictions that have isBuff set to true.

DebuffDurationMultiplier 

Decreases how long it takes for debuff applied to the character decay over time by a percentage. Debuffs are afflictions that have isBuff set to false.

MedicalItemEffectivenessMultiplier 

Increases the strength of afflictions that are applied to the character by a percentage. Medicines are items that have the "medical" tag.

FlowResistance 

Increases the resistance to pushing force caused by flowing water by a percentage. The resistance cannot be below 0% or higher than 100%.

AttackMultiplier 

Increases how much damage the character deals via all attacks by a percentage.

TeamAttackMultiplier 

Increases how much damage the character deals to other characters on the same team by a percentage.

RangedAttackSpeed 

Decreases the reload time of ranged weapons held by the character by a percentage.

TurretAttackSpeed 

Decreases the reload time of submarine turrets operated by the character by a percentage.

TurretPowerCostReduction 

Decreases the power consumption of submarine turrets operated by the character by a percentage.

TurretChargeSpeed 

Increases how fast submarine turrets operated by the character charge up by a percentage. Affects turrets like pulse laser.

MeleeAttackSpeed 

Increases how fast the character can swing melee weapons by a percentage.

MeleeAttackMultiplier 

Increases the damage dealt by melee weapons held by the character by a percentage.

RangedSpreadReduction 

Decreases the spread of ranged weapons held by the character by a percentage.

RepairSpeed 

Increases the repair speed of the character by a percentage.

MechanicalRepairSpeed 

Increases the repair speed of the character when repairing mechanical items by a percentage.

ElectricalRepairSpeed 

Increases the repair speed of the character when repairing electrical items by a percentage.

DeconstructorSpeedMultiplier 

Increase deconstruction speed of deconstructor operated by the character by a percentage.

RepairToolStructureRepairMultiplier 

Increases the repair speed of repair tools that fix submarine walls by a percentage.

RepairToolStructureDamageMultiplier 

Increases the wall damage of tools that destroy submarine walls like plasma cutter by a percentage.

RepairToolDeattachTimeMultiplier 

Increase the detach speed of items like minerals that require a tool to detach from the wall by a percentage.

MaxRepairConditionMultiplierMechanical 

Allows the character to repair mechanical items past the maximum condition by a flat percentage amount. For example setting this to 0.1 allows the character to repair mechanical items to 110% condition.

MaxRepairConditionMultiplierElectrical 

Allows the character to repair electrical items past the maximum condition by a flat percentage amount. For example setting this to 0.1 allows the character to repair electrical items to 110% condition.

IncreaseFabricationQuality 

Increase the the quality of items crafted by the character by a flat amount. Can be made to only affect certain item with a given tag types by specifying a tag via CharacterAbilityGivePermanentStat, when no tag is specified the ability affects all items.

GeneticMaterialRefineBonus 

Boosts the condition of genes combined by the character by a flat amount.

GeneticMaterialTaintedProbabilityReductionOnCombine 

Reduces the chance to taint a gene when combining genes by a percentage. Tainting probability can not go below 0% or above 100%.

SkillGainSpeed 

Increases the speed at which the character gains skills by a percentage.

ExtraLevelGain 

Whenever the character's skill level up add a flat amount of more skill levels to the character.

HelmSkillGainSpeed 

Increases the speed at which the character gains helm skill by a percentage.

WeaponsSkillGainSpeed 

Increases the speed at which the character gains weapons skill by a percentage.

MedicalSkillGainSpeed 

Increases the speed at which the character gains medical skill by a percentage.

ElectricalSkillGainSpeed 

Increases the speed at which the character gains electrical skill by a percentage.

MechanicalSkillGainSpeed 

Increases the speed at which the character gains mechanical skill by a percentage.

MedicalItemApplyingMultiplier 

Increases the strength of afflictions the character applies to other characters via medicine by a percentage. Medicines are items that have the "medical" tag.

BuffItemApplyingMultiplier 

Increases the strength of afflictions the character applies to other characters via medicine by a percentage. Works only for afflictions that have isBuff set to true.

PoisonMultiplier 

Increases the strength of afflictions the character applies to other characters via medicine by a percentage. Works only for afflictions that have "poison" type.

TinkeringDuration 

Increases how long the character can tinker with items by a flat amount where 1 = 1 second.

TinkeringStrength 

Increases the effectiveness of the character's tinkerings by a percentage. Tinkering strength affects the speed and effectiveness of the item that is being tinkered with.

TinkeringDamage 

Increases how much condition tinkered items lose when the character tinkers with them by a percentage.

ReputationGainMultiplier 

Increases how much reputation the character gains by a percentage. Can be made to only affect certain factions with a given tag types by specifying a tag via CharacterAbilityGivePermanentStat, when no tag is specified the ability affects all factions.

ReputationLossMultiplier 

Increases how much reputation the character loses by a percentage. Can be made to only affect certain factions with a given tag types by specifying a tag via CharacterAbilityGivePermanentStat, when no tag is specified the ability affects all factions.

MissionMoneyGainMultiplier 

Increases how much money the character gains from missions by a percentage.

ExperienceGainMultiplier 

Increases how much talent experience the character gains from all sources by a percentage.

MissionExperienceGainMultiplier 

Increases how much talent experience the character gains from missions by a percentage.

ExtraMissionCount 

Increases how many missions the characters crew can have at the same time by a flat amount.

ExtraSpecialSalesCount 

Increases how many items are in stock in special sales in the store by a flat amount.

StoreSellMultiplier 

Increases how much money is gained from selling items to the store by a percentage.

StoreBuyMultiplierAffiliated 

Decreases the prices of items in affiliated store by a percentage.

StoreBuyMultiplier 

Decreases the prices of items in all stores by a percentage.

ShipyardBuyMultiplierAffiliated 

Decreases the price of upgrades and submarines in affiliated outposts by a percentage.

ShipyardBuyMultiplier 

Decreases the price of upgrades and submarines in all outposts by a percentage.

MaxAttachableCount 

Limits how many of a certain item can be attached to the wall in the submarine at the same time. Has to be used with CharacterAbilityGivePermanentStat to specify the tag of the item that is affected. Does nothing if no tag is specified.

ExplosionRadiusMultiplier 

Increase the radius of explosions caused by the character by a percentage.

ExplosionDamageMultiplier 

Increases the damage of explosions caused by the character by a percentage.

FabricationSpeed 

Decreases the time it takes to fabricate items on fabricators operated by the character by a percentage.

BallastFloraDamageMultiplier 

Increases how much damage the character deals to ballast flora by a percentage.

HoldBreathMultiplier 

Increases the time it takes for the character to pass out when out of oxygen.

Apprenticeship 

Used to set the character's apprencticeship to a certain job. Used by the "apprenticeship" talent and requires a job to be specified via CharacterAbilityGivePermanentStat.

CPRBoost 

Increases the revival chance of the character when performing CPR by a percentage.

LockedTalents 

Can be used to prevent certain talents from being unlocked by specifying the talent's identifier via CharacterAbilityGivePermanentStat.

HireCostMultiplier 

Used to reduce or increase the cost of hiring certain jobs by a percentage.

InventoryExtraStackSize 

Used to increase how much items can stack in the characters inventory.

SoundRangeMultiplier 

Modifies the range of the sounds emitted by the character (can be used to make the character easier or more difficult for monsters to hear)

SightRangeMultiplier 

Modifies how far the character can be seen from (can be used to make the character easier or more difficult for monsters to see)

DualWieldingPenaltyReduction 

Reduces the dual wielding penalty by a percentage.

◆ SubmarineClass

Enumerator
Undefined 
Scout 
Attack 
Transport 

◆ SubmarineTag

Enumerator
Shuttle 
HideInMenus 

◆ SubmarineType

Enumerator
Player 
Outpost 
OutpostModule 
Wreck 
BeaconStation 
EnemySubmarine 
Ruin 

◆ TransitionMode

Enumerator
Linear 
Smooth 
Smoother 
EaseIn 
EaseOut 
Exponential 

◆ VoiceMode

Enumerator
Disabled 
PushToTalk 
Activity 

◆ WallTargetingMethod

Enumerator
Target 
Heading 
Steering 

◆ WearableType

Enumerator
Item 
Hair 
Beard 
Moustache 
FaceAttachment 
Husk 
Herpes 

◆ WindowMode

Enumerator
Windowed 
Fullscreen 
BorderlessWindowed 

◆ WorldHostilityOption

Enumerator
Low 
Medium 
High 
Hellish 

Function Documentation

◆ LuaCsAction()

delegate void Barotrauma.LuaCsAction ( params object[] args)

◆ LuaCsFunc()

delegate object Barotrauma.LuaCsFunc ( params object[] args)

◆ LuaCsPatch()

delegate object Barotrauma.LuaCsPatch ( object self,
Dictionary< string, object > args )

◆ LuaCsPatchFunc()

delegate DynValue Barotrauma.LuaCsPatchFunc ( object instance,
LuaCsHook.ParameterTable ptable )

◆ Quad2D()

readonly record struct Barotrauma.Quad2D ( Vector2 A,
Vector2 B,
Vector2 C,
Vector2 D )

◆ TalentResistanceIdentifier()

readonly record struct Barotrauma.TalentResistanceIdentifier ( Identifier ResistanceIdentifier,
Identifier TalentIdentifier )

◆ Triangle2D()

readonly record struct Barotrauma.Triangle2D ( Vector2 A,
Vector2 B,
Vector2 C )