Barotrauma Server
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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 |
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) |
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. |
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. |
enum Barotrauma.AIState |
enum Barotrauma.ChatMode |
enum Barotrauma.Direction : byte |
enum Barotrauma.InputType |
enum Barotrauma.LimbType |
enum Barotrauma.LosMode |
enum Barotrauma.SpawnType |
enum Barotrauma.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.
enum Barotrauma.VoiceMode |
delegate void Barotrauma.LuaCsAction | ( | params object[] | args | ) |
delegate object Barotrauma.LuaCsFunc | ( | params object[] | args | ) |
delegate object Barotrauma.LuaCsPatch | ( | object | self, |
Dictionary< string, object > | args ) |
delegate DynValue Barotrauma.LuaCsPatchFunc | ( | object | instance, |
LuaCsHook.ParameterTable | ptable ) |
readonly record struct Barotrauma.TalentResistanceIdentifier | ( | Identifier | ResistanceIdentifier, |
Identifier | TalentIdentifier ) |