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void | Disarm () |
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override void | Initialize () |
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override void | Spawn (Vector3 position, Quaternion rotation, Transform placeT) |
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void | SetVelocity (Vector3 velocity) |
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void | SetAngularVelocity (Vector3 velocity) |
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bool | GroundEntityOffsets (out int groundID, out Vector3 posOffset, out Quaternion rotOffset) |
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void | ApplyInverseGravity () |
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void | Force (Vector3 force) |
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override void | SetTransform (Vector3 position, Quaternion rotation, bool zeroVelocity) |
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override void | Restore (Vector3 position, Quaternion rotation, Transform placeT) |
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virtual void | Die (ShPlayer attacker=null) |
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virtual void | Reload () |
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void | UpdatePrimaryAmmo (int delta) |
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void | UpdateSecondaryAmmo (int delta) |
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virtual bool | CanUse () |
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override void | PreInitialize (int ID) |
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virtual Vector3 | GetWeaponPosition () |
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virtual Vector3 | GetWeaponVector () |
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virtual void | ResetAmmo () |
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void | Rearm (float amount) |
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virtual void | Mounted (ShPlayer occupant, int enterSeat) |
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virtual bool | IsAccessible (ShPlayer attempter, bool checkOwner) |
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virtual void | ResetInputs () |
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void | IncrementFireTime (float delay) |
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void | MountFire () |
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override void | CleanUp () |
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virtual void | HitEffect (Collider collider, DamageIndex damageIndex, Vector3 point, Vector3 normal) |
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Bounds | GetWorldBounds () |
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override void | CheckSave () |
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float | GetLocalY (Vector3 worldPosition) |
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float | GetFlatAngle (Vector3 v) |
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virtual bool | InActionRange (ShEntity e) |
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bool | CanSeeEntity (ShEntity other, bool checkInFront=false, float viewRange=Util.visibleRange) |
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bool | GetOverlapEntity< T > (Vector3 position, Quaternion rotation, int maskIndex, float extentsMultiplier, Predicate< T > predicate, out T entity) |
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bool | CanSpawn (Vector3 position, Quaternion rotation, ShEntity[] ignoreArray) |
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bool | CanSee (Vector3 position) |
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float | Distance (ShEntity other) |
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float | DistanceSqr (ShEntity other) |
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float | DistanceSqr2D (ShEntity other) |
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float | DistanceSqr2D (Vector3 other) |
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float | Distance (Vector3 other) |
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float | DistanceSqr (Vector3 other) |
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virtual void | DestroyExtras () |
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void | SetParent (Transform parent) |
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void | SetPosition (Vector3 position) |
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virtual void | SetRotation (Quaternion rotation) |
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void | SetPositionSafe (Vector3 targetPosition) |
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virtual void | Destroy () |
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void | DeactivateEntity () |
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void | IgnoreCollision (ShPlayer p, bool ignore) |
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IEnumerator | ResetCollisions (ShPlayer p) |
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int | InventoryValue () |
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int | GetMyItemValue (ShItem item, bool markup) |
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void | SendViewerDelta (byte delta, int itemIndex, int amount, ShPlayer ignorePlayer) |
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void | TransferMoney (byte deltaType, int amount=1, bool dispatch=true) |
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void | TransferItem (byte deltaType, ShItem item, int amount=1, bool dispatch=true) |
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bool | ValidTransfer (int itemIndex, int amount) |
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virtual void | TransferItem (byte deltaType, int itemIndex, int amount=1, bool dispatch=true) |
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byte[] | SerializeMyItems () |
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SizedArray | SerializeShop () |
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void | DeserializeMyItems (byte[] inventoryArray) |
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void | DeserializeShop (byte[] inventoryArray) |
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virtual void | AddToMyItems (int itemIndex, int amount, bool dispatch) |
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void | AddToTradeItems (int itemIndex, int amount) |
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virtual void | RemoveFromMyItems (int itemIndex, int amount, bool dispatch) |
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void | RemoveFromTradeItems (int itemIndex, int amount) |
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virtual bool | CanBeSearched (ShPlayer p) |
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bool | CanBeCracked (ShPlayer p) |
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int | ItemCount (Dictionary< int, InventoryItem > inventory, int itemIndex) |
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bool | HasItem (ShItem item) |
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bool | HasItem (int itemIndex) |
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int | MyItemCount (ShEntity item) |
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int | TradeItemCount (ShEntity item) |
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int | MyItemCount (int itemIndex) |
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int | TradeItemCount (int itemIndex) |
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void | ClearAllViewers () |
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void | RemoveViewer (ShPlayer viewer) |
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bool | ShopCanBuy (ShItem item) |
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virtual void | InitializeEditor () |
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virtual void | BoundsHighlightAdd () |
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virtual void | BoundsHighlightRemove () |
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void | Trigger (Collider collider, string eventName, bool enter) |
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SvExplosion | svExplosion |
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bool | armed = true |
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SvThrown | svThrown |
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string | targetType |
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float | guidanceStrength |
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float | lockOnAngle = 25f |
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ClPhysical | clPhysical |
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SvPhysical | svPhysical |
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Rigidbody | positionRB |
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Vector3 | boostVelocity |
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float | spawnVelocity |
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float | originalDrag |
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float | originalAngularDrag |
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ClDestroyable | clDestroyable |
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SvDestroyable | svDestroyable |
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float | health |
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float | maxStat = 20f |
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ClMountable | clMountable |
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SvMountable | svMountable |
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Seat[] | seats |
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Transform[] | exitTransforms |
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float | viewAngleLimit = 89f |
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Transform | turretT |
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Transform | barrelT |
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WeaponSet[] | weaponSets |
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int | weaponIndex |
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Vector2 | recoilP |
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Vector2 | recoilV |
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ShPlayer[] | occupants |
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float | nextFire |
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SvDamageable | svDamageable |
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ClEntity | clEntity |
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SvEntity | svEntity |
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Animator | animator |
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bool | syncAnimator |
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ShPlayer | controller |
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Dictionary< string, string > | dynamicActions = new () |
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bool | isHuman |
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float | videoStartTime |
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string | profile = string.Empty |
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bool | isWorldEntity |
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Renderer[] | renderers |
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AppIndex[] | availableApps |
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InventoryType | inventoryType |
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Dictionary< int, InventoryItem > | myItems = new () |
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Dictionary< int, InventoryItem > | tradeItems = new () |
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HashSet< ShPlayer > | viewers = new () |
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HashSet< Collider > | colliders |
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int | ID |
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int | index |
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ShManager | manager |
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int | value |
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int | respawnFrame |
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Vector3 | relativeVelocity |
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Bounds | bounds |
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string | referencePrefab |
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GameObject | go |
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Transform | mainT |
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string | data |
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BoundsHighlight | highlight |
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void | HandleCollisions (Action< ShPlayer > d) |
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void | FixedUpdate () |
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virtual void | Move () |
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virtual void | MoveSimulated () |
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void | DeltaClip (int delta) |
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IEnumerator | RearmLoop () |
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IEnumerator | MoveTurret () |
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virtual void | UpdateMainColliders () |
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InventoryItem | DeserializeItem (byte[] itemArray) |
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InventoryItem | DeserializeShopItem (byte[] itemArray) |
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void | AddToInventory (Dictionary< int, InventoryItem > inventory, int itemIndex, int amount) |
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void | RemoveFromInventory (Dictionary< int, InventoryItem > inventory, int itemIndex, int amount) |
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InventoryStruct[] | collectedItems |
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Vector3 | lastPosition |
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