Zdexby TheHolyOneZ
42,628 classes
Player, Assembly-CSharp 0x08D8 (2,264 B) inherited 0x01A8 Assembly-CSharp.dll
implements IPunObservable
0x00x08D8

Members 285

OffsetSizeNameTypeFlagsDefault
0x08OnClientPlayerCreatedAction<Player>PrivateStatic—
0x08OnClientPlayerSpawnEndAction<Player>PrivateStatic—
0x08OnClientExploredBiomeAction<Player>PrivateStatic—
0x08OnPlayerDeathAction<Player>PrivateStatic—
0x08OnPlayerDownedAction<Player>PrivateStatic—
—0x08WalkingSpeedAnimFloatstringPrivateStatic+1 flags2387286037488
—0x08SitAnimBoolstringPrivateStatic+1 flags2387286037488
—0x08GroundedAnimBoolstringPrivateStatic+1 flags2387286037488
—0x08HoldInteractableAnimTriggerstringPrivateStatic+1 flags2387286037488
—0x08HoldInteractableAnimBoolstringPrivateStatic+1 flags2387286037488
—0x08HoldUpLeftAnimBoolstringPrivateStatic+1 flags2387286037488
—0x08HoldUpRightAnimBoolstringPrivateStatic+1 flags2387286037488
—0x08RightArmIdleTrigstringPrivateStatic+1 flags2387286037488
—0x04LowerBodyLayerintPrivateStatic+1 flags-715779088
—0x04RightArmLayerintPrivateStatic+1 flags-715779088
—0x04UpperBodyLayerintPrivateStatic+1 flags-715779088
—0x04LeftArmLayerintPrivateStatic+1 flags-715779088
—0x04AnimLayerCountintPrivateStatic+1 flags-715779088
—0x04HoldConstraintWeightDurationfloatPrivateStatic+1 flags3579188208
0x08DebugCameraDebugCameraPublic—
0x08starterItemsList<UnityEngine.GameObject>Public—
0x01UseDevGearboolPublic—
0x01B90x07padding / unreflected
0x08starterDevGearList<UnityEngine.GameObject>Public—
0x08headObjTransformPublic—
0x08MainCameraCameraCCPublic—
0x08PlayerViewCameraCameraCCPublic—
0x08PlayerCanvasCanvasPublic—
0x08PlayerNamePlayerNamePublic—
0x08CosmeticBuffManagerCosmeticBuffManagerPublic—
0x08AttackAnimItemTypesList<ItemType>Public—
0x08AttackAnimEnumsList<AttackAnimation>Public—
0x08LeftArmMultiAimConstMultiAimConstraintPublic—
0x08LeftArmMultiRotConstMultiRotationConstraintPublic—
0x08LeftArmTargetTransformPublic—
0x08RightArmMultiAimConstMultiAimConstraintPublic—
0x08RightArmMultiRotConstMultiRotationConstraintPublic—
0x08RightArmTargetTransformPublic—
0x08rightArmAimGameObjectPublic—
0x04DefaultHeldObjectTargetInsetfloatPublic—
0x0CHeldObjectRightArmTargetRotVector3Public—
0x0CHeldObjectLeftArmTargetRotVector3Public—
0x025C0x04padding / unreflected
0x08heldObjectAimTargetGameObjectPrivate—
0x08heldObjectAimRenderersRenderer[]Private—
0x08lerpingConstraintWeightCorsDictionary<UnityEngine.ComponentPrivate—
0x04heldObjectTargetInsetfloatPrivate—
0x027C0x04padding / unreflected
0x08pickUpAnimAnimationClipPublic—
0x08animatorAnimatorPublic—
0x0CMainColliderStandingCenterVector3Public—
0x0CMainColliderSittingCenterVector3Public—
0x08rightGrabPointTransformPublic—
0x08RightHandTransTransformPublic—
0x08leftGrabPointTransformPublic—
0x08LeftHandTransTransformPublic—
0x08heldInteractablePointTransformPublic—
0x08potionPointTransformPublic—
0x08helmetPointTransformPublic—
0x08bootsPointTransformPublic—
0x08leftBootsGameObjectPublic—
0x08rightBootsGameObjectPublic—
0x08ItemSetBonusParentTransformPublic—
0x08EquippableItemsDictionary<System.StringPublic+1 flags—
0x08ItemsEquippedList<Item>Public+1 flags—
0x08UsablePrefabsList<Usable>Public+1 flags—
0x08WeaponPrefabsList<Weapon>Public+1 flags—
0x08HeldItemItemPublic—
0x08HeldWeaponWeaponPublic—
0x08HeldSecondaryItemPublic—
0x08ActiveItemSetTierBonusesDictionary<ItemSetTierPublic—
0x08pickUpSoundAudioClipPublic—
0x08dropSoundAudioClipPublic—
0x08armorEquipSoundAudioClipPublic—
0x08weaponEquipSoundAudioClipPublic—
0x08critSoundsAudioClip[]Public—
0x08meleeAttackSoundAudioClipPublic—
0x08BowAttackSoundsList<UnityEngine.AudioClip>Public—
0x08bowReloadStartAudioClipPublic—
0x08bowReloadEndAudioClipPublic—
0x08WalkSoundsList<UnityEngine.AudioClip>Public—
0x08RunSoundsList<UnityEngine.AudioClip>Public—
0x08ropeSlidingSoundsList<UnityEngine.AudioClip>Public—
0x08blockSoundAudioClipPublic—
0x08DodgeSoundAudioClipPublic—
0x08startProneAudioClipPublic—
0x08proneSoundsList<UnityEngine.AudioClip>Public—
0x08SitDownSoundAudioClipPublic—
0x08rockSoundsList<UnityEngine.AudioClip>Public—
0x04lightFadeMultiplierfloatPublic—
0x04lightIntensityMaxfloatPublic—
0x08flintAndSteelList<UnityEngine.GameObject>Public—
0x08strikePointTransformPublic—
0x08flintStrikeLightLightPublic—
0x08FlintStrikePerkFlintStrikePerkPublic—
0x08FlintStrikeIgniteColSphereColliderPublic—
0x04FlammableLayersLayerMaskPublic—
0x04FlintStrikeNormalizedTimefloatPublic—
—0x08flintStrikeTrigstringPrivateStatic+1 flags2387286037488
—0x08flintStrikeBoolstringPrivateStatic+1 flags2387286037488
0x04flintingKeyTimefloatPrivate—
0x04RodStartCastAnimPercentfloatPublic—
—0x08CastRodTrigstringPrivateStatic+1 flags2387286037488
0x01ChargingFishingRodboolPublic—
0x04110x03padding / unreflected
0x04RodCastForcefloatPublic—
0x08BeardObjTransformPublic—
0x08PerksParentTransformPublic—
0x08ActivePerksList<Perk>Public+1 flags—
0x08pendingPerkExtraDataDictionary<System.Int32Private—
0x08lastHitEntityPrivate—
0x08lastDamagedEntityPublic+1 flags—
0x08lastKilledEntityPrivate—
0x08lastStatEffectedEntityPrivate—
0x08lastRevivedPlayerPublic+1 flags—
0x0ClastKilledPosVector3Private—
0x046C0x04padding / unreflected
0x08lastTalentOccurredTalentScriptablePublic+1 flags—
0x08lastTalentRemovedTalentScriptablePublic+1 flags—
0x08blockedBuffBuffPublic—
0x04immunityFrameSecsfloatPublic—
0x04immunityFrameEndfloatPublic+1 flags—
0x04DefaultAttackLayersLayerMaskPublic—
0x04940x04padding / unreflected
0x08MidAttackMidAnimationAttackPublic—
0x04nextAttackTimefloatPrivate—
0x01isAimedboolPrivate—
0x04A50x03padding / unreflected
0x08heldItemSlotItemSlotPublic+1 flags—
0x08heldSecondaryItemSlotItemSlotPublic+1 flags—
0x08weaponSlotNumbersList<System.Int32>Public+1 flags—
0x08tagListList<Mob>Public+1 flags—
0x08LastUnrestrictedAttackRaycastHitEntityPublic+1 flags—
0x08lastAttackRaycastHitsRaycastHit[]Private—
0x08lastHoveredEntEntityPrivate—
0x04DamagePerSecondfloatPublic—
0x04E40x04padding / unreflected
0x08damageListList<DPSListItem>Public—
0x04secondsOfTotalDamagefloatPublic—
0x04baseMoveSpeedfloatPublic—
0x04runMultiplierfloatPublic—
0x04FC0x04padding / unreflected
0x08WorldCollidersList<UnityEngine.Collider>Public—
0x08MainColSphereColliderPublic—
0x08BodyBoxColBoxColliderPublic—
0x08ControllerCharacterControllerPublic—
0x08TransformViewPhotonTransformViewClassicPublic—
0x04WorldCollisionMaskLayerMaskPublic—
0x01IsSprintingboolPublic—
0x01IsStandingStillboolPublic—
0x052E0x02padding / unreflected
0x04ForwardAxisfloatPublic—
0x04StrafeAxisfloatPublic—
0x0CCalculatedVeloVector3Public—
0x0CMoveDirectionVector3Public—
0x08OnMovementAction<Player>Private—
0x08OnAfterMovementAction<Player>Private—
—0x08forwardAxisNamestringPrivateStatic+1 flags2387286037488
—0x08strafeAxisNamestringPrivateStatic+1 flags2387286037488
0x10rotateMoveDirQuaternionPrivate—
0x08standStillTalentDelayTimedDelayPrivate—
0x08moveTalentDelayTimedDelayPrivate—
0x04CollidingAnglefloatPublic—
0x04FeetWalkOnDistfloatPrivate+1 flags—
0x01UseInitialVeloboolPrivate+1 flags—
0x05890x03padding / unreflected
0x04MinSlideScalefloatPrivate+1 flags—
0x04AddedSlideScalefloatPrivate+1 flags—
0x04downedMoveSpeedfloatPublic—
0x04downedDurationfloatPublic—
0x059C0x04padding / unreflected
0x08DownedTimerTextTextMeshProUGUIPublic—
0x01IsDownedboolPublic—
0x05A90x03padding / unreflected
0x04DownedTimeLeftfloatPublic—
0x08DownedCoroutineCoroutinePublic+1 flags—
0x04baseReviveDurationfloatPublic—
0x04currentReviveDurationfloatPublic+1 flags—
0x04startedRevivingfloatPublic+1 flags—
0x01revivingboolPublic+1 flags—
0x01beingRevivedboolPublic+1 flags—
0x05C60x02padding / unreflected
0x08reviveCoroutineCoroutinePublic+1 flags—
0x08revivingPlayerPlayerPublic+1 flags—
0x04NonMoveIntPositiveIntPublic—
0x04NonLookIntPositiveIntPublic—
0x04LockCameraForwardIntPositiveIntPublic—
0x05E40x04padding / unreflected
0x08HandStatesList<HandState>Public—
0x04<CameraRotX>k__BackingFieldfloatPrivate—
0x05F40x04padding / unreflected
0x08OnHandsIdleAction<Player>Private—
0x08trackObjectWithMouseCorManagedCoroutinePrivate—
0x08lerpingAnimLayerCorsDictionary<System.Int32Private—
0x08disableAnimLayerIntsPositiveInt[]Private—
0x08animLayerWeightsfloat[]Private—
0x04jumpCoolDownfloatPublic—
0x04jumpHeightfloatPublic—
0x08feetsList<PlayerFeet>Public—
0x01<IsMidAir>k__BackingFieldboolPrivate—
0x06310x03padding / unreflected
0x04nextJumpTimefloatPrivate—
0x01justJumpedboolPrivate—
0x06390x03padding / unreflected
0x04ProneUpHitLayersLayerMaskPublic—
0x08CanProneUpColliderColliderEventsPublic—
0x08proneCollidingWithList<UnityEngine.Collider>Private—
0x04proneMoveSpeedfloatPrivate—
0x04interactRangefloatPublic—
0x04lookAtItemDelayfloatPublic—
0x04lookingAtItemForSecsfloatPrivate—
0x01lookingAtItemboolPrivate—
0x06610x07padding / unreflected
0x08interactLayersToIgnoreint[]Public—
0x08hoveredInterInteractablePrivate—
0x08pressedInteractablesList<Interactable>Private—
0x08pressInteractDelayTimedDelayPrivate—
0x04OverlappingPlayerFadefloatPublic—
0x04RendererFadeSpeedfloatPublic—
0x01OverlapFadeMoreTowardsCenterboolPublic—
0x06910x03padding / unreflected
0x04OverlapPlayerColSizeIncreasefloatPublic—
0x08StrongerFadeParentsList<UnityEngine.Transform>Public—
0x04StrongerFadePowerfloatPublic—
—0x08RendererFadePropertyNamestringPrivateStatic+1 flags2387286037488
0x04RendererFadePropertyIDintPrivateStatic+1 flags—
0x06A40x04padding / unreflected
0x08CurrentEventRoomEventRoomPublic+1 flags—
0x01IsReadyingboolPublic+1 flags—
0x01isReadyboolPublic+1 flags—
0x01isCharacterboolPublic+1 flags—
0x06B30x05padding / unreflected
0x08reselectSlotsOnIdleList<ItemSlot>Private—
0x08destroyOnDisableList<UnityEngine.GameObject>Private—
0x08thisFramesSoundsList<UnityEngine.AudioClip>Private—
0x08unRangedAudioAudioSourcePublic—
0x08PlayerHealthBarPlayerHealthBarPublic+1 flags—
0x08prevSavedSkinsList<SkinData>Public—
0x08skinCombineSkinCombinePublic+1 flags—
0x08VoicePlayerVoicePublic+1 flags—
0x08playerSavedPlayerSavedPublic+1 flags—
0x01CanAdjustVelocityboolPublic+1 flags—
0x07010x07padding / unreflected
0x08<StickTransform>k__BackingFieldTransformPrivate—
0x01setSittingboolPrivate—
0x07110x07padding / unreflected
0x08<Platform>k__BackingFieldStickPlatformPrivate—
—0x04minPlatformFootDistfloatPrivateStatic+1 flags3579188208
0x08AttachedInteractableInteractablePublic—
0x08HeldInteractableCarryableInteractablePublic+1 flags—
0x08slidingExitExitPublic+1 flags—
0x04currentThrowChargefloatPublic+1 flags—
0x04maxThrowChargefloatPublic+2 flags—
0x04CanHitCursedPhantomsPositiveIntPublic—
0x04CorruptIntPositiveIntPublic—
0x01IsCorruptedboolPublic—
0x07490x03padding / unreflected
0x04ScaleIntPositiveIntPublic—
0x04prevScaleIntintPrivate—
0x07540x04padding / unreflected
0x08castingSpellSpellPublic+1 flags—
0x08KnownSpellIDsList<System.Int32>Public+1 flags—
0x04castingUseKeyUsePrivate—
0x04LifeTimefloatPublic+1 flags—
0x08NearestAlivePlayerPlayerPublic+1 flags—
0x04NearestAlivePlayerDistSqrfloatPublic+1 flags—
0x077C0x04padding / unreflected
0x08nearestPlayerUpdateDelayTimedDelayPrivate—
0x08OnSteppedAction<PlayerPrivate—
0x08OnTriggerEnterEventAction<PlayerPrivate—
0x08OnTriggerExitEventAction<PlayerPrivate—
0x08OnCollisionStayEventAction<PlayerPrivate—
0x08OnFixedUpdateAction<Player>Private—
0x08overlapBufferCollider[]Private—
0x08uniqueFlammableBufferHashSet<Flammable>Private—
0x0CcollidePointVector3Private—
0x0CcastPosVector3Private—
0x18clippingRayRayPrivate—
0x08rendererFadeBlockMaterialPropertyBlockPrivate—
0x08childRenderersList<UnityEngine.Renderer>Private—
0x08strongerFadeRenderersHashSet<UnityEngine.Renderer>Private—
0x08childTransformsList<UnityEngine.Transform>Private—
0x04rendererFadefloatPrivate—
0x04targetRendererFadefloatPrivate—
0x01renderersHiddenboolPrivate—
—0x04maxBouncesintPrivateStatic+1 flags-715779088
—0x04skinWidthfloatPrivateStatic+1 flags3579188208
—0x04maxSlopeAnglefloatPrivateStatic+1 flags3579188208
0x08190x07padding / unreflected
0x08prevTriggersList<System.Boolean>Private—
0x08OnSitAction<PlayerPrivate—
0x08OnFlintStrikeAction<PlayerPrivate—
0x08castingRodCorCoroutinePrivate—
0x08OnUsedWeaponAction<PlayerPrivate—
0x08OnGetWeaponDamageAction<PlayerPrivate—
0x08OnHitEntityAction<PlayerPrivate—
0x08OnMobDamagedEventAction<PlayerPrivate—
0x08OnMobKilledEventAction<PlayerPrivate—
0x08OnBossKilledEventAction<PlayerPrivate—
0x08OnDealtStatEffectAction<EntityPrivate—
0x08OnLevelUpAction<Player>Private—
0x08OnTaskCompletedAction<Player>Private—
0x08OnUseUsableAction<PlayerPrivate—
0x08OnInteractAction<InteractablePrivate—
0x08OnItemPickedUpAction<ItemPrivate—
0x08OnDroppedItemAction<PlayerPrivate—
0x08scrollDelayTimedDelayPrivate—
0x08OnItemEquippedAction<ItemPrivate—
0x01infiniteBuffsNextboolPrivate—
0x01recalculateItemTalentsboolPrivate—
0x08BA0x06padding / unreflected
0x08OnDownedAction<Player>Private—
0x08OnReviveAction<Player>Private—
0x04lastSendDpsfloatPrivate—
0x08D40x04unreflected bytes to end of Player
Inherited from Entity 56
OffsetSizeNameTypeFlagsDefault
0x08playerPlayerPublic—
0x08mobMobPublic—
0x08viewPhotonViewPublic—
0x04hitPointsintPublic—
0x04maxHitPointsintPublic+1 flags—
0x08HealthBarFadeGroupPublic—
0x08HealthBarFillImagePublic—
0x01HoverShowHealthBarboolPublic—
0x01OnlyHealthStatboolPublic—
0x004A0x06padding / unreflected
0x08immuneStatTypesList<StatType>Public—
0x08ImmuneDamageTypesList<DamageType>Public—
0x08DeathAnimAnimationClipPublic—
0x01DestroyOnDeathboolPublic—
0x00690x07padding / unreflected
0x08DeathStartEffectsList<ParticleEffect>Public—
0x08DeathEffectsList<ParticleEffect>Public—
0x08SpawnEffectsList<ParticleEffect>Public—
0x08modelGameObjectPublic—
0x08ModelCenterTransformPublic—
0x08RigidbodyRigidbodyPublic—
0x08RoomTriggerColColliderEventsPublic—
0x08OtherRoomTriggerColsList<ColliderEvents>Public—
0x08RagdollEntityRagdollPublic—
0x08SpacialAudioSourceAudioSourcePublic—
0x08DamageSoundsList<UnityEngine.AudioClip>Public—
0x08DeathSoundsList<UnityEngine.AudioClip>Public—
0x01CanBeDamagedboolPublic+1 flags—
0x01CanBeAttackedboolPublic+1 flags—
0x01IsDeadboolPublic—
0x00D30x05padding / unreflected
0x08LastDamageTakenStatChangePublic+1 flags—
0x08LastBuffTakenBuffPublic+1 flags—
0x08LastStruckByEntEntityPublic+1 flags—
0x08MidAnimAttackMidAnimationAttackPublic+1 flags—
0x08InRoomCaveRoomPublic—
0x08AttachedEffectsList<ParticleEffect>Public+1 flags—
0x08AttachedBuffEffectsDictionary<System.Int32Public+1 flags—
0x08ActiveBuffUIsList<UIBuff>Public—
0x01showHealthBarboolPrivate—
0x01190x03padding / unreflected
0x08entityTypeNullable<EntityType>Private—
0x01240x04padding / unreflected
0x08entityStatsEntityStatsPrivate—
0x08immuneToBuffNamesList<System.String>Private—
0x04healthBarFadeTimefloatPrivate+1 flags—
0x04lastHealthBarTimefloatPrivate—
0x04gravityIntPositiveIntPrivate—
0x04roomTrigTimefloatPrivate—
0x08OnRoomEnteredAction<EntityPrivate—
0x08OnRoomExitedAction<EntityPrivate—
0x08OnImmuneCheckList<System.Func<StatChangePublic—
0x08OnDeathAction<Entity>Private—
0x08OnAnimDeathAction<Entity>Private—
0x08OnPreStopAttackCheckList<System.Func<StatChangePublic—
0x08OnPostStopAttackCheckList<System.Func<StatChangePublic—
0x08OnStoppedAttackAction<EntityPrivate—
0x08OnStruckByEntityAction<EntityPrivate—
0x08OnHealthChangedAction<EntityPrivate—
0x08OnHealedAction<EntityPrivate—
0x08OnDamagedAction<EntityPrivate—
Inherited from Object 4
OffsetSizeNameTypeFlagsDefault
0x08m_CachedPtrlongPrivate—
0x04OffsetOfInstanceIDInCPlusPlusObjectintStatic+1 flags—
—0x08objectIsNullMessagestringPrivateStatic+1 flags—
—0x08cloneDestroyedMessagestringPrivateStatic+1 flags—

Functions 366

SignatureFlagsNativeParams
void add_OnClientPlayerCreated(Action<Player> value)PublicStatic+1 flags0x08
void remove_OnClientPlayerCreated(Action<Player> value)PublicStatic+1 flags0x08
void add_OnClientPlayerSpawnEnd(Action<Player> value)PublicStatic+1 flags0x08
void remove_OnClientPlayerSpawnEnd(Action<Player> value)PublicStatic+1 flags0x08
void add_OnClientExploredBiome(Action<Player> value)PublicStatic+1 flags0x08
void remove_OnClientExploredBiome(Action<Player> value)PublicStatic+1 flags0x08
void add_OnPlayerDeath(Action<Player> value)PublicStatic+1 flags0x08
void remove_OnPlayerDeath(Action<Player> value)PublicStatic+1 flags0x08
void add_OnPlayerDowned(Action<Player> value)PublicStatic+1 flags0x08
void remove_OnPlayerDowned(Action<Player> value)PublicStatic+1 flags0x08
bool get_IsFlinting()Public+1 flags0x01
void add_OnMovement(Action<Player> value)Public+1 flags0x08
void remove_OnMovement(Action<Player> value)Public+1 flags0x08
void add_OnAfterMovement(Action<Player> value)Public+1 flags0x08
void remove_OnAfterMovement(Action<Player> value)Public+1 flags0x08
bool get_IsDownedOrDead()Public+1 flags0x01
float get_CameraRotX()Public+1 flags0x04
void set_CameraRotX(float value)Private+1 flags0x04
bool get_CanMove()Public+1 flags0x01
bool get_CanLookAround()Public+1 flags0x01
void add_OnHandsIdle(Action<Player> value)Public+1 flags0x08
void remove_OnHandsIdle(Action<Player> value)Public+1 flags0x08
bool get_IsGrounded()Public+1 flags0x01
bool get_IsMidAir()Public+1 flags0x01
void set_IsMidAir(bool value)Private+1 flags0x01
bool get_canUnProne()Private+1 flags0x01
bool get_IsProne()Public+1 flags0x01
LayerMask get_InteractLayerMask()Public+1 flags0x04
string get_PlayerNickName()Public+1 flags0x08
bool get_IsInActiveBossRoom()Public+1 flags0x01
Transform get_StickTransform()Public+1 flags0x08
void set_StickTransform(Transform value)Private+1 flags0x08
bool get_IsStuckToSomething()Public+1 flags0x01
bool get_IsSitting()Public+1 flags0x01
void set_IsSitting(bool value)Public+1 flags0x01
StickPlatform get_Platform()Public+1 flags0x08
void set_Platform(StickPlatform value)Private+1 flags0x08
void add_OnStepped(Action<Player value)Public+1 flags0x08
void remove_OnStepped(Action<Player value)Public+1 flags0x08
void add_OnTriggerEnterEvent(Action<Player value)Public+1 flags0x08
void remove_OnTriggerEnterEvent(Action<Player value)Public+1 flags0x08
void add_OnTriggerExitEvent(Action<Player value)Public+1 flags0x08
void remove_OnTriggerExitEvent(Action<Player value)Public+1 flags0x08
void add_OnCollisionStayEvent(Action<Player value)Public+1 flags0x08
void remove_OnCollisionStayEvent(Action<Player value)Public+1 flags0x08
void add_OnFixedUpdate(Action<Player> value)Public+1 flags0x08
void remove_OnFixedUpdate(Action<Player> value)Public+1 flags0x08
void Awake()Private0x00
void Start()2 flags0x00
void LoadInventory()Private0x00
void LoadBuffs()Private0x00
void LoadPlayerRPC(int hitPoints, int maxHitPoints, bool isCorrupted)Public0x04
void Update()Private0x00
void DownedTimerUpdate()Private0x00
void UpdateNearestPlayer()Private0x00
void ClearNearestPlayer()Private0x00
void LateUpdate()Private0x00
void OnDestroy()Private0x00
void OnDisable()Private0x00
void OnCollisionStay(Collision collision)Private0x08
void OnTriggerEnter(Collider other)Private0x08
void OnTriggerExit(Collider other)Private0x08
void FixedUpdate()Private0x00
void Movement()Private0x00
Vector3 CollideAndSlide(Collider col, const Vector3& velo, const Vector3& pos, int depth, bool gravityPass, const Vector3& initVelo)Private0x0C
Vector3 ProjectAndScale(const Vector3& amount, const Vector3& planeNormal)Private0x0C
void AdjustVelo()Private0x00
void UnFreezePlayerCompletely(const Nullable<System.Boolean>& lockMouse)Public0x02
void FreezePlayerCompletely(const Nullable<System.Boolean>& lockMouse)Public0x02
void FreezePlayer(const Nullable<System.Boolean>& lockMouse, bool stopAnim, bool canMove, bool canLookAround, const Nullable<System.Int32>& handStateInt)Public0x08
void FreezePlayer(const Nullable<System.Boolean>& lockMouse, bool stopAnim)Public0x02
void FreezePlayer()Public0x00
void SetStickTransform(Transform trans, const Nullable<System.Boolean>& isSitting, bool setParent)Public0x08
void RPCSetPlatform(StickPlatform platform)Public0x08
void SetPlatform(int platformId)Public0x04
void DisablePhysics(bool disable)Public0x01
Vector3 GetRandomTopPos()Public0x0C
void Rotation()Private0x00
void LockPlayerRotation()Private0x00
void ChangeCameraRotX(float change)Public0x04
void TrackObjectWithMouse(Transform obj, float duration, float lerpSpeed)Public0x08
IEnumerator TrackObjectWithMouse(const object[]& args)Private0x08
void AimRanged()Private0x00
void CrosshairCheck()Public0x00
void SetHoveredEnt(Entity entity)Private0x08
void OnHover(Player player)Public+1 flags0x08
void OnUnHover(Player player)Public+1 flags0x08
void CheckLookAtItem(const RaycastHit& hit)Private0x2C
bool DoSpecialAnim(const string& animName, const Nullable<System.Boolean>& boolValue, int layerIndex, bool unequipHeld, bool lockCameraForward)Public0x08
void DisableAnimLayer(int layerIndex, bool disabled)Public0x04
void SetLayerWeight(int layerIndex, float weight)Private0x04
void ResetLayerWeights()Private0x00
void UpdateLayerWeights()Private0x00
Coroutine LerpLayerWeight(int layerIndex, float targetWeight, float duration, const Nullable<System.Boolean>& enableOrDisable)Public0x08
IEnumerator LerpLayerWeightCor(int layerIndex, float targetWeight, float duration, const Nullable<System.Boolean>& enableOrDisable)Private0x08
bool HandsFree(const HandState[]& ignoreStates)Public0x08
bool HandsFree(bool ignoreAll, const HandState[]& ignoreStates)Public0x08
void SetHandsIdle()Public0x00
void UnSelectAndSaveSlots()Public0x00
void ReselectSlots()Public0x00
void Stepped(bool leftOrRight)Public0x01
void Jump()Public0x00
void JumpRPC()Public0x00
void Prone(bool force)Public0x01
void ProneRPC(bool isProne)Public0x01
void ProneUpTrigEnter(Collider other)Private0x08
void ProneUpTrigExit(Collider other)Private0x08
void add_OnSit(Action<Player value)Public+1 flags0x08
void remove_OnSit(Action<Player value)Public+1 flags0x08
void RPCSit(bool sit)Public0x01
void SitRPC(bool sit)Public0x01
void RPCAnimBool(const string& boolName, bool set)Public0x08
void AnimBool(const string& boolName, bool set)Public0x08
void RPCAnimTrigger(const string& trigName, bool reset)Public0x08
void AnimTrigger(const string& trigName, bool reset)Public0x08
void FlintStrikeUpdate()Public0x00
void RPCFlintStrikeAnim(bool active)Public0x01
void OnFlintStrikeAnimEnter()Public0x00
void add_OnFlintStrike(Action<Player value)Public+1 flags0x08
void remove_OnFlintStrike(Action<Player value)Public+1 flags0x08
void RPCFlintStrike()Public0x00
void FlintStrike(const Vector3& strikePoint, float intensity, float fadeSpeed)Public0x0C
IEnumerator FlintStrikeFade(Light lightCopy, float fadeSpeed)Private0x08
void StartCastingRod(FishingRod rod, int seed)Public0x08
IEnumerator CastRodCor(FishingRod rod, int seed)Private0x08
void FinishRodCharge()Public0x00
void CastRod(FishingRod rod, int seed)Public0x08
void add_OnUsedWeapon(Action<Player value)Public+1 flags0x08
void remove_OnUsedWeapon(Action<Player value)Public+1 flags0x08
void RPCAttack()Public0x00
void Attack(float swingSpeed)Public0x04
void CancelAttack()Public0x00
float GetScaledAttackDelay()Public0x04
float GetScaledAttackDelay(Weapon weapon)Public0x08
float GetScaledAttackDelay(float attackDelay, float attackSpeed)PublicStatic0x04
float GetAttackRange()Public0x04
float GetAttackRange(Weapon usingWeapon)Public0x08
float GetAttackRange(const AttackQuery& attackQuery)Public0x18
float GetAttackRange(bool addSupportRange)Public0x04
float GetAttackRange(float additionalRange)Public0x04
LayerMask GetAttackLayers()Public0x04
LayerMask GetAttackLayers(Weapon usingWeapon)Public0x08
AttackQuery GetAttackQuery()Public0x18
AttackQuery GetAttackQuery(Weapon usingWeapon)Public0x18
void ReloadRanged()Public0x00
void FinishReload()Public0x00
bool InteractRaycast(ref RaycastHit& hit)Public0x2C
bool TryGetLookedAtInteractable(ref Interactable& inter, ref RaycastHit& hit)Private0x2C
bool CameraRaycast(ref RaycastHit& hit, float range, const LayerMask& layerMask)Public0x2C
int CameraRaycastAll(const RaycastHit[]& results, float range, const LayerMask& layerMask)Public0x08
List<HitEntity> GetConeAttackRaycast()Public0x08
List<HitEntity> GetConeAttackRaycast(Weapon usingWeapon)Public0x08
List<HitEntity> GetConeAttackRaycast(const AttackQuery& attackQuery)Public0x18
bool CanCurrentlyHitPlayer(Player target)Public0x08
HitEntity GetUnrestrictedAttackRaycast()Public0x08
HitEntity GetAttackRaycast()Public0x08
HitEntity GetAttackRaycast(Weapon usingWeapon, bool useInfiniteRange)Public0x08
HitEntity GetAttackRaycast(const AttackQuery& attackQuery, bool useInfiniteRange)Public0x18
bool CanAttackEntity(Entity entity, Weapon usingWeapon)Public0x08
bool CanAttackEntity(Entity entity, const AttackQuery& attackQuery)Public0x18
bool CanAttackEntity(Entity entity, bool canHitPlayers)Public0x08
bool CanReachHitEntity(Entity entity, const Vector3& hitPos, const Vector3& ourPos)Public0x0C
bool CanReachHitEntity(Entity entity, const Vector3& hitPos, const Vector3& ourPos, const AttackQuery& attackQuery)Public0x18
bool CanReachHitEntity(Entity entity, const Vector3& hitPos, const Vector3& ourPos, float weaponRange, float supportRange)Public0x0C
void add_OnGetWeaponDamage(Action<Player value)Public+1 flags0x08
void remove_OnGetWeaponDamage(Action<Player value)Public+1 flags0x08
StatChange GetWeaponDamage(Weapon weapon)Public0x08
StatChange GetWeaponDamage(bool canCrit, bool modifiers, float multiplier, Weapon usingWeapon, float critChanceIncrease, const Nullable<DamageType>& useDamageType)Public0x08
void PlayCritSound()Public0x00
StatChange HitWithWeapon(HitEntity hitEnt, Weapon weapon)Public0x08
void add_OnHitEntity(Action<Player value)Public+1 flags0x08
void remove_OnHitEntity(Action<Player value)Public+1 flags0x08
void DoHitEntity(StatChange statChange, HitEntity hitEnt, Weapon weapon)Public0x08
void DoHitEntity(StatChange statChange, HitEntity hitEnt, const AttackQuery& attackQuery)Public0x18
void DoHitEntity(StatChange statChange, HitEntity hitEnt, Weapon weapon, bool canHitPlayers)Private0x08
void HitEntityRPC(const byte[]& hitEntityBytes, const byte[]& statChangeBytes, int weaponId, float knockback)Public0x08
void ClientHitOtherPlayer(StatChange statChange, Player player)Private0x08
void OnSpellLearned(Spell instance, bool learned)Public0x08
bool HasKnownSpell(Spell spell)Public0x08
bool HasKnownSpellID(int spellID)Public0x04
void SyncKnownSpellIDs()Private0x00
void RefreshKnownSpellIDsFromSpellBook()Private0x00
void RefreshKnownSpellIDsFromOwnerProperties()Private0x00
bool StartCast(Spell spell, const KeyUse& use)Public0x08
void CastUpdate(Spell spell)Public0x08
void OnCast(Spell spell)Public0x08
void RPCCastSpell(Spell spell, const object[]& values)Public0x08
void CastSpellRPC(const string& spellName, const byte[]& valueBytes)Public0x08
void CancelCast(Spell spell, bool success)Public0x08
float GetCurrentCastTime()Public0x04
void DPSCheck()Private0x00
void RPCDps()Public0x00
void DpsRPC(float dps)Public0x04
void RPCAddForce(const Vector3& force, const ForceMode& forceMode)Public0x0C
void AddForce(const Vector3& force, const ForceMode& forceMode)Public0x0C
void add_OnMobDamagedEvent(Action<Player value)Public+1 flags0x08
void remove_OnMobDamagedEvent(Action<Player value)Public+1 flags0x08
void OnMobDamaged(StatChange damage, Mob mob)Public0x08
void add_OnMobKilledEvent(Action<Player value)Public+1 flags0x08
void remove_OnMobKilledEvent(Action<Player value)Public+1 flags0x08
void add_OnBossKilledEvent(Action<Player value)Public+1 flags0x08
void remove_OnBossKilledEvent(Action<Player value)Public+1 flags0x08
void OnMobDeath(Mob mob)Public0x08
void add_OnDealtStatEffect(Action<Entity value)Public+1 flags0x08
void remove_OnDealtStatEffect(Action<Entity value)Public+1 flags0x08
void DealtStatEffect(const byte[]& statChangeBytes, int effectedID)Public+2 flags0x08
void CheckExploreBiome()Public0x00
void RPCLevelUp()Public0x00
void add_OnLevelUp(Action<Player> value)Public+1 flags0x08
void remove_OnLevelUp(Action<Player> value)Public+1 flags0x08
void OnPlayerLevelUp()Public0x00
void RPCTaskCompleted()Public0x00
void add_OnTaskCompleted(Action<Player> value)Public+1 flags0x08
void remove_OnTaskCompleted(Action<Player> value)Public+1 flags0x08
void TaskCompleted()Public0x00
void add_OnUseUsable(Action<Player value)Public+1 flags0x08
void remove_OnUseUsable(Action<Player value)Public+1 flags0x08
void UsedUsable(Usable usable, SavedItemInfo savedInfo, ItemSlot inSlot)Public0x08
void OnCaveCollapseInterval(DoomInterval interval)Public0x08
void add_OnInteract(Action<Interactable value)Public+1 flags0x08
void remove_OnInteract(Action<Interactable value)Public+1 flags0x08
void RaycastPressInteract()Public0x00
void PressInteract(Interactable inter, bool useDelay)Public0x08
void RaycastHoldInteract()Public0x00
void HoldInteract(Interactable inter)Public0x08
void ReleaseInteractables()Public0x00
void InteractedWith(Interactable inter)Private0x08
bool CanPickUpCarryableInteractable(CarryableInteractable carryable)Public0x08
void SetHeldInteractable(CarryableInteractable carryable)Public0x08
void HoldObject(GameObject obj, float handTargetInset)Public0x08
void SetHoldObjectAimConstraintsActive(bool active)Private0x01
void LerpRigConstraintWeight(Component constraintComponent, bool active, float duration)Public0x08
IEnumerator LerpRigConstraintWeightCor(Component constraintComponent, IRigConstraint constraint, float targetWeight, float duration, bool active)Private0x08
void UpdateHeldObjectHandTargets()Private0x00
bool TryGetRendererLeftRight(Transform root, const Renderer[]& renderers, const Vector3& worldAxis, float handTargetInset, ref Vector3& left, ref Vector3& right)Private0x0C
bool DropHeldInteractable(float force)Public0x04
void add_OnItemPickedUp(Action<Item value)Public+1 flags0x08
void remove_OnItemPickedUp(Action<Item value)Public+1 flags0x08
void TryPickUp(Item itemOnTheGround, bool playAnim, bool destroy, bool networked)Public0x08
void PickUp(int itemOnGroundID, bool playAnim, bool destroy, bool networked)Public0x04
void PickUpSpawnItem(Item prefab)Public0x08
void PickUp(Item itemOnTheGround, bool playAnim, bool destroy, bool networked)Public0x08
void PickedUpItem(int itemID, bool destroy)Public0x04
void PickedUpItem(Item groundItem, bool destroy)Public0x08
void add_OnDroppedItem(Action<Player value)Public+1 flags0x08
void remove_OnDroppedItem(Action<Player value)Public+1 flags0x08
void Dropping()Private0x00
Item DropHeldItem()Public0x08
Item DropSecondaryItem()Public0x08
Item Drop(int slot, bool playSound, bool exception, Action<Item> onAfterDrop)Public0x08
void DropRPC(int droppedID, const byte[]& savedInfoBytes, float throwPower, bool playSound)Public0x08
void SetMaxThrowCharge()Public0x00
void PressSlot(int slotNum)Public0x04
void PressSlot(HotBarSlot hotBarSlot)Public0x08
void ScrollHotBar(bool leftOrRight)Public0x01
bool CanSwapEquipment(Item item, bool doSwap)Public0x08
bool CanEquip(Item item, bool canSwap)Public0x08
void add_OnItemEquipped(Action<Item value)Public+1 flags0x08
void remove_OnItemEquipped(Action<Item value)Public+1 flags0x08
void RPCEquipItem(SavedItemInfo info, bool equip, bool playSound, const HandType& hand)Public0x08
void EquipItem(const byte[]& savedInfoBytes, bool equip, bool useStats, bool playSound, int handInt, bool enableRenderers)Public0x08
void EquipItem(SavedItemInfo savedInfo, bool equip, bool useStats, bool playSound, int handInt, bool enableRenderers)Public0x08
void ItemEquipped(Item itemOnCharacter, const ItemEquipContext& equipContext)Private0x18
void ApplyItemStats(Item item, const ItemEquipContext& equipContext)Private0x18
void CheckForSetBonus(Item changedItem, bool equipped)Private0x08
void ActivateItemSetTierBonus(ItemSetTier tier, bool activate)Public0x08
bool GetHeldTorch(ref Torch& torch, ref ItemSlot& slot)Public0x08
void GainTalentPoints(bool isExpertise, int amount)Public0x04
void TalentBuffsNextFrame(bool changedItems)Public0x01
void InfiniteTalentBuffs()Private0x00
void ClientTalentOccurence(const Occurance& occurance)Public0x04
void SpecialTalentOccurence(TalentOccuranceContext context)Public0x08
bool RollSpecialTalent(TalentScriptable talent, bool addOrRemove)Public0x08
bool PassTalentOccuredTimesGate(TalentScriptable talent)Private0x08
void DoSpecialTalent(TalentScriptable talent)Public0x08
void RemoveTalentBuffs(TalentScriptable talent)Public0x08
void RollAllSpecialTalentType(const SpecialTalent& special)Public0x04
void TalentSlotTextPopUp(TalentScriptable talent)Public0x08
Transform GetPerksParent()Private0x08
void SpawnActivePerks()Private0x00
void SpawnActivePerk(PerkSaved saved)Private0x08
void DeactivatePerks()Public0x00
bool HasActivePerk(int ID)Public0x04
bool TryGetActivePerk(int ID, const uint8& perk)Public—0x04
bool TryGetActivePerks(ref List<T>& perks)Public—0x08
uint8 GetActivePerk(int ID)Public—0x04
List<T> GetActivePerks()Public—0x08
void ApplyPendingPerkExtraData(PerkSaved saved)Private0x08
void RPCSetPerkSavedData(int perkID, const PerkSavedDataType& dataType, const string& key, const string& value)Public0x08
void RPCRemovePerkSavedData(int perkID, const string& key)Public0x08
void RPCSetPerkSavedData(int perkID, const PerkSavedDataType& dataType, const string& key, const string& value, bool remove)Public0x08
void SetPerkSavedDataRPC(int perkID, int dataType, const string& key, const string& value, bool remove)Private0x08
void ApplyPerkSavedData(int perkID, const PerkSavedDataType& dataType, const string& key, const string& value, bool remove)Private0x08
void RPCCrawlersWillRevive()Public0x00
void CrawlersWillRevive()Public0x00
Coroutine DamageImmunity(float seconds)Public0x08
IEnumerator DamageImmunityCor(float seconds)Private0x08
void SetRenderersAndTransforms()Private0x00
void SetStrongerFadeRenderers()Private0x00
bool IsUnderStrongerFadeParent(Transform trans)Private0x08
void RefreshRendererFadeParents()Public0x00
void AttachCamera(bool attach)Public0x01
void SetVisibleLayers(bool viewIsMine)Public0x01
void SetItemPrefabs()Public0x00
void HideOverlappingPlayers()Private0x00
bool ContainsRendererFadePoint(const Vector3& worldPoint, ref float& percentToCenter)Private0x0C
bool ColliderContainsPointEvenIfDisabled(Collider col, const Vector3& worldPoint)PrivateStatic0x0C
void SetRendererFadeTarget(float fade)Public0x04
void UpdateRendererFade()Private0x00
void ApplyRendererFade(float fade)Private0x04
float GetStrongerRendererFade(float fade)Private0x04
void SetRenderersHidden(bool hidden)Public0x01
void SetAndLoadSkinsRPC(const Byte[][]& skinDataBytes)Public0x08
void SetAndLoadSkins(List<SavedSkinData> savedSkinData, bool checkIfOwn)Public0x08
bool SelectSkinAndHandleConflicts(int skinId, bool active)Public0x04
void SetAudio()Private0x00
void RPCChant()Public0x00
void RPCVoiceLineRespond(int callIndex)Public0x04
void VoiceLineRespond(int callIndex)Public0x04
void RPCPlaySound(AudioClip clip, const AudioType& audioType, bool unRanged, bool isVoiceLine)Public0x08
AudioClip PlaySound(const string& soundName, const AudioType& audioType, bool unRanged, bool isVoiceLine)Public0x08
void EnableItem(Item item, bool active, bool enableRenderers, const HandType& hand)Public0x08
void HandleItemSkinConflict(Item item, bool itemActive, bool itemRenderersEnabled)Private0x08
void HandleAllItemSkinConflicts()Public0x00
bool CanEnableEquippedItem(const string& itemName)Private0x08
void RPCSetItemTypeVisibility(const ItemType& type, bool shown)Public0x04
void SetItemTypeVisibility(const ItemType& type, bool shown)Public0x04
void TryStopAttack(StatChange statChange, const byte[]& statChangeBytes)Public+1 flags0x08
void StoppedAttack(const StatType& usingStat)Public+1 flags0x04
void Heal(StatChange statChange)Public+1 flags0x08
void TakeDamage(StatChange statChange)Public+1 flags0x08
void add_OnDowned(Action<Player> value)Public+1 flags0x08
void remove_OnDowned(Action<Player> value)Public+1 flags0x08
void Downed()Public0x00
void PauseDowned(float reviveDur)Public0x04
void ResumeDowned()Public0x00
void RPCStartDownedCor()Public0x00
void StartDownedCorRPC()Public0x00
IEnumerator DownedCor()Private0x08
void StopDownedCor()Private0x00
void StartReviving(Player downedPlayer)Public0x08
IEnumerator ReviveTimer(Player downed)Private0x08
void StopReviving(bool finishedRevive)Public0x01
void RevivingCheck()Public0x00
void add_OnRevive(Action<Player> value)Public+1 flags0x08
void remove_OnRevive(Action<Player> value)Public+1 flags0x08
void Revive()Public0x00
void Death()Public+1 flags0x00
void OnDeathAnimEnd()Public0x00
void ScreenShake(float power, float secs)Public0x04
IEnumerator ScreenShakeCor(float power, float secs)Private0x08
void SetHealth(int hitPoints)Public0x04
void SetPlayerName()Private0x00
void TookExit(Exit exit)Public0x08
void SetReady(bool ready)Public0x01
void RPCTeleport(const SVector3& pos, bool zeroVelo)Public0x0C
void TeleportTo(const SVector3& pos, bool zeroVelo)Public0x0C
void RotatePlayerViewCamera(float xAmount)Public0x04
void LogInfo()Public0x00
void OnPhotonSerializeView(PhotonStream stream, const PhotonMessageInfo& info)PublicFinal+2 flags0x18
void .ctor()Public+1 flags0x00
void .cctor()PrivateStatic+1 flags0x00
bool <get_canUnProne>b__223_0(Collider x)Private0x08
void <Start>b__323_1(Item x)Private0x08
void <Attack>b__413_0()Private0x00
int <GetConeAttackRaycast>b__435_0(HitEntity a, HitEntity b)Private0x08

Used by 251

types with a member, parameter or interface of this type
<>c<>c<>c<>c<>c<>c__DisplayClass10_0<>c__DisplayClass116_0<>c__DisplayClass11_0<>c__DisplayClass121_0<>c__DisplayClass12_0<>c__DisplayClass12_0<>c__DisplayClass14_0<>c__DisplayClass18_0<>c__DisplayClass18_0<>c__DisplayClass19_0<>c__DisplayClass19_0<>c__DisplayClass1_0<>c__DisplayClass1_0<>c__DisplayClass203_0<>c__DisplayClass204_0<>c__DisplayClass229_0<>c__DisplayClass238_0<>c__DisplayClass243_0<>c__DisplayClass24_0<>c__DisplayClass342_0<>c__DisplayClass36_0<>c__DisplayClass39_0<>c__DisplayClass39_0<>c__DisplayClass3_0<>c__DisplayClass406_0<>c__DisplayClass40_0<>c__DisplayClass42_0<>c__DisplayClass42_0<>c__DisplayClass436_0<>c__DisplayClass56_0<>c__DisplayClass575_0<>c__DisplayClass57_0<>c__DisplayClass6_0<>c__DisplayClass72_0<>c__DisplayClass73_0<>c__DisplayClass73_0<>c__DisplayClass7_0<>c__DisplayClass7_0<>c__DisplayClass85_0<>c__DisplayClass87_0<>c__DisplayClass88_0<>c__DisplayClass92_0<>c__DisplayClass9_0<AnimationCor>d__21<CastCor>d__24<CastCor>d__3<CastCor>d__30<CastCor>d__8<CastCor>d__86<CastCor>d__9<CastRodCor>d__406<CeilingEffectAbove>d__41<CurseCor>d__11<DamageImmunityCor>d__595<DownedCor>d__638<FlintStrikeFade>d__403<GiveItemDelay>d__29<GrabCor>d__59<LerpLayerWeightCor>d__373<LerpRigConstraintWeightCor>d__525<MovePlayerToLadderCor>d__24<MovePlayerToSacrifice>d__35<PlaySound>d__10<PredictedMovementTurn>d__246<ReviveTimer>d__641<ScreenShakeCor>d__651<StabStalagmiteCor>d__14<TrackObjectWithMouse>d__360<TurnAndCharge>d__37AchievementManagerAction`1Action`2Action`2Action`2Action`2+171 more