feat: add initial People Playground mod development kit
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extracted_wiki_content/internalReference/limbbehaviour.txt
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380
extracted_wiki_content/internalReference/limbbehaviour.txt
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URL: https://wiki.studiominus.nl/internalReference/LimbBehaviour.html
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Title: People Playground Modding - LimbBehaviour
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==================================================
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public class LimbBehaviour
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Inherits MonoBehaviour, Messages.IShot, Messages.IExitShot, Messages.ISlice, Messages.IDamage, Messages.IOnEMPHit, Messages.IWaterImpact, IManagedBehaviour
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[RequireComponent(typeof(Rigidbody2D), typeof(SkinMaterialHandler), typeof(CirculationBehaviour))]
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No description provided
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Nested types
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LimbBehaviour.ShatterFlags
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LimbBehaviour.BodyPart
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Fields
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public ConnectedNodeBehaviour NodeBehaviour
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[SkipSerialisation]
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A reference to the node behaviour. This object is part of the system that is responsible for deciding connectedness.
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public BodyPart RoughClassification
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[SkipSerialisation]
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This enum roughly represents what bodypart this is
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public SkinMaterialHandler SkinMaterialHandler
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[SkipSerialisation] [HideInInspector]
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No description provided
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public PhysicalBehaviour PhysicalBehaviour
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[SkipSerialisation] [HideInInspector]
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No description provided
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public CirculationBehaviour CirculationBehaviour
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[SkipSerialisation] [HideInInspector]
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No description provided
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public PersonBehaviour Person
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[SkipSerialisation] [HideInInspector]
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No description provided
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public HingeJoint2D Joint
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[SkipSerialisation] [HideInInspector]
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No description provided
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public Collider2D Collider
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[SkipSerialisation] [HideInInspector]
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No description provided
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public Bounds[] VitalParts
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[SkipSerialisation]
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No description provided
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public ParticleSystem KillShotParticles
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[SkipSerialisation]
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No description provided
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public float GForcePassoutThreshold
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[SkipSerialisation]
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Amount of g-force necessary for the entity to start losing consciousness
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public float GForceDamageThreshold
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[SkipSerialisation]
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Amount of g-force necessary for the entity to start taking damage.
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public bool KillShotParticlesEmitted
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[HideInInspector]
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No description provided
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public GripBehaviour GripBehaviour
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[SkipSerialisation] [HideInInspector]
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No description provided
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public List<LimbBehaviour> ConnectedLimbs
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[Header("Settings")] [SkipSerialisation]
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No description provided
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public float Vitality
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[Space]
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No description provided
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public float InitialHealth
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[HideInInspector]
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No description provided
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public bool HasBrain
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No description provided
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public float FreezingTemperature
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No description provided
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public float DiscomfortingHeatTemperature
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No description provided
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public float RegenerationSpeed
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No description provided
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public float ImpactPainMultiplier
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No description provided
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public float ImpactDamageMultiplier
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No description provided
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public float BreakingThreshold
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No description provided
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public float BaseStrength
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No description provided
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public float FakeUprightForce
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No description provided
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public float BodyTemperature
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No description provided
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public float ShotDamageMultiplier
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No description provided
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public bool DoStumble
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No description provided
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public bool IsLethalToBreak
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No description provided
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public bool DoBalanceJerk
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No description provided
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public bool PreventDismemberment
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Stops a limb from being able to be dismembered from means other than joint breakage.
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public bool PreventCrushing
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Stops a limb from being able to be crushed.
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public float ExplodeLiquidAmount
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[System.Obsolete]
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No description provided
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public DecalDescriptor BloodDecal
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[SkipSerialisation]
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No description provided
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public float BloodMuscleStrengthRatio
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No description provided
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public float BalanceMuscleMovement
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[ShowIf(nameof(DoBalanceJerk))]
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No description provided
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public float Health
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[Header("Status")]
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No description provided
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public float Numbness
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[ReadOnly]
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No description provided
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public bool IsAndroid
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No description provided
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public bool IsZombie
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[ReadOnly]
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No description provided
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public bool HasJoint
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[ReadOnly]
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No description provided
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public bool Broken
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[ReadOnly]
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No description provided
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public bool Frozen
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[ReadOnly]
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No description provided
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public bool IsDismembered
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[ReadOnly]
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No description provided
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public string SpeciesIdentity
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[SkipSerialisation]
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No description provided
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public string BloodLiquidType
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[SkipSerialisation]
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No description provided
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public LimbBehaviour NearestLimbToBrain
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[SkipSerialisation]
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No description provided
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public int DistanceToBrain
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[SkipSerialisation]
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No description provided
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public float InternalExternalTemperatureTransferRate
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[SkipSerialisation] [System.Obsolete] [HideInInspector]
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No description provided
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public float InternalToExternalTempTransferRate
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[SkipSerialisation]
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No description provided
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public float ExternalToInternalTempTransferRate
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[SkipSerialisation]
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No description provided
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public float InternalTemperature
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[HideInInspector]
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No description provided
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public bool IsActiveInCurrentPose
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[HideInInspector]
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No description provided
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public float FrictionBurnWoundMinSpeedSqrd
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[SkipSerialisation]
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No description provided
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public float BodyHeatProductionFactor
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[SkipSerialisation]
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No description provided
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public float randomOffset
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[HideInInspector] [SkipSerialisation]
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No description provided
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public bool UsingJointLimits
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[SkipSerialisation] [HideInInspector]
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No description provided
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public ushort BruiseCount
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[HideInInspector]
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No description provided
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public const float DrownTimeInSeconds
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No description provided
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Constant value: 40
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public GameObject LimbStatus
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[SkipSerialisation]
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No description provided
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public bool Cauterised
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[SkipSerialisation] [HideInInspector]
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No description provided
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public ShatteredObjectSpriteInitialiser ShatteredObjectGenerators
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[SkipSerialisation]
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Reference to the components responsible for creating the crushed gore parts of this object. Caution! This can be null!
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public float ShatteredObjectChance
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Chance for this limb to actually shatter on crush
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public ShatterFlags CurrentlyShattered
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Keeps track of what is currently shattered
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public bool ImmuneToDamage
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No description provided
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public bool HasLungs
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No description provided
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public bool LungsPunctured
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No description provided
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float shotHeat
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No description provided
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public float RegenerateBurnProgressSpeed
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[SkipSerialisation]
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No description provided
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public List<GameObject> DestroyWith
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[HideInInspector]
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No description provided
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public float[] StrengthMultipliers
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[HideInInspector]
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No description provided
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Properties
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public bool IsOnFloor { get; set; }
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[SkipSerialisation]
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No description provided
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public bool IsParalysed
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[SkipSerialisation]
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No description provided
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public bool OiledUp
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No description provided
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public float JointStress { get; private set; }
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[SkipSerialisation]
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No description provided
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public Vector2 OriginalJointLimits { get; set; }
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[SkipSerialisation]
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No description provided
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public bool IsCapable { get; }
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[SkipSerialisation]
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No description provided
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public bool IsConsideredAlive
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[SkipSerialisation]
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No description provided
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public float MotorStrength { get; }
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[SkipSerialisation]
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No description provided
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public Color Color { get; set; }
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No description provided
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Methods
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public Liquid GetOriginalBloodType()
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No description provided
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public void ManagedFixedUpdate()
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No description provided
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public void ManagedUpdate()
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No description provided
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public void SetupJoint()
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No description provided
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public void BreakBone()
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No description provided
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public void HealBone()
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No description provided
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public void InfluenceMotorSpeed(float value, float influence = 0.5f)
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No description provided
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public void Damage(float damage)
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No description provided
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public void Shot(Shot shot)
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No description provided
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public void ExitShot(Shot shot)
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No description provided
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public void WaterImpact(float magnitude)
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No description provided
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public void Wince(float intensity = 1f)
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No description provided
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public void OnEMPHit()
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No description provided
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public bool IsWorldPointInVitalPart(Vector2 worldPoint, float mindistance = 4f / 35)
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No description provided
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public void Stabbed(Stabbing stab)
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No description provided
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public void Slice()
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No description provided
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public void Crush()
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No description provided
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public void StunImpact()
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No description provided
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public bool IsAnyHeadAlive()
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No description provided
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public void OnDestroy()
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No description provided
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public void ManagedLateUpdate()
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No description provided
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public bool ShouldUpdate()
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No description provided
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public List<LimbBehaviour> AllConnectedLimbs()
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No description provided
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Reference in New Issue
Block a user