feat: add initial People Playground mod development kit
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extracted_wiki_content/internalReference/personbehaviour.txt
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extracted_wiki_content/internalReference/personbehaviour.txt
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URL: https://wiki.studiominus.nl/internalReference/PersonBehaviour.html
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Title: People Playground Modding - PersonBehaviour
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==================================================
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public class PersonBehaviour
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Inherits AliveBehaviour, Messages.IShot
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No description provided
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Fields
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public List<LimbBehaviour> Limbs
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[SkipSerialisation] [HideInInspector]
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No description provided
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public float Consciousness
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[ProgressBar("Consciousness", 1f, EColor.Blue)]
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No description provided
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public float ShockLevel
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[ProgressBar("Shock", 1f, EColor.Orange)]
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No description provided
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public float PainLevel
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[ProgressBar("Pain", 1f, EColor.Red)]
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No description provided
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public float AdrenalineLevel
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[ProgressBar("Adrenaline", 1f, EColor.Violet)]
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No description provided
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public float OxygenLevel
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[ProgressBar("Oxygen", 1f, EColor.White)]
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No description provided
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public GameObject BloodExplosionPrefab
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[Space] [SkipSerialisation]
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No description provided
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public GameObject BleedingParticlePrefab
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[SkipSerialisation]
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No description provided
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public List<RagdollPose> Poses
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[Space] [SkipSerialisation]
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No description provided
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public RagdollPose ActivePose
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[HideInInspector]
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No description provided
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public float AngleOffset
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[HideInInspector] [SkipSerialisation]
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No description provided
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public float GlobalRigidityMultiplier
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No description provided
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public int OverridePoseIndex
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No description provided
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public Dictionary<PoseState, RagdollPose> LinkedPoses
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[HideInInspector]
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No description provided
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public float Heartbeat
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[SkipSerialisation]
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Heartbeat as decided by the maximum value return by each limb's CirculationBehaviour.GetHeartRate
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public Material DefaultMaterial
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[SkipSerialisation] [FormerlySerializedAs("DefaultMateral")]
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Limb material to choose when the legacy gore user setting is disabled. Fallback to default if null
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public Material LegacyMaterial
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[SkipSerialisation]
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Limb material to choose when the legacy gore user setting is enabled. Fallback to default if null
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public Material GorelessMaterial
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[SkipSerialisation]
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Limb material to choose when the goreless user setting is enabled. Fallback to default sprite if null
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public GameObject PoolableImpactEffect
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[SkipSerialisation]
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Effect to request from the pool if this object was shot with its uppemost 2 layers still visible (not just skeleton). Can be null.
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public float ImpactEffectShotDamageThreshold
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[SkipSerialisation]
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Shot damage necessary to potentially create the impact effect PoolableImpactEffect
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public AudioClip[] DismembermentClips
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[SkipSerialisation]
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No description provided
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public AudioClip[] BoneBreakClips
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[SkipSerialisation]
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No description provided
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public List<LimbBehaviour> Heads
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[SkipSerialisation]
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No description provided
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public LimbBehaviour MainHead
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No description provided
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public bool RandomisedSize
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No description provided
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public bool CountDeathAsStat
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No description provided
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public bool HasAlreadyBeenDeadOnce
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[HideInInspector]
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No description provided
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public bool Braindead
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Is the brain still working? Returns false if it isn't.
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public bool BrainDamaged
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Has the being sustained a permanent brain injury?
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public float BrainDamagedTime
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[HideInInspector]
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Amount
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public float SeizureTime
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[HideInInspector]
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Current seizure intensity
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public float DesiredWalkingDirection
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When set to a non-zero value, the entity will start walking to left or right, depending on the sign. This won't do anything if the entity is phyiscally incapable. This value automatically approaches 0 over time, so if you want the entity to keep moving you have to continually set this value.
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Properties
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public float BalanceOffset { private set; get; }
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[SkipSerialisation]
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No description provided
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public float AverageHealth { private set; get; }
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[SkipSerialisation]
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No description provided
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public float AverageSpeed { private set; get; }
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[SkipSerialisation]
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No description provided
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public float AverageAngle { private set; get; }
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[System.Obsolete]
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No description provided
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public float AverageFireIntensity { private set; get; }
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[SkipSerialisation]
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No description provided
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public float AverageWetness { private set; get; }
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[SkipSerialisation]
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No description provided
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public bool IsTouchingFloor { private set; get; }
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[SkipSerialisation]
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No description provided
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public Material ChosenMaterial
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The actual limb material determined by the Gore shader / Goreless setting. Can be null.
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Methods
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public void CreatePose()
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[ContextMenu("Create new pose")] [Button("Create new pose")]
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No description provided
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public void InitialiseAllPoses()
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[ContextMenu("Initialise all poses")] [Button("Initialise all poses")]
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No description provided
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public void SetPose(RagdollPose pose)
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No description provided
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public void AddPain(float intensity)
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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 Wince(float i = 150)
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No description provided
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public override bool IsAlive()
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No description provided
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public void SetBodyTextures(Texture2D skin, Texture2D flesh = null, Texture2D bone = null, float scale = 1)
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No description provided
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public void SetBruiseColor(byte red, byte green, byte blue)
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No description provided
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public void SetSecondBruiseColor(byte red, byte green, byte blue)
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No description provided
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public void SetThirdBruiseColor(byte red, byte green, byte blue)
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No description provided
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public void SetBloodColour(byte red, byte green, byte blue)
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No description provided
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public void SetRottenColour(byte red, byte green, byte blue)
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No description provided
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public bool HeadsMeetCondition(Func<LimbBehaviour, bool> condition)
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Checks if both of the heads meet a certain condition
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public bool AnyHeadMeetCondition(Func<LimbBehaviour, bool> condition)
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Checks if any of the heads meet a certain condition
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