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