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documentation.xml
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356 lines (351 loc) · 19.1 KB
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<?xml version="1.0"?>
<doc>
<assembly>
<name>CitrusLib</name>
</assembly>
<members>
<member name="M:CitrusLib.Citrus.DoOnceAlive(System.Action)">
<summary>
NOT IMPLEMENTED Yet
Performs an action once the player is alive and sending position updates again. The action is performed immediately if the player is currently alive.
</summary>
<param name="action">The action to perform</param>
</member>
<member name="M:CitrusLib.Citrus.WaitThen(System.Single,System.Action)">
<summary>
performs an action after a set amount of time
</summary>
<param name="time"></param>
<param name="a"></param>
<returns></returns>
</member>
<member name="M:CitrusLib.Citrus.WaitUntil(System.Func{System.Boolean},System.Action,System.Single)">
<summary>
performs an action once a condition is true
</summary>
<param name="condition">the condition to be met</param>
<param name="a">the action to perform</param>
<param name="tick">how often to check the condition, in seconds</param>
<returns></returns>
</member>
<member name="M:CitrusLib.Citrus.WaitThenAsLongAs(System.Single,System.Func{System.Boolean},System.Action,System.Action,System.Single)">
<summary>
performs an action after a set amount of time, as long as the condition remains true throughout the duration. can include a fail action as well
</summary>
<param name="time">time to wait before the succeed action</param>
<param name="condition">the condition to check</param>
<param name="a">the action to perform if the test succeeds</param>
<param name="tick">how often to check the condition</param>
<param name="fail">the action to invoke if the condition ever becomes false</param>
<returns></returns>
</member>
<member name="M:CitrusLib.Citrus.PlayerChatSearch(System.String,Landfall.Network.TABGPlayerServer@)">
<summary>
searches for a player first by their username, and then by index using the inputted string. good for chat commands
</summary>
<param name="name"></param>
<param name="result"></param>
<returns></returns>
</member>
<member name="M:CitrusLib.Citrus.RandomInRing(System.Int32,System.Predicate{UnityEngine.Vector3})">
<summary>
gets a random point in the current Ring's white circle, on the ground. Allows the use of a predicate for more specific conditions
</summary>
<param name="tries">the amount of times to try to find a valid point.</param>
<param name="func">a predicate function to further evaluate the sampled position</param>
<returns></returns>
</member>
<member name="M:CitrusLib.Citrus.RandomInCircle(UnityEngine.Vector3,System.Single,System.Int32,System.Predicate{UnityEngine.Vector3},System.Int32)">
<summary>
gets a random point on land within the specified radius. Allows the use of a predicate for more specific conditions
</summary>
<param name="pos">the center of the search circle</param>
<param name="radius">the radius of the search circle</param>
<param name="tries">amount of times to try to find a point</param>
<param name="func">a predicate function for further validating a point</param>
<param name="initTries">for internal function use for debugging.</param>
<returns></returns>
</member>
<member name="M:CitrusLib.Citrus.AddCommand(System.String[],System.Action{System.String[],Landfall.Network.TABGPlayerServer},System.Boolean,System.String,System.String,System.String)">
<summary>
aww yeah.
Adds a Chat command that players, which an appropriate perm level, can execut in-game.
</summary>
<param name="names">an array of names that would invoke this command</param>
<param name="function">An action that takes further chat parameters, and the excecuting player, as input. this is where you write what the command does!</param>
<param name="adminOnly">If the player has to be an Admin to excecute this function. I reccomend using permlevel instead...</param>
<param name="modName">The name of the mod this command is from. helpful for sorting, when the commands are printed to a file.</param>
<param name="description">The description of the command, for when it is printed</param>
<param name="paramDesc">a string example of the parameters used in the function, for printing</param>
</member>
<member name="M:CitrusLib.Citrus.AddCommand(System.String,System.Action{System.String[],Landfall.Network.TABGPlayerServer},System.Boolean,System.String,System.String,System.String,System.Int32)">
<summary>
ohh yeah.
Adds a Chat command that players, which an appropriate perm level, can execut in-game.
</summary>
<param name="name">the name of the command</param>
<param name="function">An action that takes further chat parameters, and the excecuting player, as input. this is where you write what the command does!</param>
<param name="adminOnly">If the player has to be an Admin to excecute this function. I reccomend using permlevel instead...</param>
<param name="modName">The name of the mod this command is from. helpful for sorting, when the commands are printed to a file.</param>
<param name="description">The description of the command, for when it is printed</param>
<param name="paramDesc">a string example of the parameters used in the function, for printing</param>
<param name="permLevel">the required perm level for the command.</param>
</member>
<member name="M:CitrusLib.Citrus.Teleport(Landfall.Network.TABGPlayerServer,UnityEngine.Vector3,System.Boolean)">
<summary>
teleports a living player. if the player is dead, they are respawned.
</summary>
<param name="player">The player to teleport</param>
<param name="pos">the position to teleport the player</param>
<param name="keepLoot">whether to retain the player's loot or remove it.</param>
</member>
<member name="M:CitrusLib.Citrus.Teleport(Landfall.Network.TABGPlayerServer,UnityEngine.Vector3,UnityEngine.Vector2,System.Boolean)">
<summary>
teleports a living player. if the player is dead, they are respawned.
</summary>
<param name="player">The player to teleport</param>
<param name="pos">the position to teleport the player</param>
<param name="rot">the rotation to have the player face</param>
<param name="keepLoot">whether to retain the player's loot or remove it.</param>
</member>
<member name="M:CitrusLib.Citrus.Respawn(Landfall.Network.TABGPlayerServer,UnityEngine.Vector3,System.Boolean)">
<summary>
respawns the player using the vanilla method. Also works as a means to teleport players, reviving them if they are dead. can be configured to wait until the player's time scale returns to normal (about 7 seconds after death)
</summary>
<param name="player"></param>
<param name="pos"></param>
<param name="waitUntilReady"></param>
</member>
<member name="M:CitrusLib.Citrus.KillPlayer(Landfall.Network.TABGPlayerServer,Landfall.Network.TABGPlayerServer)">
<summary>
kills a player.
</summary>
<param name="player">The player to kill</param>
<param name="killer">Optional. allows a player to be awarded the kill</param>
</member>
<member name="M:CitrusLib.Citrus.SetLoot(Landfall.Network.TABGPlayerServer,System.Int32[],System.Int32[])">
<summary>
removes a player's loot and gives them items
</summary>
<param name="player">The player to affect</param>
<param name="items">an array of item ids. use the CitrusLib Item!</param>
<param name="quantities">an array of quantities for each item</param>
</member>
<member name="M:CitrusLib.Citrus.SetLoot(Landfall.Network.TABGPlayerServer,System.Collections.Generic.List{System.Int32},System.Collections.Generic.List{System.Int32})">
<summary>
removes a player's loot and gives them items
</summary>
<param name="player">The player to affect</param>
<param name="items">a list of item ids. use the CitrusLib Item!</param>
<param name="quantities">a list of quantities for each item</param>
</member>
<member name="M:CitrusLib.Citrus.SetLoot(Landfall.Network.TABGPlayerServer,CitrusLib.LootPack)">
<summary>
Sets a players loot.
</summary>
<param name="player">The Player to effect</param>
<param name="loot">The LootPack to give to the player.</param>
</member>
<member name="M:CitrusLib.Citrus.GiveLoot(Landfall.Network.TABGPlayerServer,System.Int32,System.Int32)">
<summary>
GIVES one stack of an item to a player
</summary>
<param name="player">The player to affect</param>
<param name="item">The item id. use the CitLib Item enumerator!</param>
<param name="quantity">Amount of the item to give</param>
</member>
<member name="M:CitrusLib.Citrus.GiveLoot(Landfall.Network.TABGPlayerServer,CitrusLib.LootPack)">
<summary>
Gives a LootPack of items to a player
</summary>
<param name="player">the player to affect</param>
<param name="lp">The CitLib LootPack</param>
</member>
<member name="M:CitrusLib.Citrus.Kick(Landfall.Network.TABGPlayerServer,Epic.OnlineServices.AntiCheatCommon.KickReason,System.String)">
<summary>
Kicks a player, because the vanilla kick doesnt work under certain conditions.
</summary>
<param name="player">The player to kick</param>
<param name="reason">a KickReason. the player sees this as a number when they are kicked.</param>
<param name="logReason">A message as to why they are kicked. only printed to the console</param>
</member>
<member name="M:CitrusLib.Citrus.SetTeam(Landfall.Network.TABGPlayerServer,System.Byte)">
<summary>
tries to set a player to the sepecified team.
beacause a clients team cannot ever change, this uses some wildly convoluted "relative" team id switches of non-client peers to create the illusion of a team change.
On the server-side (here!), the players are eventually put on the same team.
the function, as is, sometimes doesnt work because of lag and stuff. Generally its a good idea NOT to spam this function.
</summary>
<param name="p"></param>
<param name="groupIndex"></param>
</member>
<member name="M:CitrusLib.Citrus.SetTeam(CitrusLib.PlayerRef,CitrusLib.PlayerTeam)">
<summary>
tries to set a player's team. this function uses Citlib PlayerRefs and PlayerTeam objects, which might not be easier for you to use than vanilla ids and bytes in the function above.
</summary>
<param name="player"></param>
<param name="team"></param>
</member>
<member name="M:CitrusLib.Citrus.SelfParrot(Landfall.Network.TABGPlayerServer,System.String)">
<summary>
makes the player throw a parrot at their feet with the desired message. Only the player throwing the parrot sees the message.
</summary>
<param name="p">The player to through the parrot</param>
<param name="message">the message</param>
</member>
<member name="M:CitrusLib.Citrus.Whisper(Landfall.Network.TABGPlayerServer,Landfall.Network.TABGPlayerServer,System.String)">
<summary>
NOT IMPLEMENTED
lets a player 'whisper' to another player
</summary>
<param name="player">The player whispering</param>
<param name="recipt">The target Player</param>
<param name="message">The message...</param>
</member>
<member name="M:CitrusLib.Citrus.SetGear(Landfall.Network.TABGPlayerServer,System.Int32[])">
<summary>
Not implemented yet, even though i've made the function before!
Sets a player's gear. the client doesnt see the change, and should probably be alive during such a change.
</summary>
<param name="player"></param>
<param name="gearData"></param>
</member>
<member name="T:CitrusLib.CitLog">
<summary>
A Class for prettier debug logging.
</summary>
</member>
<member name="M:CitrusLib.CitLog.#ctor(System.String,System.ConsoleColor)">
<summary>
Makes a new CitLog for logging stuff in your mod!
</summary>
<param name="n">The name of your mod, or a sub-name if your mod has multiple seperate parts</param>
<param name="c">The color of the name.</param>
</member>
<member name="M:CitrusLib.CitLog.Log(System.String,System.Boolean)">
<summary>
Logs a message to the console
</summary>
<param name="text">The message to display</param>
<param name="error">Whether the message is an error.</param>
</member>
<member name="M:CitrusLib.CitLog.LogError(System.String)">
<summary>
logs an error to the console.
</summary>
<param name="text">the message to display.</param>
</member>
<member name="T:CitrusLib.SettingObject">
<summary>
A serializable setting, used when making custom settings files.
</summary>
</member>
<member name="F:CitrusLib.SettingObject.name">
<summary>
the name of the setting
</summary>
</member>
<member name="F:CitrusLib.SettingObject.description">
<summary>
a description of the setting
</summary>
</member>
<member name="T:CitrusLib.SettingsFile`1">
<summary>
A Settings file, containing a list of SettingObjects.
</summary>
<typeparam name="T"></typeparam>
</member>
<member name="M:CitrusLib.SettingsFile`1.SetSetting(System.String,System.String)">
<summary>
Sets a setting and then writes all settings. use this for mid-match setting changes, via commands for example.
</summary>
<param name="name">the name of a setting to change</param>
<param name="value">the value to set it to</param>
</member>
<member name="M:CitrusLib.SettingsFile`1.#ctor(System.String,System.Boolean)">
<summary>
creates a settings file at the specified path.
</summary>
<param name="path">The filepath. if absolute is set to false, the filepath starts in the application's directory</param>
<param name="absolute">if true, the filepath is relative to the application's install location</param>
</member>
<member name="M:CitrusLib.SettingsFile`1.ReadSettings">
<summary>
reads the settings from it's file. if it doesn't exist, a file with default values is created instead.
If the file exists, but some settings are missing, those missing settings are set to their defaults and added to the file
</summary>
</member>
<member name="M:CitrusLib.SettingsFile`1.WriteSettings">
<summary>
writes all the settings current values to it's file.
</summary>
</member>
<member name="M:CitrusLib.SettingsFile`1.AddSetting(`0)">
<summary>
adds a SettingObject to the DEFAULT settings list. use when initializing the default settings, BEFORE ever reading!
</summary>
<param name="g">The SettingObject to add</param>
<returns></returns>
</member>
<member name="M:CitrusLib.SettingsFile`1.TryGetSetting(System.String,`0@)">
<summary>
looks for a setting with name and returns true if found
</summary>
<param name="name">the name of the setting</param>
<param name="g">a SettingObject out parameter</param>
<returns></returns>
</member>
<member name="T:CitrusLib.GameSetting">
<summary>
a common purpose SettingObject. Has a string value. it's reccomended to use this when making settings
</summary>
</member>
<member name="F:CitrusLib.GameSetting.value">
<summary>
the value of the setting
</summary>
</member>
<member name="T:CitrusLib.LootPack">
<summary>
A class for creating groups of items, to simplify item-giving
</summary>
</member>
<member name="M:CitrusLib.LootPack.#ctor">
<summary>
makes a new, empty lootpack.
</summary>
</member>
<member name="M:CitrusLib.LootPack.#ctor(Loot[])">
<summary>
creates a lootpack using TABG's Loot array as an input
</summary>
<param name="loot">An array of Loot structs.</param>
</member>
<member name="M:CitrusLib.LootPack.AddLoot(System.Int32,System.Int32)">
<summary>
adds a stack of an item to the loot pack.
</summary>
<param name="id">the id of the item. use the Citlib Item enum!</param>
<param name="amount">the amount to add.</param>
</member>
<member name="M:CitrusLib.LootPack.CopyPlayerLoot(System.Collections.Generic.List{Landfall.Network.TABGPlayerLootItem})">
<summary>
creates a lootpack that is a copy of the provided list of playerlootitems, which can be read from a TABGPlayerServer.
</summary>
<param name="loot"></param>
<returns></returns>
</member>
<member name="M:CitrusLib.LootPack.GiveTo(Landfall.Network.TABGPlayerServer)">
<summary>
gives the items to the player. the player should be alive
</summary>
<param name="player">the player to recieve the items</param>
</member>
<member name="T:CitrusLib.Item">
<summary>
an enum list of every vanilla item. helps hard-coding item-give commands and lootpacks easier
</summary>
</member>
</members>
</doc>