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WobbleBridge.xml
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<?xml version="1.0"?>
<doc>
<assembly>
<name>WobbleBridge</name>
</assembly>
<members>
<member name="M:WobbleBridge.Wobble.AddCommand(System.String[],System.Action{System.String[],Landfall.Network.TABGPlayerServer},System.String,System.String,System.String)">
<summary>
Adds a chat command that can be triggered by multiple names.
</summary>
</member>
<member name="M:WobbleBridge.Wobble.AddCommand(System.String,System.Action{System.String[],Landfall.Network.TABGPlayerServer},System.String,System.String,System.String,System.Int32)">
<summary>
Adds a chat command with a single name.
</summary>
</member>
<member name="M:WobbleBridge.Wobble.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:WobbleBridge.Wobble.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:WobbleBridge.Wobble.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.
use waituntill ready if the player JUST DIED and you want them to respawn as soon as reasonably possible (after the player slow-motion-effect wears off)
</summary>
<param name="player"></param>
<param name="pos"></param>
<param name="waitUntilReady"></param>
</member>
<member name="M:WobbleBridge.Wobble.KillPlayer(Landfall.Network.TABGPlayerServer,Landfall.Network.TABGPlayerServer)">
<summary>
kills a player. probably doesnt send them to the respawn minigame, and hopefully doesnt kick the player either
</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:WobbleBridge.Wobble.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:WobbleBridge.Wobble.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:WobbleBridge.Wobble.SetLoot(Landfall.Network.TABGPlayerServer,WobbleBridge.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:WobbleBridge.Wobble.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 WobbleBridge Item enumerator!</param>
<param name="quantity">Amount of the item to give</param>
</member>
<member name="M:WobbleBridge.Wobble.GiveLoot(Landfall.Network.TABGPlayerServer,System.String,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 name. use the WobbleBridge Item enumerator!</param>
<param name="quantity">Amount of the item to give</param>
</member>
<member name="M:WobbleBridge.Wobble.GiveLoot(Landfall.Network.TABGPlayerServer,WobbleBridge.LootPack)">
<summary>
Gives a LootPack of items to a player
</summary>
<param name="player">the player to affect</param>
<param name="lp">The WobbleBridge LootPack</param>
</member>
<member name="M:WobbleBridge.Wobble.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:WobbleBridge.Wobble.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:WobbleBridge.Wobble.SetTeam(WobbleBridge.PlayerRef,WobbleBridge.PlayerTeam)">
<summary>
tries to set a player's team. this function uses WobbleBridge 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:WobbleBridge.Wobble.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:WobbleBridge.Wobble.SetGear(Landfall.Network.TABGPlayerServer,System.Int32[])">
<summary>
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="M:WobbleBridge.Wobble.FixTeams">
<summary>
yknow how team members are meant to have their names over their heads?
changing teams and gear mid match causes issue with that.
run this code AFTER calling set team or set gear.
this is seperate from those function because you might be calling set team/gear many times and dont need redundant uses of this function.
it also only needs to be called on players who have had people *join* their team...
</summary>
</member>
<member name="M:WobbleBridge.Wobble.AllExcept(System.Int32)">
<summary>
returns a list of all player IDs except the specified one. for use with sendmessage
</summary>
<param name="i">the index to ignore. doesnt nessesarily have to be a player who is actually connected to the server</param>
<returns></returns>
</member>
<member name="M:WobbleBridge.Wobble.DoOnceAlive(WobbleBridge.PlayerRef,System.Action)">
<summary>
Performs an action once the player is alive and sending position updates again.
The action is performed immediately if the player is currently alive.
Good uses: team changes, gear changes.
</summary>
</member>
<member name="M:WobbleBridge.Wobble.DoOnceAlive(Landfall.Network.TABGPlayerServer,System.Action)">
<summary>
TABGPlayerServer overload of DoOnceAlive.
</summary>
</member>
<member name="M:WobbleBridge.Wobble.WaitThen(System.Single,System.Action)">
<summary>
Performs an action after a set amount of time.
</summary>
</member>
<member name="M:WobbleBridge.Wobble.WaitUntil(System.Func{System.Boolean},System.Action,System.Single)">
<summary>
Performs an action once a condition becomes true.
</summary>
<param name="condition">The condition to wait for.</param>
<param name="a">The action to perform once the condition is met.</param>
<param name="tick">How often to check the condition in seconds. Don't set very low unless your condition is cheap!</param>
</member>
<member name="M:WobbleBridge.Wobble.WaitThenAsLongAs(System.Single,System.Func{System.Boolean},System.Action,System.Action,System.Single)">
<summary>
Performs an action after a set delay, but only if the condition remains true throughout.
Invokes the fail action if the condition becomes false at any point.
</summary>
<param name="time">Time to wait before invoking the succeed action.</param>
<param name="condition">The condition that must remain true.</param>
<param name="a">The action to perform on success.</param>
<param name="fail">The action to invoke on failure (can be null).</param>
<param name="tick">How often to check the condition in seconds.</param>
</member>
<member name="M:WobbleBridge.Wobble.PlayerChatSearch(System.String,Landfall.Network.TABGPlayerServer@)">
<summary>
Searches for a player first by name prefix, then by player index.
Good for chat commands where users can type either a name or a numeric ID.
Returns false if none or more than one match is found.
</summary>
</member>
<member name="M:WobbleBridge.Wobble.PlayerWithIndex(System.Byte,Landfall.Network.TABGPlayerServer@)">
<summary>
Finds a player by their numeric player index.
Returns false if none or more than one match is found.
</summary>
</member>
<member name="M:WobbleBridge.Wobble.PlayerWithName(System.String,Landfall.Network.TABGPlayerServer@)">
<summary>
Finds a player whose name starts with the provided string (case-insensitive).
Returns false if none or more than one match is found.
</summary>
</member>
<member name="M:WobbleBridge.Wobble.RandomInRing(System.Int32,System.Predicate{UnityEngine.Vector3})">
<summary>
Gets a random point within the current ring's white circle, snapped to the ground.
</summary>
<param name="tries">Number of attempts to find a valid point.</param>
<param name="func">Optional predicate for additional position validation.</param>
</member>
<member name="M:WobbleBridge.Wobble.RandomInCircle(UnityEngine.Vector3,System.Single,System.Int32,System.Predicate{UnityEngine.Vector3},System.Int32)">
<summary>
Gets a random point on land within a specified radius, snapped to the ground.
</summary>
<param name="pos">Center of the search circle.</param>
<param name="radius">Radius of the search circle.</param>
<param name="tries">Number of attempts to find a valid point.</param>
<param name="func">Optional predicate for additional position validation.</param>
<param name="initTries">Internal use — tracks original try count for error logging.</param>
</member>
<member name="M:WobbleBridge.Wobble.ClearWeaponPatches(System.Int32)">
<summary>Clears all patches for a specific weapon ID.</summary>
</member>
<member name="M:WobbleBridge.Wobble.ClearAllWeaponPatches">
<summary>Clears every weapon patch — use before a config reload.</summary>
</member>
<member name="M:WobbleBridge.Wobble.GetCurrentWeaponID(Landfall.Network.TABGPlayerServer)">
<summary>
Gets the current weapon ID directly from the player's equipment slots.
Returns -1 if no weapon is active.
</summary>
</member>
<member name="T:WobbleBridge.SettingObject">
<summary>
A serializable setting, used when making custom settings files.
</summary>
</member>
<member name="F:WobbleBridge.SettingObject.name">
<summary>
the name of the setting
</summary>
</member>
<member name="F:WobbleBridge.SettingObject.description">
<summary>
a description of the setting
</summary>
</member>
<member name="T:WobbleBridge.SettingsFile`1">
<summary>
A Settings file, containing a list of SettingObjects.
</summary>
<typeparam name="T"></typeparam>
</member>
<member name="M:WobbleBridge.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:WobbleBridge.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:WobbleBridge.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:WobbleBridge.SettingsFile`1.WriteSettings">
<summary>
writes all the settings current values to it's file.
</summary>
</member>
<member name="M:WobbleBridge.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:WobbleBridge.SettingsFile`1.TryGetSetting(System.String,`0@)">
<summary>
looks for a setting with name and returns true if found.
if a setting isnt found in the main settings, returns the default value and re-'reads' the settings file, adding ALL missing entries.
if a setting isnt found, returns false!
</summary>
<param name="name">the name of the setting</param>
<param name="g">a SettingObject out parameter</param>
<returns></returns>
</member>
<member name="T:WobbleBridge.GameSetting">
<summary>
a common purpose SettingObject. Has a string value. it's reccomended to use this when making settings
</summary>
</member>
<member name="F:WobbleBridge.GameSetting.value">
<summary>
the value of the setting
</summary>
</member>
<member name="T:WobbleBridge.Logger">
<summary>
A class for prettier debug logging.
</summary>
</member>
<member name="M:WobbleBridge.Logger.#ctor(System.String,System.ConsoleColor)">
<summary>
Creates a new Logger for your mod.
</summary>
<param name="n">The name of your mod, or a sub-name if your mod has multiple separate parts.</param>
<param name="c">The color of the name prefix.</param>
</member>
<member name="M:WobbleBridge.Logger.Log(System.String)">
<summary>
Logs a standard message to the console.
</summary>
</member>
<member name="M:WobbleBridge.Logger.LogWarning(System.String)">
<summary>
Logs a warning to the console (yellow).
</summary>
</member>
<member name="M:WobbleBridge.Logger.LogError(System.String)">
<summary>
Logs an error to the console (red).
</summary>
</member>
<member name="T:WobbleBridge.LootPack">
<summary>
A class for creating groups of items, to simplify item-giving
</summary>
</member>
<member name="M:WobbleBridge.LootPack.#ctor">
<summary>
makes a new, empty lootpack.
</summary>
</member>
<member name="M:WobbleBridge.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:WobbleBridge.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 WobbleBridge Item enum!</param>
<param name="amount">the amount to add.</param>
</member>
<member name="M:WobbleBridge.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:WobbleBridge.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:WobbleBridge.Item">
<summary>
an enum list of every vanilla item. helps hard-coding item-give commands and lootpacks easier
</summary>
</member>
<member name="T:WobbleBridge.WeaponPatchManager.WeaponPatch">
<summary>
All fields are nullable — only set fields will override the game's defaults.
</summary>
</member>
<member name="P:WobbleBridge.WeaponPatchManager.WeaponPatch.DamageMultiplier">
<summary>Multiplier applied to all damage dealt by this weapon. (1.0 = no change)</summary>
</member>
<member name="P:WobbleBridge.WeaponPatchManager.WeaponPatch.SpreadMultiplier">
<summary>Multiplier applied to the weapon's base spread. (1.0 = no change)</summary>
</member>
<member name="P:WobbleBridge.WeaponPatchManager.WeaponPatch.HipSpreadValue">
<summary>
Overrides the hip-fire spread value directly.
The game default varies per weapon — set to 0 for perfect hip-fire accuracy.
</summary>
</member>
<member name="P:WobbleBridge.WeaponPatchManager.WeaponPatch.ExtraSpread">
<summary>
Overrides the extra flat spread added on top of the base spread.
Set to 0 to remove all extra spread.
</summary>
</member>
<member name="P:WobbleBridge.WeaponPatchManager.WeaponPatch.FireRateMultiplier">
<summary>Multiplier applied to fire rate. (>1.0 = faster, <1.0 = slower)</summary>
</member>
<member name="P:WobbleBridge.WeaponPatchManager.WeaponPatch.BulletSpeedMultiplier">
<summary>Multiplier applied to bullet travel speed. (1.0 = no change)</summary>
</member>
<member name="P:WobbleBridge.WeaponPatchManager.WeaponPatch.MagSizeOverride">
<summary>
Directly overrides the magazine size.
Replaces the game value entirely — not a multiplier.
</summary>
</member>
<member name="P:WobbleBridge.WeaponPatchManager.WeaponPatch.ReloadTimeMultiplier">
<summary>Multiplier applied to reload time. (<1.0 = faster reload, >1.0 = slower)</summary>
</member>
<member name="T:WobbleBridge.PlayerRef">
<summary>
Wraps a TABGPlayerServer with a flexible key-value data store.
Can be used by other mods to attach custom data to a player.
</summary>
</member>
<member name="M:WobbleBridge.PlayerRef.Get``1(System.String)">
<summary>
Retrieves a typed value from the data store. Returns default(T) if the key doesn't exist.
</summary>
</member>
<member name="T:WobbleBridge.PlayerTeam">
<summary>
Represents a team group with a list of PlayerRefs and a group index.
</summary>
</member>
</members>
</doc>