<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.dhi.garryware</name>
    </assembly>
    <members>
        <member name="T:Garryware.Entities.AboveBoxSpawn">
            <summary>
            A spawn point for entities above the boxes in the map
            </summary>
        </member>
        <member name="P:Garryware.Entities.BreakableProp.InternalHideGameColor">
            <summary>
            Backing property for the HideGameColor property.
            </summary>
        </member>
        <member name="P:Garryware.Entities.BreakableProp.RaisesClientAuthDamageEvent">
            <summary>
            Should this prop raise our client authoritative damage event when it is damaged.
            This is so that high latency players can still get accurate results when a microgame constantly and quickly changes the properties of this prop. 
            </summary>
        </member>
        <member name="P:Garryware.Entities.BreakableProp.ShowWorldText">
            <summary>
            Should a 3d text panel be shown in the world over this prop?
            </summary>
        </member>
        <member name="P:Garryware.Entities.BreakableProp.WorldText">
            <summary>
            What text should be shown on the 3d text panel?
            </summary>
        </member>
        <member name="T:Garryware.Entities.InAirSpawn">
            <summary>
            A spawn point for entities that is high in the air of the minigame room.
            </summary>
        </member>
        <member name="T:Garryware.Entities.OnBoxSpawn">
            <summary>
            A spawn point for entities on top of the boxes in the map
            </summary>
        </member>
        <member name="T:Garryware.Entities.OnFloorSpawn">
            <summary>
            A spawn point for entities on the floor of the map.
            </summary>
        </member>
        <member name="P:Garryware.Entities.TurretNpc.EyeLocalPosition">
            <summary>
            Position a player should be looking from in local to the entity coordinates.
            </summary>
        </member>
        <member name="P:Garryware.Entities.TurretNpc.EyeLocalRotation">
            <summary>
            Rotation of the entity's "eyes", i.e. rotation for the camera when this entity is used as the view entity. In local to the entity coordinates.
            </summary>
        </member>
        <member name="M:Garryware.GameEvents.ClearInstructions(Sandbox.To)">
            <param name="toTarget">Who to send the message to.</param>
        </member>
        <member name="M:Garryware.GameEvents.RemoveMicrogameUi(Sandbox.To)">
            <param name="toTarget">Who to send the message to.</param>
        </member>
        <member name="M:Garryware.GameEvents.TriggerGameOver(Sandbox.To)">
            <param name="toTarget">Who to send the message to.</param>
        </member>
        <member name="F:Garryware.GarrywarePlayer.Clothing">
            <summary>
            The clothing container is what dresses the citizen
            </summary>
        </member>
        <member name="M:Garryware.GarrywarePlayer.#ctor">
            <summary>
            Default init
            </summary>
        </member>
        <member name="M:Garryware.GarrywarePlayer.#ctor(Sandbox.IClient)">
            <summary>
            Initialize using this client
            </summary>
        </member>
        <member name="T:Garryware.ExplosionEntity">
            <summary>
            An entity that creates an explosion at its center.
            </summary>
        </member>
        <member name="P:Garryware.ExplosionEntity.ParticleOverride">
            <summary>
            If set, will override the default explosion partile effect.
            </summary>
        </member>
        <member name="P:Garryware.ExplosionEntity.SoundOverride">
            <summary>
            If set, will override the default explosion sound.
            </summary>
        </member>
        <member name="M:Garryware.ExplosionEntity.Explode(Sandbox.Entity)">
            <summary>
            Perform the explosion.
            </summary>
            <param name="activator">The entity to be responsible for the damage.</param>
        </member>
        <member name="M:Garryware.SoundUtility.PlayWinRound(Sandbox.To)">
            <param name="toTarget">Who to send the message to.</param>
        </member>
        <member name="M:Garryware.SoundUtility.PlayLoseRound(Sandbox.To)">
            <param name="toTarget">Who to send the message to.</param>
        </member>
        <member name="M:Garryware.SoundUtility.PlayEveryoneWon(Sandbox.To)">
            <param name="toTarget">Who to send the message to.</param>
        </member>
        <member name="M:Garryware.SoundUtility.PlayEveryoneLost(Sandbox.To)">
            <param name="toTarget">Who to send the message to.</param>
        </member>
        <member name="M:Garryware.SoundUtility.PlayTutorial(Sandbox.To)">
            <param name="toTarget">Who to send the message to.</param>
        </member>
        <member name="M:Garryware.SoundUtility.PlayGameOver(Sandbox.To)">
            <param name="toTarget">Who to send the message to.</param>
        </member>
        <member name="M:Garryware.SoundUtility.PlayTargetHit(Sandbox.To)">
            <param name="toTarget">Who to send the message to.</param>
        </member>
        <member name="M:Garryware.SoundUtility.PlaySmallTargetHit(Sandbox.To)">
            <param name="toTarget">Who to send the message to.</param>
        </member>
        <member name="M:Weapon.StartReloadEffects(Sandbox.To)">
            <param name="toTarget">Who to send the message to.</param>
        </member>
        <member name="M:Weapon.ShootEffects(Sandbox.To)">
            <param name="toTarget">Who to send the message to.</param>
        </member>
    </members>
</doc>
