<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.fish.blocks_and_bullets</name>
    </assembly>
    <members>
        <member name="P:BNB.Client.Score">
            <summary>
            Score affected by kills, deaths and objectives.
            </summary>
        </member>
        <member name="M:BNB.Client.IncrementStat(BNB.ClientStat,System.Int32)">
            <summary>
            Increment a stat.
            Also sends the increment to sbox stat service API.
            </summary>
        </member>
        <member name="M:BNB.Client.SetStat(BNB.ClientStat,System.Int32)">
            <summary>
            Set a stat.
            Also sends the increment to sbox stat service API.
            </summary>
        </member>
        <member name="M:BNB.Client.GetStatValue(BNB.ClientStat)">
            <summary>
            Get the value of a stat.
            </summary>
        </member>
        <member name="M:BNB.Client.GetStatHashCode">
            <summary>
            Get the total stat HashCode.
            </summary>
        </member>
        <member name="M:BNB.Client.CreateBot(Sandbox.GameObject)">
            <summary>
            Create a bot client
            </summary>
            <param name="target"></param>
            <returns></returns>
        </member>
        <member name="F:BNB.Client.RandomSteamAccounts">
            <summary>
            Taken from https://steamladder.com/ladder/steam_age/
            </summary>
        </member>
        <member name="M:BNB.GameManager.ClearScene">
            <summary>
            Clears the scene of all non-essential components and objects.
            </summary>
        </member>
        <member name="P:BNB.GameManager.MapVotes">
            <summary> Which maps have been voted for. </summary>
        </member>
        <member name="P:BNB.GameManager.MapNominations">
            <summary> Maps available to vote for. </summary>
        </member>
        <member name="M:BNB.GameManager.GetVotes(BNB.MapNomination)">
            <returns> The number of votes a map has. </returns>
        </member>
        <member name="M:BNB.GameManager.GetMapVotes">
            <returns> A table of every map ID and their votes. </returns>
        </member>
        <member name="M:BNB.GameManager.VotedFor(BNB.MapNomination)">
            <returns> If you've voted for a map. </returns>
        </member>
        <member name="M:BNB.GameManager.GetIdealPlayers(BNB.VoxelMap,BNB.SupportGamemodeFlags)">
            <summary>
            Allows maps to override suggested player counts for a specific mode. <br />
            Uses the default, map-specific ideal player count otherwise.
            </summary>
        </member>
        <member name="M:BNB.GameManager.GetIdealPlayers(Sandbox.PrefabFile,BNB.SupportGamemodeFlags)">
            <summary>
            Allows maps to override suggested player counts for a specific mode. <br />
            Uses the default, map-specific ideal player count otherwise.
            </summary>
        </member>
        <member name="M:BNB.GameManager.GetAllMaps">
            <returns> All valid maps except templates. </returns>
        </member>
        <member name="M:BNB.GameManager.MapIsNamed(System.String,System.String,System.String)">
            <returns> If the map is valid and contains the string within its file name or display name. </returns>
        </member>
        <member name="M:BNB.GameManager.SetMap(System.String)">
            <summary>
            The method to call when setting the map through voting or commands. <br />
            Searches each map definition for the specified string.
            </summary>
            <param name="mapIdOrName"> A (sub)string to find the map by its file name. </param>
        </member>
        <member name="M:BNB.GameManager.AdminSetMap(System.String)">
            <summary>
            Allows the host or a developer to set the map.
            </summary>
        </member>
        <member name="P:BNB.GameManager.GearByID">
            <summary>
            A table of gear indexed by string ID.
            </summary>
        </member>
        <member name="M:BNB.GameManager.SetState``1(System.Boolean)">
            <summary>
            Set the current state, only host can do this.
            </summary>
        </member>
        <member name="M:BNB.GameManager.SetState(Sandbox.TypeDescription,System.Boolean)">
            <summary>
            Set the current state using a TypeDescription(which hopefully works).
            </summary>
            <param name="stateDesc"> TypeLibary info. </param>
            <param name="fallback"> Attempt to load Setup state upon type creation failure? </param>
        </member>
        <member name="M:BNB.GameManager.SetState(System.String)">
            <summary>
            Called when starting a new lobby from the menu.
            </summary>
        </member>
        <member name="M:BNB.GameManager.SetState(BNB.SupportGamemodeFlags)">
            <summary>
            Set the state from a flag.
            </summary>
        </member>
        <member name="M:BNB.GameManager.SetRandomGamemode(Sandbox.PrefabFile)">
            <summary>
            Set the gamemode to a random one from the specified map's supported modes.
            </summary>
        </member>
        <member name="P:BNB.GameManager.ValidClients">
            <summary>
            A collection of clients that are guaranteed to have a valid connection. <br />
            This is ideal for UI and gamemode logic. <br />
            This does not include Bots, use <see cref="P:BNB.GameManager.ValidClientsAndBots"/> for that.
            </summary>
        </member>
        <member name="P:BNB.GameManager.ValidClientsAndBots">
            <summary>
            Returns <see cref="P:BNB.GameManager.ValidClients"/> including all bots <see cref="P:BNB.Bot.All"/>
            </summary>
        </member>
        <member name="P:BNB.GameManager.InBirdsEye">
            <summary>
            Are we without a pawn or not in free mode as a spectator?
            </summary>
        </member>
        <member name="P:BNB.GameManager.InFreeMode">
            <summary>
            Are we a valid spectator in free mode?
            </summary>
        </member>
        <member name="M:BNB.GameManager.FrameEnd">
            <summary>
            Useful when calling <see cref="M:Sandbox.GameObject.DestroyImmediate"/>. <br />
            <see cref="T:Sandbox.GameTask"/> does not allow awaiting the end of a frame.
            </summary>
        </member>
        <member name="T:BNB.BorderComponent">
            <summary>
            An impassable wall that can be shot through.
            </summary>
        </member>
        <member name="M:BNB.BorderComponent.SetBounds(BBox)">
            <summary>
            Sets the bounds of the border given a BBox and normalizes it.
            </summary>
        </member>
        <member name="P:BNB.FadingDecal.ShouldFade">
            <summary> Should the decal fade after a period? </summary>
        </member>
        <member name="P:BNB.FadingDecal.Duration">
            <summary> The length of time before automatically fading the decal. </summary>
        </member>
        <member name="P:BNB.FadingDecal.FadeTime">
            <summary> How long it takes for the decal to fade. </summary>
        </member>
        <member name="P:BNB.FadingDecal.DestroyObject">
            <summary> Should the GameObject be destroyed upon fully fading? </summary>
        </member>
        <member name="P:BNB.FadingDecal._isFading">
            <summary> Is it actively fading? </summary>
        </member>
        <member name="P:BNB.PhysicsExplosive.DirectImpactDamage">
            <summary> Additional damage dealt upon direct impact. </summary>
        </member>
        <member name="P:BNB.PhysicsExplosive.ExplosiveJumpForceScale">
            <summary> Scale of force added by damage to the attacker. </summary>
        </member>
        <member name="P:BNB.PhysicsExplosive.ExplosiveJumpVertical">
            <summary> Scale of vertical force from explosive jumping. </summary>
        </member>
        <member name="P:BNB.PhysicsExplosive.ExplosiveJumpCushion">
            <summary> Dampens downward force by this amount if falling. </summary>
        </member>
        <member name="P:BNB.PhysicsExplosive.ExplosiveForceScale">
            <summary> Scale of force added by damage to enemy players. </summary>
        </member>
        <member name="P:BNB.PhysicsExplosive.ExplosiveForceVertical">
            <summary> Scale of vertical force added to enemies. </summary>
        </member>
        <member name="F:BNB.InstagibPickupType.HealthMini">
            <summary> Restores less than full health. </summary>
        </member>
        <member name="F:BNB.InstagibPickupType.HealthMega">
            <summary> Restores full amount of default health. </summary>
        </member>
        <member name="F:BNB.InstagibPickupType.Grenade">
            <summary> Gives a grenade. </summary>
        </member>
        <member name="F:BNB.InstagibPickupType.Rockets">
            <summary> Gives rockets. </summary>
        </member>
        <member name="F:BNB.InstagibPickupType.Shells">
            <summary> Boomstick ammo. </summary>
        </member>
        <member name="F:BNB.InstagibPickupType.Haste">
            <summary> Increases movement and attack speed. </summary>
        </member>
        <member name="F:BNB.InstagibPickupType.Damage">
            <summary> Increases damage. </summary>
        </member>
        <member name="F:BNB.InstagibPickupType.Visor">
            <summary> Highlights players through walls. </summary>
        </member>
        <member name="P:BNB.InstagibPickup.Model">
            <summary> How to represent the model in the editor. </summary>
        </member>
        <member name="T:BNB.ObjectSpawner">
            <summary>
            Spawns an object under certain conditions, such as pre-round and for certain gamemodes.
            </summary>
        </member>
        <member name="P:BNB.ObjectSpawner.EditorModel">
            <summary> How to represent the object only while in the editor. </summary>
        </member>
        <member name="P:BNB.ObjectSpawner.ObjectPrefab">
            <summary> The prefab to spawn upon the condition(s). </summary>
        </member>
        <member name="P:BNB.ObjectSpawner.Team">
            <summary>
            If the prefab contains a component with <see cref = "T:BNB.ITeam"/> it will set its team.
            </summary>
        </member>
        <member name="P:BNB.ObjectSpawner.PreventDuplicates">
            <summary> Remove the previous object when a new one spawns? </summary>
        </member>
        <member name="P:BNB.ObjectSpawner.AutoRemove">
            <summary> Remove the object at a specific stage? </summary>
        </member>
        <member name="P:BNB.ObjectSpawner.RemoveStage">
            <summary> When to remove the object. </summary>
        </member>
        <member name="P:BNB.ObjectSpawner.SpawnStage">
            <summary> When to spawn the object. </summary>
        </member>
        <member name="P:BNB.ObjectSpawner.GamemodeWhitelist">
            <summary> Restrict spawning to certain gamemodes? </summary>
        </member>
        <member name="P:BNB.ObjectSpawner.Gamemodes">
            <summary> Which gamemodes are allowed to spawn the object. </summary>
        </member>
        <member name="P:BNB.ObjectSpawner.Networked">
            <summary> Should the spawned object be networked? </summary>
        </member>
        <member name="P:BNB.ObjectSpawner.NetworkMode">
            <summary> How to network the spawned object. </summary>
        </member>
        <member name="P:BNB.ObjectSpawner.OwnerTransfer">
            <summary> Network ownership transfer flag of the spawned object. </summary>
        </member>
        <member name="P:BNB.ObjectSpawner.NetworkOrphaned">
            <summary> Who it goes to when the spawned object's owner disconnects. </summary>
        </member>
        <member name="M:BNB.ObjectSpawner.ForMode(BNB.SupportGamemodeFlags)">
            <returns> If the object is meant for the current gamemode. </returns>
        </member>
        <member name="T:BNB.SpeedLineManager">
            <summary>
            Creates lines depending on speed.
            </summary>
        </member>
        <member name="F:BNB.SpeedLineManager.SpeedRange">
            <summary> When lines start being created and when they are destroyed. </summary>
        </member>
        <member name="F:BNB.SpeedLineManager.LineFrequency">
            <summary> How often lines are created depending on speed. </summary>
        </member>
        <member name="F:BNB.SpeedLineManager.LineDuration">
            <summary> The lifetime of lines depending on speed. </summary>
        </member>
        <member name="F:BNB.SpeedLineManager.LineLength">
            <summary> How long lines are depending on speed. </summary>
        </member>
        <member name="P:BNB.TriggerPlayerVelocity.Instantaneous">
            <summary> Should the force be applied immediately? If not, then over time. </summary>
        </member>
        <member name="P:BNB.TriggerPlayerVelocity.Impulse">
            <summary> Amount of instantaneous force applied. </summary>
        </member>
        <member name="P:BNB.TriggerPlayerVelocity.ImpulseBase">
            <summary> Upward speed is set to at least this length before the boost. (-1 disables this) </summary>
        </member>
        <member name="P:BNB.TriggerPlayerVelocity.Force">
            <summary> Vertical velocity must be at least this amount before applying velocity. </summary>
        </member>
        <member name="P:BNB.PlayerUnitComponent.DefaultMaxHealth">
            <summary> The maximum amount of health</summary>
        </member>
        <member name="P:BNB.UnitComponent.FootStepVolumeCurve">
            <summary>
            Allows footsteps to be softer the slower you move.
            </summary>
        </member>
        <member name="M:BNB.UnitComponent.PreControllerMove(Vector3@)">
            <summary>
            Modify the wish velocity before it's fed to the controller
            </summary>
            <param name="velocity"></param>
        </member>
        <member name="M:BNB.UnitComponent.PostControllerMove(Vector3@,Vector3@)">
            <summary>
            Modify the velocity and position after it went through the controller and before it gets applied
            </summary>
            <param name="velocity"></param>
            <param name="position"></param>
        </member>
        <member name="P:BNB.UnitComponent.IsRamping">
            <summary>
            True when the controller is currently climbing blocks as if they were a ramp
            </summary>
        </member>
        <member name="P:BNB.UnitComponent.DefaultMaxHealth">
            <summary> The maximum amount of health </summary>
        </member>
        <member name="P:BNB.UnitComponent.Health">
            <summary>
            The amount of health, is clamped to 0 and <see cref = "P:BNB.UnitComponent.MaxHealth"></see>.
            </summary>
        </member>
        <member name="P:BNB.UnitComponent.HealthFraction">
            <summary>
            Current health fraction of the max health 0 to 1
            </summary>
        </member>
        <member name="P:BNB.UnitComponent.IsAlmostDead">
            <summary>
            When the unit's health is under 40% of the max health
            </summary>
        </member>
        <member name="P:BNB.UnitComponent.ViewRay">
            <summary>
            View ray of this unit
            </summary>
        </member>
        <member name="P:BNB.UnitComponent.Player">
            <summary>
            null if this Unit is not a player
            </summary>
        </member>
        <member name="P:BNB.UnitComponent.IsPlayer">
            <summary>
            Is this unit a player
            </summary>
        </member>
        <member name="P:BNB.UnitComponent.IsAlive">
            <summary>
            Currently alive?
            </summary>
        </member>
        <member name="M:BNB.UnitComponent.TryDamage(BNB.DamageInfo)">
            <summary>
            Attempt to damage this unit
            </summary>
            <param name="info">The final applied damage</param>
        </member>
        <member name="M:BNB.UnitComponent.CanReceiveDamage(BNB.DamageInfo@)">
            <summary>
            Is this unit able to receive damage and additional modifiers before passing it off
            </summary>
        </member>
        <member name="M:BNB.UnitComponent.CanDamage(BNB.UnitComponent)">
            <summary>
            Can this unit attack the victim
            </summary>
        </member>
        <member name="M:BNB.UnitComponent.OnDamaged(BNB.DamageInfo@)">
            <summary>
            Process/modify the damage and relay the result to the attacking player. <br />
            You should always be calling this when a unit is damaged.
            </summary>
        </member>
        <member name="M:BNB.UnitComponent.OnLocalPlayerInflictDamage(BNB.DamageInfo)">
            <summary>
            A player has damaged this unit. Send this to the attacker only. <br />
            Don't modify damage here! This is mainly to show hitmarkers etc.
            </summary>
        </member>
        <member name="M:BNB.UnitComponent.UpdateHealth">
            <summary>
            Process health regeneration that happens after a delay from when you're last shot.
            </summary>
        </member>
        <member name="M:BNB.UnitComponent.GetHitbox(BNB.HitboxLimb)">
            <summary>
            Get the hitbox of that limb
            </summary>
            <param name="limb"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.UnitComponent.GetHitboxPosition(BNB.HitboxLimb)">
            <summary>
            Get the world position of the limb
            </summary>
            <param name="limb"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.UnitComponent.GetHitboxBounds(BNB.HitboxLimb)">
            <summary>
            Get the world bounds of the limb
            </summary>
            <param name="limb"></param>
            <returns></returns>
        </member>
        <member name="P:BNB.HealthRegen.Delay">
            <summary> Delay between being hurt and when health restoration begins. </summary>
        </member>
        <member name="P:BNB.HealthRegen.Interval">
            <summary> Frequency of health restoration after the delay. </summary>
        </member>
        <member name="P:BNB.HealthRegen.Amount">
            <summary> The amount of health restored per interval. </summary>
        </member>
        <member name="P:BNB.HealthRegen.Limit">
            <summary> The most amount of health that you can be healed to by default. </summary>
        </member>
        <member name="F:BNB.BanInfo.ExpirationTime">
            <summary>
            Time (unix) when the ban will expire
            </summary>
        </member>
        <member name="M:BNB.BanManager.BanLocally(Sandbox.Connection,System.String,System.TimeSpan)">
            <summary>
            Ban a player from the lobby / local machine
            </summary>
        </member>
        <member name="M:BNB.BanManager.UnbanLocally(System.UInt64)">
            <summary>
            Unban a player from the lobby / local machine
            </summary>
        </member>
        <member name="T:BNB.IEssential">
            <summary>
            Components with this interface will not be destroyed when switching maps.
            </summary>
        </member>
        <member name="M:BNB.IEssential.IsEssential(Sandbox.Component)">
            <returns> If the component should not be destroyed. </returns>
        </member>
        <member name="M:BNB.IEssential.IsEssential(Sandbox.GameObject)">
            <returns> If the GameObject should not be destroyed. </returns>
        </member>
        <member name="M:BNB.IEssential.TryDestroy(Sandbox.GameObject,System.Boolean)">
            <summary>
            Destroys non-essential components on the object, and the object itself if it has no essential components. <br />
            This should be called on the main thread at the end of the frame to prevent potential errors.
            </summary>
            <returns> If object was destroyed. </returns>
        </member>
        <member name="M:BNB.State.IsAutofillNeeded(System.Int32)">
            <summary>
            Check if we need to autofill the match with bots
            </summary>
            <param name="playerCount"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.State.AddIdealBots">
            <summary>
            Automatically add bots to the match until we reach the ideal amount of players
            </summary>
        </member>
        <member name="M:BNB.State.AddBot">
            <summary>
            Add a bot to this match and automatically assign it to the team with the least players
            </summary>
        </member>
        <member name="M:BNB.State.RemoveBot">
            <summary>
            Remove a bot from this match, picks one from the team with the most players
            </summary>
        </member>
        <member name="M:BNB.State.GetBotObjective(BNB.Bot)">
            <summary>
            Get the bot's current objective
            </summary>
        </member>
        <member name="M:BNB.State.GetPlayableBounds">
            <summary>
            Get the map's bounds slightly shrunk
            </summary>
            <returns></returns>
        </member>
        <member name="M:BNB.State.GetRandomPosition(BBox)">
            <summary>
            Get a random standable position inside of that bbox, return null if not found
            </summary>
            <param name="bounds"></param>
            <returns></returns>
        </member>
        <member name="P:BNB.State.ObjectiveEvents">
            <summary> Whether or not an event is objective related. </summary>
        </member>
        <member name="M:BNB.State.OnEvent(BNB.Client,BNB.StateEvent)">
            <summary>
            Something state-related happened.
            </summary>
        </member>
        <member name="M:BNB.State.EventIsObjective(BNB.StateEvent)">
            <returns> Whether or not the specified event is objective related. </returns>
        </member>
        <member name="M:BNB.State.GetEventPhrase(BNB.StateEvent)">
            <returns> A short description of an objective. </returns>
        </member>
        <member name="P:BNB.State.TimerEnds">
            <summary> When this timer ends the next stage will begin. </summary>
        </member>
        <member name="P:BNB.State.WinningText">
            <summary>
            The text that appears under the voting screen header. <br/>
            This is synced in case the host changes.
            </summary>
        </member>
        <member name="M:BNB.State.Enter">
            <summary> Called for the host when entering this state. </summary>
        </member>
        <member name="M:BNB.State.Exit">
            <summary> Called for the host when leaving this state. </summary>
        </member>
        <member name="M:BNB.State.Wait">
            <summary> Called when the state is set to <see cref="F:BNB.StateStage.Waiting"/>. </summary>
        </member>
        <member name="M:BNB.State.Prepare">
            <summary> Called when the state is set to <see cref="F:BNB.StateStage.Preparing"/>. </summary>
        </member>
        <member name="M:BNB.State.Begin">
            <summary> Called when the state is set to <see cref="F:BNB.StateStage.Playing"/>. </summary>
        </member>
        <member name="M:BNB.State.End">
            <summary> Called when the state is set to <see cref="F:BNB.StateStage.Ended"/>. </summary>
        </member>
        <member name="M:BNB.State.EndRound">
            <summary>
            Called when the timer runs out post-round to either start a new round or start voting.
            </summary>
        </member>
        <member name="M:BNB.State.StartVoting">
            <summary>
            Set the active state to <see cref="T:BNB.Voting"/> and carry over round info.
            </summary>
        </member>
        <member name="M:BNB.State.Extend(System.Single)">
            <summary> Extend the time remaining. </summary>
        </member>
        <member name="M:BNB.State.ActiveLogic">
            <summary>
            Called while the current stage is <see cref="F:BNB.StateStage.Playing"/>.
            </summary>
        </member>
        <member name="P:BNB.State.ModComponents">
            <summary>
            A list of components
            </summary>
        </member>
        <member name="M:BNB.State.Modifiers.Add(System.String,System.Boolean)">
            <returns> If the modifier could be added. </returns>
        </member>
        <member name="M:BNB.State.Modifiers.UpdateComponentList">
            <summary>
            Gets an active list of modifiers.
            </summary>
        </member>
        <member name="P:BNB.State.PrepBorders">
            <summary>
            Spawn borders during prep and remove them after? <br />
            Custom border filters can override this setting.
            </summary>
        </member>
        <member name="P:BNB.State.CapturePointMode">
            <summary>
            The only capture points that should be enabled.
            </summary>
        </member>
        <member name="M:BNB.State.CanDamagePlayerVoxel(Vector3Int)">
            <returns> If the voxel at this position can be damaged. </returns>
        </member>
        <member name="M:BNB.State.ToggleCapturePoints">
            <summary>
            Enables the capture points meant for this mode, disables all others.
            </summary>
        </member>
        <member name="P:BNB.State.ScoreLimit">
            <summary> The team/player score threshold for victory(unless it's zero or less). </summary>
        </member>
        <member name="P:BNB.State.HasScore">
            <summary> Allows scoring and displaying of score. </summary>
        </member>
        <member name="P:BNB.State.EventScores">
            <summary> The score a player gets for doing something. </summary>
        </member>
        <member name="M:BNB.State.GetEventScore(BNB.StateEvent)">
            <returns> The score value for an event of this mode. </returns>
        </member>
        <member name="P:BNB.State.HasTeams">
            <summary> If disabled: no team scoring, logic or selection. </summary>
        </member>
        <member name="P:BNB.State.AllowTeamSelect">
            <summary> If disabled: you cannot select a team. </summary>
        </member>
        <member name="P:BNB.State.SingleTeamList">
            <summary> If enabled: consolidates teams into one list while voting and in scoreboard. </summary>
        </member>
        <member name="P:BNB.State.TeamCounts">
            <summary> Pre-summed team count cache. </summary>
        </member>
        <member name="M:BNB.State.UpdateTeams">
            <summary>
            Set the cache of team counts.
            </summary>
        </member>
        <member name="M:BNB.State.CanSelectTeam(BNB.Client,BNB.Team)">
            <returns> If the team is a valid choice. </returns>
        </member>
        <member name="M:BNB.State.RequestTeam(BNB.Client,BNB.Team)">
            <summary>
            The player is requesting a team.
            </summary>
        </member>
        <member name="M:BNB.State.SetTeam(BNB.Client,BNB.Team)">
            <summary>
            Set the team directly without checks. <br />
            Can be used to perform effects upon switching.
            </summary>
        </member>
        <member name="P:BNB.State.IsHost">
            <returns>
            If the local connection is the one hosting.
            </returns>
        </member>
        <member name="M:BNB.State.OnClientConnect(BNB.Client)">
            <summary> Called for the host when a client has connected. </summary>
        </member>
        <member name="M:BNB.State.OnClientDisconnect(BNB.Client)">
            <summary> Called for the host when a client has disconnected. </summary>
        </member>
        <member name="M:BNB.State.CreatePlayer(BNB.Client)">
            <summary> Called on the server when the player presses "GO" in the loadout screen. </summary>
        </member>
        <member name="M:BNB.State.ManageRespawning">
            <summary>
            Respawn players if they're trying to do so.
            </summary>
        </member>
        <member name="M:BNB.State.Respawn(BNB.Player,System.Boolean)">
            <summary>
            Respawn a player with loadout according to mode.
            </summary>
        </member>
        <member name="M:BNB.State.PlayerUpdate(BNB.Player)">
            <summary>
            Called clientside to update other players.
            </summary>
        </member>
        <member name="M:BNB.State.AllowGrenades(BNB.Client)">
            <returns> Whether to allow grenade throwing and drawing them on the HUD. </returns>
        </member>
        <member name="M:BNB.State.GetWeaponFireRate(BNB.Weapon)">
            <returns> How many attacks per second this weapon is capable of, or null for default. </returns>
        </member>
        <member name="M:BNB.State.GetWeaponSpread(BNB.Weapon)">
            <returns> The overall spread value of the player. </returns>
        </member>
        <member name="M:BNB.State.GetPlayerMaxHealth(BNB.Client)">
            <returns> Null for default max health, or an override. </returns>
        </member>
        <member name="M:BNB.State.GetPlayerMoveSpeed(BNB.Client)">
            <returns> The speed the player should be moving at. </returns>
        </member>
        <member name="M:BNB.State.CanDeploy(BNB.Client,System.Nullable{BNB.Team})">
            <summary>
            Prevents spawning unless you have a valid team.
            </summary>
            <returns> Whether or not the player can spawn after choosing their loadout. </returns>
        </member>
        <member name="M:BNB.State.CanRespawn(BNB.Player)">
            <returns> If the player can automatically respawn. </returns>
        </member>
        <member name="M:BNB.State.OnLocalPlayerSpawn(BNB.Player,BNB.PlayerLoadout)">
            <summary>
            Called clientside when the player spawns to set their position, before their loadout is given.
            </summary>
        </member>
        <member name="M:BNB.State.CanAttack(BNB.UnitComponent,BNB.BaseGear)">
            <returns> If the unit is allowed to attack with a specific gear. </returns>
        </member>
        <member name="M:BNB.State.GiveLoadout(BNB.Player,BNB.PlayerLoadout)">
            <summary>
            Called by the local client when spawning their loadout. <br />
            See <see cref="M:BNB.State.GetLoadout(BNB.Player)"/> to override loadouts.
            </summary>
            <param name="ply"> The player object calling this. Passed to bypass Sync'd var lag. </param>
            <param name="loadout"> The loadout sent from the host. </param>
        </member>
        <member name="M:BNB.State.ProcessLoadout(BNB.Player,BNB.PlayerLoadout)">
            <summary>
            Called by the local player to process loadout.
            </summary>
        </member>
        <member name="M:BNB.State.CanSetLoadout(BNB.Client)">
            <summary>
            Some modes may want to block loadouts in some cases.
            </summary>
            <returns> If the client should be able to select a loadout </returns>
        </member>
        <member name="M:BNB.State.TryDamagePlayer(BNB.Player,BNB.DamageInfo@)">
            <summary>
            Allows altering or denying damage being dealt to a player.
            </summary>
        </member>
        <member name="M:BNB.State.OnPreLocalPlayerDamaged(BNB.Player,BNB.DamageInfo@)">
            <summary>
            Called clientside when a Player is receiving damage.
            </summary>
        </member>
        <member name="M:BNB.State.OnPostLocalPlayerDamaged(BNB.Player,BNB.DamageInfo@)">
            <summary>
            Called clientside when a Player has been damaged.
            </summary>
        </member>
        <member name="M:BNB.State.CanDamagePlayer(BNB.Client,BNB.Client)">
            <summary>
            Called when a player is trying to attack someone.
            </summary>
            <returns> If the damage is allowed. </returns>
        </member>
        <member name="M:BNB.State.IsFriendlyFire(BNB.Client,BNB.Client)">
            <summary>
            Should be called after killing/hurting a player to determine if it was friendly fire.
            </summary>
        </member>
        <member name="M:BNB.VoxelMap.PlaceBlocks(Vector3Int[],Color32)">
            <summary>
            Places an array of blocks of a color.
            </summary>
            <param name="positions"></param>
            <param name="color"></param>
        </member>
        <member name="M:BNB.VoxelMap.TryDamagePlayer(Vector3,System.Int32)">
            <summary>
            Damages a voxel from worldspace coordinates.
            </summary>
            <param name="position"></param>
            <param name="damage"></param>
        </member>
        <member name="M:BNB.VoxelMap.TryDamagePlayer(Vector3Int,System.Int32)">
            <summary>
            Damages a voxel from voxelspace coordinates.
            </summary>
            <param name="position"></param>
            <param name="damage"></param>
        </member>
        <member name="M:BNB.VoxelMap.TryDamagePlayerRadius(Vector3Int,System.Int32,System.Single)">
            <summary>
            Damage blocks in given radius.
            </summary>
            <param name="center"></param>
            <param name="damage"></param>
            <param name="radius"></param>
        </member>
        <member name="M:BNB.VoxelMap.TryExplode(Vector3,System.Int32,System.Single,System.Single)">
            <summary>
            Create an explosion at worldspace coordinates.
            </summary>
            <param name="position"></param>
            <param name="damage"></param>
            <param name="radius"></param>
            <param name="force"></param>
        </member>
        <member name="M:BNB.VoxelMap.TryExplode(Vector3Int,System.Int32,System.Single,System.Single)">
            <summary>
            Create an explosion at voxelspace coordinates.
            </summary>
            <param name="center"></param>
            <param name="damage"></param>
            <param name="radius"></param>
            <param name="force"></param>
        </member>
        <member name="P:BNB.VoxelMap.MapPrefab">
            <returns>
            The <see cref="T:Sandbox.PrefabFile"/> of the currently loaded map, if any. <br />
            This used to be Sync( SyncFlags.FromHost )'d but it had a habit of being null for no good reason.
            </returns>
        </member>
        <member name="P:BNB.VoxelMap.Playable">
            <summary> If false: hides this from menus and voting. </summary>
        </member>
        <member name="P:BNB.VoxelMap.IdealPlayerCount">
            <summary> This map probably won't be nominated outside of this player range. </summary>
        </member>
        <member name="P:BNB.VoxelMap.ModePlayerCount">
            <summary> Allows overriding ideal player counts for modes on this map. </summary>
        </member>
        <member name="P:BNB.VoxelMap.BirdsEyeView">
            <summary> The default position of the spectator/voting camera. </summary>
        </member>
        <member name="P:BNB.VoxelMap.Image">
            <summary> The preview image. Resolution: 600x300px </summary>
        </member>
        <member name="P:BNB.VoxelMap.SkyIndirectLightingOverride">
            <summary>
            A hack for wheatley so that indirect skybox lighting setting will stick.
            </summary>
        </member>
        <member name="M:BNB.VoxelMap.GetVoxelsPath(Vector3Int,Vector3Int,System.Int32,System.Boolean)">
            <summary>
            Get voxels along 2 points.
            </summary>
            <param name="start">Start point.</param>
            <param name="end">End point.</param>
            <param name="blocks">Max number of blocks to step.</param>
            <param name="noDiagonals">If true, only axis‑aligned steps are allowed.</param>
            <returns>An IEnumerable of all voxels visited.</returns>
        </member>
        <member name="M:BNB.VoxelMap.GetChunkPosition(Vector3Int)">
            <summary>
            Gets the chunk position from a global voxel position.
            </summary>
            <param name="position"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.VoxelMap.WorldToVoxel(Vector3)">
            <summary>
            Converts a world position to VoxelWorld position.
            </summary>
            <param name="position"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.VoxelMap.VoxelToWorld(Vector3Int,System.Boolean)">
            <summary>
            Converts VoxelWorld position to a world position.
            </summary>
            <param name="position"></param>
            <param name="onTop">Return the voxel's center top</param>
            <returns></returns>
        </member>
        <member name="M:BNB.VoxelMap.GetLocalSpace(System.Int32,System.Int32,System.Int32,BNB.Chunk@,BNB.Chunk)">
            <summary>
            Converts global VoxelWorld coordinates to local, also outs the chunk.
            </summary>
            <param name="x"></param>
            <param name="y"></param>
            <param name="z"></param>
            <param name="chunk"></param>
            <param name="relative"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.VoxelMap.GetGlobalSpace(System.Byte,System.Byte,System.Byte,BNB.Chunk)">
            <summary>
            Converts local coordinates of a chunk to global coordinates in a VoxelWorld.
            </summary>
            <param name="x"></param>
            <param name="y"></param>
            <param name="z"></param>
            <param name="relative"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.VoxelMap.GetByOffset(System.Int32,System.Int32,System.Int32,BNB.Chunk)">
            <summary>
            Gets chunk and voxel by offset relative to a chunk, or Chunks[0, 0, 0]
            </summary>
            <param name="x"></param>
            <param name="y"></param>
            <param name="z"></param>
            <param name="relative"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.VoxelMap.GetByOffset(Vector3Int,BNB.Chunk)">
            <summary>
            Gets chunk and voxel by offset relative to a chunk, or Chunks[0, 0, 0]
            </summary>
            <param name="offset"></param>
            <param name="relative"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.VoxelMap.GetByOffset(BNB.Vector3B,BNB.Chunk)">
            <summary>
            Gets chunk and voxel by offset relative to a chunk, or Chunks[0, 0, 0]
            </summary>
            <param name="offset"></param>
            <param name="relative"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.VoxelMap.SetVoxel(System.Int32,System.Int32,System.Int32,BNB.Voxel,BNB.Chunk,System.Boolean)">
            <summary>
            Sets voxel by offset, relative to the chunk parameter or Chunks[0, 0, 0].
            Make sure to not track the change if it's something you're doing thousands of times.
            </summary>
            <param name="x"></param>
            <param name="y"></param>
            <param name="z"></param>
            <param name="voxel"></param>
            <param name="relative"></param>
            <param name="track"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.VoxelMap.FindSpawnSpace(Vector2Int,System.Int32,System.Int32)">
            <summary>
            Find spawn space from x and y coordinates, bottom to up.
            </summary>
            <param name="position"></param>
            <param name="height"></param>
            <param name="startZ"></param>
            <returns></returns>
        </member>
        <member name="P:BNB.VoxelMap.ChunksToReGenerate">
            <summary>
            Which chunks will get regenerated next NavGrid refresh
            </summary>
        </member>
        <member name="P:BNB.VoxelMap.NavGridRefresh">
            <summary>
            When the next NavGrid refresh will happen
            </summary>
        </member>
        <member name="M:BNB.VoxelMap.IsAboveFree(Vector3Int,System.Int32)">
            <summary>
            Check if there's only air above
            </summary>
            <param name="position"></param>
            <param name="amount"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.VoxelMap.IsAboveFree(Vector3Int,BNB.Chunk,System.Int32)">
            <summary>
            Check if there's only air above
            </summary>
            <param name="offset"></param>
            <param name="chunk"></param>
            <param name="amount"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.VoxelMap.TracePath(Vector3Int,Vector3Int,System.Boolean@,System.Int32)">
            <summary>
            Traces a path from start to end and returns the last voxel that didn't hit.<br />
            Returns start if it instantly collided, Returns end if it didn't hit anything.<br />
            </summary>
            <param name="start"></param>
            <param name="end"></param>
            <param name="hit"></param>
            <param name="height"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.VoxelMap.TraceTrajectory(Vector3Int,Vector3,System.Single,System.Boolean@,System.Single,System.Single)">
            <summary>
            Traces a trajectory from start to end and returns the last voxel that didn't hit.<br />
            Returns start if it instantly collided<br />
            </summary>
            <param name="start"></param>
            <param name="velocity"></param>
            <param name="gravity"></param>
            <param name="hit"></param>
            <param name="duration"></param>
            <param name="step"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.VoxelMap.FindCellOnOtherSide(BNB.NavCell,Vector3)">
            <summary>
            If there's a wall in the way, find the cell on the other side of it
            </summary>
            <param name="startingCell"></param>
            <param name="target">The final desired position</param>
            <returns>null if none found or there's no wall</returns>
        </member>
        <member name="P:BNB.VoxelMap.FromSnapshot">
            <summary>
            Was this map loaded from a snapshot instead of the MapDefinition?
            </summary>
        </member>
        <member name="P:BNB.VoxelMap.ChunkBoxes">
            <summary>
            Toggles box gizmos on chunks with voxels in them.
            </summary>
        </member>
        <member name="M:BNB.VoxelMap.ClearAll">
            <summary>
            Gets rid of all existing voxel maps.
            </summary>
        </member>
        <member name="M:BNB.VoxelMap.BuildChunks(System.Collections.Generic.IEnumerable{System.Collections.Generic.KeyValuePair{BNB.Chunk,System.Boolean}})">
            <summary>
            Generates a collection of chunks.
            </summary>
            <param name="chunks"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.VoxelMap.BuildChunks(System.Collections.Generic.IEnumerable{BNB.Chunk})">
            <summary>
            Generates a collection of chunks.
            </summary>
            <param name="chunks"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.VoxelMap.BuildChunk(BNB.Chunk,System.Boolean)">
            <summary>
            Build a chunk.
            </summary>
            <param name="chunk"></param>
            <param name="physics"></param>
            <returns></returns>
        </member>
        <member name="P:BNB.MapLoaderComponent.NextState">
            <summary>
            Force this gamemode to be loaded OnStart.
            </summary>
        </member>
        <member name="M:BNB.MapLoaderComponent.Load(Sandbox.PrefabFile,System.Boolean)">
            <param name="map"> The PrefabFile of the map to spawn. </param>
            <param name="loadGameScene"> If the game scene should be (re)loaded. </param>
        </member>
        <member name="T:BNB.GibGroup">
            <summary>
            Applies immediate force to child physics objects and fades models over time.
            </summary>
        </member>
        <member name="P:BNB.GibGroup.FadeDelay">
            <summary> How long it takes for the gibs to begin fading. </summary>
        </member>
        <member name="P:BNB.GibGroup.FadeDuration">
            <summary> How long it takes for gibs to fade after the delay. </summary>
        </member>
        <member name="P:BNB.GibGroup.GibsplosionOrigin">
            <summary> The origin of force applied to gibs when spawned. Null values default to this object's position. </summary>
        </member>
        <member name="M:BNB.Lobby.Setting(System.String,System.String,System.Boolean)">
            <summary>
            Gets or sets a lobby setting.
            </summary>
        </member>
        <member name="P:BNB.Lobby.LaunchMap">
            <summary>
            Sets the starting map. Supports exact ID and partial name matching. Will fail if it finds no/multiple results.
            </summary>
        </member>
        <member name="M:BNB.Lobby.FindMapPrefabs(System.String)">
            <summary>
            Finds a map prefab from its exact file name first, exact display name second. <br />
            If that fails it will search through all file and display names and return the results.
            </summary>
        </member>
        <member name="M:BNB.Lobby.SelectLaunchMap">
            <summary>
            This will find a map to launch to. Particularly useful for dedicated servers. <br />
            By default it will choose randomly among the selected modes. <br />
            The "map" convar(settable at launch) can override this to a specific map.
            </summary>
        </member>
        <member name="P:BNB.Lobby.Name">
            <summary>
            The name to display in the server listing and ingame UI.
            </summary>
        </member>
        <member name="P:BNB.Lobby.MOTD">
            <summary>
            The "Message of The Day". In other words: text to greet users with.
            </summary>
        </member>
        <member name="P:BNB.Lobby.NextDedicatedRestart">
            <summary>
            For dedicated servers: when the server should next restart.
            </summary>
        </member>
        <member name="P:BNB.Lobby.ShouldRestart">
            <summary>
            If the server should restart when the match ends or there are zero players.
            </summary>
        </member>
        <member name="P:BNB.Lobby.Autofill">
            <summary>
            Allows launching the server with autofill enabled/disabled. Example: +autofill false
            </summary>
        </member>
        <member name="M:BNB.Lobby.AllowsGamemode(BNB.SupportGamemodeFlags)">
            <returns> If the lobby is configured to nominate this flag. </returns>
        </member>
        <member name="M:BNB.Lobby.Allows(BNB.MapNomination)">
            <returns> If this nomination has an allowed mode. </returns>
        </member>
        <member name="M:BNB.Lobby.SetGamemodeAllowed(BNB.SupportGamemodeFlags,System.Boolean)">
            <summary>
            This is the method you should call from menus to toggle if a gamemode is in rotation.
            </summary>
        </member>
        <member name="M:BNB.Lobby.SetAllowedGamemodes(BNB.SupportGamemodeFlags)">
            <summary>
            Sets the modes allowed to be nominated. Filters out invalid flags.
            </summary>
        </member>
        <member name="P:BNB.Lobby.Modes">
            <summary>
            Allows launching the server into specific modes. Example: +modes "gib ffa"
            </summary>
        </member>
        <member name="M:BNB.Lobby.SelectNominations">
            <summary>
            Gets a random number of nominated maps with a limit as configured by lobby settings. <br />
            Double-checks that the nominations have a valid map and supported mode.
            </summary>
        </member>
        <member name="T:BNB.LobbySettingAttribute">
            <summary>
            Add this to a static property on a <see cref="T:Sandbox.Component"/> to display it in a menu. <br />
            If added to a component with a <see cref="T:BNB.StateAttribute"/> it will associate it with its gamemode flag.
            </summary>
        </member>
        <member name="F:BNB.LobbySettingAttribute.ID">
            <summary> The internal id for commands/menus. </summary>
        </member>
        <member name="F:BNB.LobbySettingAttribute.Order">
            <summary> Lower values are first. </summary>
        </member>
        <member name="M:BNB.LobbySettingInfo.GetAll">
            <summary>
            Gets all lobby setting information. Registers them if they haven't been already.
            </summary>
        </member>
        <member name="M:BNB.LobbySettingInfo.Find(BNB.SupportGamemodeFlags)">
            <summary>
            Get all settings for a particular gamemode flag.
            </summary>
        </member>
        <member name="F:BNB.ObjectivePosition.ObjectivePositionType.Exact">
            <summary>
            The objective is in an exact location
            </summary>
        </member>
        <member name="F:BNB.ObjectivePosition.ObjectivePositionType.Area">
            <summary>
            The objective is an area
            </summary>
        </member>
        <member name="M:BNB.ObjectivePosition.#ctor(Vector3)">
            <summary>
            Exact position objective
            </summary>
            <param name="position"></param>
        </member>
        <member name="M:BNB.ObjectivePosition.#ctor(Vector3,System.Single)">
            <summary>
            Area position objective
            </summary>
            <param name="position"></param>
            <param name="distance"></param>
        </member>
        <member name="M:BNB.ObjectivePosition.GetPosition">
            <summary>
            Return the objective's position<br />
            The exact position if it's <see cref="F:BNB.ObjectivePosition.ObjectivePositionType.Exact"/><br />
            A random position inside an area if it's <see cref="F:BNB.ObjectivePosition.ObjectivePositionType.Area"/>
            </summary>
            <returns></returns>
        </member>
        <member name="M:BNB.ObjectivePosition.GetPatrolBounds(System.Single)">
            <summary>
            Checks for walkable bounds around the objective for anyone to patrol in its vicinity
            </summary>
            <returns></returns>
        </member>
        <member name="P:BNB.CapturePoint.IsChainable">
            <summary>
            Can this type of point(as configured) be connected to other points?
            </summary>
        </member>
        <member name="P:BNB.CapturePoint.VoxelSizedModel">
            <summary>
            Resizes this voxel-sized child object to the dimensions of the voxel bounds. <br />
            The model should be the size of a voxel and its origin at its bottom center.
            </summary>
        </member>
        <member name="P:BNB.CapturePoint.MapMarker">
            <summary>
            The map marker to tint according to the team.
            </summary>
        </member>
        <member name="P:BNB.CapturePoint.PointMode">
            <summary>
            The gamemode this capture point belongs to. <br />
            Gets disabled if it's not for this mode.
            </summary>
        </member>
        <member name="P:BNB.CapturePoint.Team">
            <summary> The team this capture point spawns as belonging to. </summary>
        </member>
        <member name="P:BNB.CapturePoint.IsLockedUponCapture">
            <summary> Should this point lock when captured by an enemy? </summary>
        </member>
        <member name="P:BNB.CapturePoint.HillScoringFrequency">
            <summary>
            A point is added every (this) seconds. <br />
            I recommend you set it to the number of hills. <br />
            The current score limit is <see cref="P:BNB.KingOfTheHill.ScoreLimit"/>.
            </summary>
        </member>
        <member name="P:BNB.CapturePoint.ConnectedPoints">
            <summary> Points to lock/unlock when this one is captured. </summary>
        </member>
        <member name="P:BNB.CapturePoint.RequiresPoints">
            <summary> Require these points to be captured before unlocking. </summary>
        </member>
        <member name="P:BNB.CapturePoint.PointName">
            <summary> What to call this point in the feed/log. Examples: "Point A", "Middle Point" </summary>
        </member>
        <member name="P:BNB.CapturePoint.CaptureSpeedMin">
            <summary> How much progress is made per second with one person. (0 = none, 1 = instant) </summary>
        </member>
        <member name="P:BNB.CapturePoint.CaptureSpeedMax">
            <summary> How much progress is made with the most people. (0 = none, 1 = instant) </summary>
        </member>
        <member name="P:BNB.CapturePoint.CaptureManpowerLimit">
            <summary> Capturing is fastest with this many team members. </summary>
        </member>
        <member name="P:BNB.CapturePoint.CaptureProgressScoreDelay">
            <summary> The delay before/between giving a player score while capturing. </summary>
        </member>
        <member name="P:BNB.CapturePoint.CaptureRegressDelay">
            <summary> How many seconds it takes for progress to start reversing. </summary>
        </member>
        <member name="P:BNB.CapturePoint.CaptureRegressSpeed">
            <summary> How quickly the point's progress resets if not fully capped. (1 = instant) </summary>
        </member>
        <member name="P:BNB.CapturePoint.LoopingSound">
            <summary> The sound to continuously play and adjust while capturing a point. </summary>
        </member>
        <member name="P:BNB.CapturePoint.LoopingPitch">
            <summary> The starting to ending pitch of the looping sound when capturing a point. </summary>
        </member>
        <member name="P:BNB.CapturePoint.CaptureSound">
            <summary> The sound to play when a point is fully captured. </summary>
        </member>
        <member name="P:BNB.CapturePoint.IsContested">
            <summary> If there is more than one team touching this point. </summary>
        </member>
        <member name="P:BNB.CapturePoint.HomeTeam">
            <summary> The team that initially owns this point. They can't win by capturing this. </summary>
        </member>
        <member name="P:BNB.CapturePoint.CapturingTeam">
            <summary> The team that is actively making progress towards capturing this point. </summary>
        </member>
        <member name="P:BNB.CapturePoint.NextCapturingPlayerScore">
            <summary> When a player will next receive score from capture progress. </summary>
        </member>
        <member name="P:BNB.CapturePoint.LastTouched">
            <summary> Prevents the capture meter from rewinding if it's been this long since. </summary>
        </member>
        <member name="P:BNB.CapturePoint.CaptureProgress">
            <summary> A fraction(0-1) of how much progress has been made towards a capture. </summary>
        </member>
        <member name="P:BNB.CapturePoint.Manpower">
            <summary> The amount of players on the same team actively capturing this point with no contest. </summary>
        </member>
        <member name="P:BNB.CapturePoint.IsLocked">
            <summary> Prevents this point from being captured. </summary>
        </member>
        <member name="P:BNB.CapturePoint.NextScoreEarned">
            <summary> Prevents this point from being captured. </summary>
        </member>
        <member name="M:BNB.CapturePoint.CanPlayerCapture(BNB.Player)">
            <summary>
            Allows a <see cref="T:BNB.Player"/> to capture a point. <br />
            This is ran frequently so don't let it get too expensive.
            </summary>
            <returns> By default: if the player is valid, alive and has a team. </returns>
        </member>
        <member name="M:BNB.Flag.TryPickup">
            <summary>
            Received pickup request from a client.
            </summary>
        </member>
        <member name="F:BNB.StateEvent.Kill">
            <summary> When you kill an enemy. </summary>
        </member>
        <member name="F:BNB.StateEvent.Headshot">
            <summary> When you get a headshot kill. </summary>
        </member>
        <member name="F:BNB.StateEvent.Overkill">
            <summary> When you explode someone for all their health. </summary>
        </member>
        <member name="F:BNB.StateEvent.FlagDefend">
            <summary> When you kill a flag carrier. </summary>
        </member>
        <member name="F:BNB.StateEvent.FlagReturn">
            <summary> When you bring your flag back somehow. </summary>
        </member>
        <member name="F:BNB.StateEvent.PointDefend">
            <summary> When a kill is related to defending the point. </summary>
        </member>
        <member name="F:BNB.StateEvent.PointProgress">
            <summary> Awarded in intervals during capture. </summary>
        </member>
        <member name="F:BNB.SupportGamemodeFlags.CTF">
            <summary>
            Capture the Flag. Teams capture each other's flags. <br />
            Remember to setup the flag spawns.
            </summary>
        </member>
        <member name="F:BNB.SupportGamemodeFlags.FFA">
            <summary> Free for All. Players fight against eachother. </summary>
        </member>
        <member name="F:BNB.SupportGamemodeFlags.TDM">
            <summary> Team Deathmatch. Teams fight against each other. </summary>
        </member>
        <member name="F:BNB.SupportGamemodeFlags.ZOM">
            <summary> Infection. Survivors fight against zombies. </summary>
        </member>
        <member name="F:BNB.SupportGamemodeFlags.GIB">
            <summary> Ludicrous Gibs. Mostly dudes railing each other. </summary>
        </member>
        <member name="F:BNB.SupportGamemodeFlags.STRIKE">
            <summary> Search 'n Destroy. Counter-strike, basically. </summary>
        </member>
        <member name="F:BNB.SupportGamemodeFlags.FORT">
            <summary> Fort Wars. Build yours, siege theirs. </summary>
        </member>
        <member name="F:BNB.SupportGamemodeFlags.KOTH">
            <summary> King of The Hill. Fight for the point. </summary>
        </member>
        <member name="F:BNB.SupportGamemodeFlags.XMAS">
            <summary> Snowball Fight. Gay tossers. </summary>
        </member>
        <member name="F:BNB.SupportGamemodeFlags.OITC">
            <summary> One in The Chamber. There's a chamber that holds one. </summary>
        </member>
        <member name="F:BNB.SupportGamemodeFlags.GG">
            <summary> Gun Game. The game with the guns.. </summary>
        </member>
        <member name="F:BNB.SupportGamemodeFlags.BABEL">
            <summary> Tower of Babel. One flag that two teams try to capture. </summary>
        </member>
        <member name="F:BNB.SupportGamemodeFlags.WAVE">
            <summary> Wave Survival. Defend yourself from waves of enemies. </summary>
        </member>
        <member name="F:BNB.SupportGamemodeFlags.TUG">
            <summary> Tug of War. Take enemy points while defending your own. </summary>
        </member>
        <member name="F:BNB.SupportGamemodeFlags.ASS">
            <summary> Assault. Overtake enemy capture points. </summary>
        </member>
        <member name="F:BNB.SupportGamemodeFlags.Playable">
            <summary>
            Only the gamemodes that are ready enough to play.
            </summary>
        </member>
        <member name="F:BNB.SupportGamemodeFlags.Default">
            <summary>
            The default rotation of gamemodes for non-dedicated lobbies. <br />
            May contain modes that aren't ready to be played, but will be.
            </summary>
        </member>
        <member name="F:BNB.SupportGamemodeFlags.All">
            <summary>
            All gamemodes which may or may not be playable.
            </summary>
        </member>
        <member name="M:BNB.StateInfo.Supported(BNB.SupportGamemodeFlags)">
            <returns> If the flag is registered and not hidden. </returns>
        </member>
        <member name="M:BNB.StateInfo.Get(BNB.SupportGamemodeFlags)">
            <summary>
            Tries to get an attribute's info. Registers all attributes if they haven't been yet.
            </summary>
            <param name="flag"> The gamemode flag. </param>
            <returns> The state's info: StateAttribute and TypeDescription. </returns>
        </member>
        <member name="M:BNB.StateInfo.GetID(BNB.State)">
            <summary>
            Tries to get an attribute's ID. Registers all attributes if they haven't been yet.
            </summary>
            <param name="state"> The state object. </param>
            <returns> The state's ID, or null. </returns>
        </member>
        <member name="M:BNB.StateInfo.GetID(BNB.SupportGamemodeFlags)">
            <param name="flag"> The gamemode flag. </param>
            <returns> The state's ID, or null. </returns>
        </member>
        <member name="M:BNB.StateInfo.GetName(System.String)">
            <param name="id"> The ID of the state. </param>
            <returns> The name of the state. </returns>
        </member>
        <member name="M:BNB.StateInfo.GetAbbreviation(System.String)">
            <param name="id"> The ID of the state. </param>
            <returns> The shortened name of the state. </returns>
        </member>
        <member name="M:BNB.StateInfo.GetFlag(System.String)">
            <param name="id"> The ID of the state. </param>
            <returns> The state's <see cref="T:BNB.SupportGamemodeFlags"/> flag. </returns>
        </member>
        <member name="M:BNB.StateInfo.GetRecommendedPlayers(BNB.SupportGamemodeFlags)">
            <param name="flag"> The gamemode flag. </param>
            <returns> The state's <see cref="T:BNB.SupportGamemodeFlags"/> flag. </returns>
        </member>
        <member name="T:BNB.StateAttribute">
            <summary>
            Add this to a State component to register it in menus and commands.
            </summary>
        </member>
        <member name="F:BNB.StateAttribute.ID">
            <summary> The internal id for commands/menus. </summary>
        </member>
        <member name="F:BNB.StateAttribute.Abbreviation">
            <summary> How to display it next to map name </summary>
        </member>
        <member name="F:BNB.StateAttribute.Flag">
            <summary> Gamemode flag associated with this mode. </summary>
        </member>
        <member name="F:BNB.StateAttribute.PlayersMin">
            <summary> Recommended minimum players. </summary>
        </member>
        <member name="F:BNB.StateAttribute.PlayersMax">
            <summary> Recommended maximum players. ( 0 = no limit ) </summary>
        </member>
        <member name="F:BNB.StateAttribute.MenuImage">
            <summary> The image path(*.png) to display in the mode selection menu. </summary>
        </member>
        <member name="F:BNB.StateAttribute.Order">
            <summary> Lower values are first. </summary>
        </member>
        <member name="F:BNB.StateAttribute.Hidden">
            <summary> Hides it from menus. </summary>
        </member>
        <member name="F:BNB.StateStage.Waiting">
            <summary> Waiting period for players to spawn. </summary>
        </member>
        <member name="F:BNB.StateStage.Preparing">
            <summary> Pre-round. Scoring/damage is prevented. </summary>
        </member>
        <member name="F:BNB.StateStage.Playing">
            <summary> When the round is actively being played. </summary>
        </member>
        <member name="F:BNB.StateStage.Ended">
            <summary> The countdown before voting or a new round. </summary>
        </member>
        <member name="M:BNB.CaptureTheFlag.IsFlagObject(Sandbox.GameObject)">
            <summary>
            Lazy way of telling if something is a flag/spawner.
            </summary>
        </member>
        <member name="P:BNB.Infection.InitialRestlessDelay">
            <summary> The time it takes after the round starts for zombies to get restless. </summary>
        </member>
        <member name="P:BNB.Infection.RestlessDelayHungry">
            <summary> The delay before getting restless again after the difficulty is reset. </summary>
        </member>
        <member name="P:BNB.Infection.NextRestless">
            <summary> Zombies get powered up if they haven't killed someone after this time. </summary>
        </member>
        <member name="P:BNB.Infection.LastSurvivor">
            <summary> The last survivor gets bonuses. </summary>
        </member>
        <member name="M:BNB.Infection.PlaySurvivorDeathSound(System.Single)">
            <param name="dramaFraction"> Fraction(0-1) of pitch lerp. </param>
        </member>
        <member name="M:BNB.Infection.LowerDifficulty">
            <summary>
            Decrements the difficulty level, displaying a notice in chat.
            </summary>
        </member>
        <member name="M:BNB.Infection.GetZombieHealthRegen">
            <returns> Zombie health regenerated depending on difficulty. </returns>
        </member>
        <member name="M:BNB.Infection.GetZombieSpeed">
            <returns> Zombie speed multiplier depending on difficulty. </returns>
        </member>
        <member name="P:BNB.Infection.Living">
            <summary>
            A <see cref="T:BNB.Client"/> list of all remaining survivors.
            </summary>
        </member>
        <member name="P:BNB.Infection.Undead">
            <summary>
            A <see cref="T:BNB.Client"/> list of all undead.
            </summary>
        </member>
        <member name="F:BNB.GrapplingHookComponent.HOOK_DISTANCE">
            <summary> Maximum distance to trace when trying to engage the hook. </summary>
        </member>
        <member name="F:BNB.GrapplingHookComponent.HOOK_USE_MIN_METER">
            <summary> Seconds of meter required before initiating another hook. </summary>
        </member>
        <member name="F:BNB.GrapplingHookComponent.HOOK_SLACK_MIN">
            <summary> Minimum amount of slack allowed. </summary>
        </member>
        <member name="F:BNB.GrapplingHookComponent.HOOK_SLACK_IN">
            <summary> How quickly the hook is reeled in. </summary>
        </member>
        <member name="F:BNB.GrapplingHookComponent.HOOK_SLACK_OUT">
            <summary> How quickly the hook is slacked. </summary>
        </member>
        <member name="F:BNB.GrapplingHookComponent.HOOK_PULL">
            <summary> Amount of inward force to apply when not intentionally slacking(per second). </summary>
        </member>
        <member name="F:BNB.GrapplingHookComponent.HOOK_VELOCITY_THRESHOLD">
            <summary> Pull/elasticity cannot add speed after this threshold. </summary>
        </member>
        <member name="F:BNB.GrapplingHookComponent.HOOK_SWING">
            <summary> Scale of horizontal force to apply from swinging. </summary>
        </member>
        <member name="F:BNB.GrapplingHookComponent.HOOK_GRAVITY_REDUCE">
            <summary> Gravity is reduced by this fraction of it. </summary>
        </member>
        <member name="F:BNB.Instagib.GrenadePlayerDamage">
            <summary> Custom player damage falloff curve. </summary>
        </member>
        <member name="F:BNB.Instagib.AIR_TURN">
            <summary> How much velocity is redirected by air strafing. </summary>
        </member>
        <member name="F:BNB.Instagib.AIR_TURN_ACCEL">
            <summary> How much acceleration is gained by air strafing. </summary>
        </member>
        <member name="F:BNB.Instagib.AIR_MOVE_ACCEL">
            <summary> The amount you can move in the air, clamped by top/current speed. </summary>
        </member>
        <member name="M:BNB.Instagib.PlayerUpdate(BNB.Player)">
            <summary>
            Bunnyhopping and glows.
            </summary>
        </member>
        <member name="T:BNB.FlagCapture">
            <summary>
            A team's flag capture point that does not spawn a flag itself.
            </summary>
        </member>
        <member name="P:BNB.FlagCapture.Team">
            <summary> The team this flag capture point belongs to. </summary>
        </member>
        <member name="T:BNB.RoundHistory">
            <summary>
            Creates and stores a copy of state information relevant to the voting screen.
            </summary>
        </member>
        <member name="M:BNB.RoundHistory.CopyDictionary``2(Sandbox.NetDictionary{``0,``1})">
            <summary>
            Make a hard copy of a NetDictionary without whitelist issues.
            </summary>
        </member>
        <member name="P:BNB.RoundHistory.PlayerData.Best">
            <summary> Was this player the best of their team? </summary>
        </member>
        <member name="M:BNB.Voting.LoadMap(Sandbox.PrefabFile)">
            <summary>
            Loads the currently specified, previously specified, or a random votable map.
            </summary>
        </member>
        <member name="M:BNB.Voting.StartVoting">
            <summary> Reset nominations when restarting a vote. </summary>
        </member>
        <member name="P:BNB.WaveEnemyInfo.RoundRange">
            <summary>
            This enemy can be selected within these rounds.
            </summary>
        </member>
        <member name="P:BNB.WaveEnemyInfo.SpawnCost">
            <summary>
            The director's enemy spawning plan for a wave factors this cost when selecting which enemies to spawn.
            </summary>
        </member>
        <member name="P:BNB.WaveEnemyInfo.IsValid">
            <returns> If the ID is not null/whitespace, round range is configured and cost is greater than zero. </returns>
        </member>
        <member name="T:BNB.WaveEnemy">
            <summary>
            Provides data on an NPC including its <see cref="P:BNB.WaveEnemyInfo.ID"/> which is used to spawn it. <br />
            The <see cref="T:BNB.PrefabLibrary"/> lets you collect all prefabs with this component. <br />
            Put this on the root of the object.. or else.
            </summary>
        </member>
        <member name="T:BNB.WaveEnemySpawnBounds">
            <summary>
            Enemies can be spawned during a wave within this range(horizontally). <br />
            A trace is made from the sky to the bottom to place the enemy.
            </summary>
        </member>
        <member name="P:BNB.WaveEnemySpawnBounds.AllowBosses">
            <summary>
            Is this a spawn range for a boss-like monsta?
            </summary>
        </member>
        <member name="M:BNB.WaveEnemySpawnBounds.ProcessSpawnedEnemy(BNB.WaveEnemy)">
            <summary>
            Positions an enemy at a location using its <see cref="P:BNB.UnitComponent.Bounds" />, destroying it upon failure.
            </summary>
        </member>
        <member name="T:BNB.WaveHomeBase">
            <summary>
            Something players are meant to protect.
            </summary>
        </member>
        <member name="P:BNB.WavePlayerBorder.VoxelSizedModel">
            <summary>
            Resizes this voxel-sized child object to the dimensions of the voxel bounds. <br />
            The model should be the size of a voxel and its origin at its bottom center.
            </summary>
        </member>
        <member name="P:BNB.WavePlayerBorder.BoxPlanes">
            <summary>
            The 6 plane colliders to align with the voxel bounds.
            </summary>
        </member>
        <member name="T:BNB.WaveSurvival">
            <summary>
            A wave-based survival gamemode.
            </summary>
        </member>
        <member name="F:BNB.WaveSurvival.ENEMY_LIMIT">
            <summary>
            The director will not spawn more enemies at this active count.
            </summary>
        </member>
        <member name="M:BNB.WaveSurvival.DirectorLogic">
            <summary>
            Spawn enemies and end the round when done.
            </summary>
        </member>
        <member name="P:BNB.WaveSurvival.ShopItem.OnBuy">
            <summary> Add/apply the item to the player here. </summary>
        </member>
        <member name="P:BNB.WaveSurvival.ShopItem.CanBuy">
            <summary> Allows you to limit how much of something you can buy. </summary>
        </member>
        <member name="P:BNB.WaveSurvival.WaveStage">
            <summary> If true: players can buy stuff and respawn. </summary>
        </member>
        <member name="P:BNB.WaveSurvival.CurrentRound">
            <summary>
            The current round number. <br/>
            Rounds are comprised of a series of waves.
            </summary>
        </member>
        <member name="P:BNB.WaveSurvival.AllowRespawning">
            <summary> Only respawn players between waves. </summary>
        </member>
        <member name="P:BNB.WaveSurvival.RoundCount">
            <summary> The final round number. </summary>
        </member>
        <member name="M:BNB.WaveSurvival.RoundLogic">
            <summary>
            Overrides timer logic whenever in <see cref="F:BNB.StateStage.Playing"/> for this mode.
            </summary>
        </member>
        <member name="P:BNB.WaveSurvival.WeaponLevels">
            <summary>
            The level of each weapon's upgrades per player.
            </summary>
        </member>
        <member name="M:BNB.WaveSurvival.TryGetWeaponLevels(BNB.WaveSurvival.WeaponUpgradeLevels@)">
            <summary>
            The method to call for safely getting networked weapon data from this gamemode.
            </summary>
        </member>
        <member name="T:BNB.WaveSurvival.UpgradeLevels">
            <summary>
            Networkable respresentation and handler of upgrade levels for whatever.
            </summary>
        </member>
        <member name="T:BNB.WaveSurvival.UpgradeInfo">
            <summary>
            Information about an upgrade including its max level.
            </summary>
        </member>
        <member name="P:BNB.WaveSurvival.HomeBase">
            <summary> The object players are meant to protect. (only one is supported at a time) </summary>
        </member>
        <member name="T:BNB.ITeam">
            <summary>
            Add this to a component for it to support team colors/ownership.
            </summary>
        </member>
        <member name="M:BNB.TeamAttribute.#ctor(System.String,System.Boolean,System.Boolean)">
            <param name="name"> The display name. </param>
            <param name="select"> Can you select this team? </param>
            <param name="loadout"> Can this team choose a loadout? </param>
        </member>
        <member name="M:BNB.TeamInfo.GetObjectColor(BNB.Team)">
            <summary>
            Sometimes team colors don't look right on capture points for example. <br />
            This allows you to make them pop out more/less to solve that.
            </summary>
        </member>
        <member name="M:BNB.TeamInfo.GetRandomSpawn(BNB.Team)">
            <summary>
            Get a random spawning position from this team
            </summary>
            <param name="team"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.TeamInfo.GetTerritory(BNB.Team)">
            <summary>
            Combines all spawn bounds into a single one that encompasses them all
            </summary>
            <param name="team"></param>
            <returns></returns>
        </member>
        <member name="P:BNB.BaseGear.State">
            <summary>
            If the item is in the player's backpack (note not equipped!).
            </summary>
        </member>
        <member name="P:BNB.BaseGear.SpinOffset">
            <summary> Added to the current time to affect current angle. </summary>
        </member>
        <member name="P:BNB.BaseGear.InitialSpinOffset">
            <summary> Used to set the spin offset when dropping a weapon. </summary>
        </member>
        <member name="P:BNB.BaseGear.CurrentYaw">
            <summary> The yaw this object should have at this point in time. </summary>
        </member>
        <member name="M:BNB.BaseGear.CreateDrop">
            <summary>
            Create the relevant object and components for the dropped state. <br />
            This can be ran even if we're not dropped as they won't be enabled.
            </summary>
        </member>
        <member name="P:BNB.BaseGear.LoadoutSlot">
            <summary>
            The loadout selection category.
            </summary>
        </member>
        <member name="P:BNB.BaseGear.EquipSlot">
            <summary>
            The intended inventory slot.
            </summary>
        </member>
        <member name="P:BNB.BaseGear.Blocking">
            <summary>
            Whether or not to play the thirdperson blocking animation(if supported for the hold type).
            </summary>
        </member>
        <member name="P:BNB.BaseGear.MoveSpeedScale">
            <summary>
            Allows this equipment to multiply player move speed.
            </summary>
        </member>
        <member name="M:BNB.BaseGear.TryAttack">
            <summary>
            Avoids checking for inputs and instead tried to attack
            </summary>
        </member>
        <member name="M:BNB.BaseGear.TryReload">
            <summary>
            Attempts to reload
            </summary>
        </member>
        <member name="M:BNB.BaseGear.OnOwnerDamaged(BNB.DamageInfo@)">
            <summary>
            Allows you to modify/respond to damage while this gear is active.
            </summary>
        </member>
        <member name="T:BNB.LoadoutSlot">
            <summary>
            The slot when picking a loadout.
            </summary>
        </member>
        <member name="F:BNB.EquipSlot.None">
            <summary> No category. Can't be picked up or dropped normally. </summary>
        </member>
        <member name="F:BNB.EquipSlot.Primary">
            <summary> Rifles mainly. </summary>
        </member>
        <member name="F:BNB.EquipSlot.Secondary">
            <summary> Shotgun and pistol(s). </summary>
        </member>
        <member name="F:BNB.EquipSlot.Melee">
            <summary> The shovel. </summary>
        </member>
        <member name="F:BNB.EquipSlot.Blocks">
            <summary> The slot where building blocks typically go. </summary>
        </member>
        <member name="F:BNB.EquipSlot.Utility">
            <summary> Grenades, mines, etc. </summary>
        </member>
        <member name="F:BNB.EquipSlot.Special">
            <summary> Power weapons. </summary>
        </member>
        <member name="F:BNB.EquipSlot.Misc1">
            <summary> Something. </summary>
        </member>
        <member name="F:BNB.EquipSlot.Misc2">
            <summary> Something else. </summary>
        </member>
        <member name="F:BNB.EquipSlot.Misc3">
            <summary> Something else entirely. </summary>
        </member>
        <member name="P:BNB.Weapon.ForcingReload">
            <summary>
            Is the weapon being forced to reload before firing again?
            </summary>
        </member>
        <member name="P:BNB.Weapon.RequirePump">
            <summary>
            If true: weapon cannot fire and requires an animation queue.
            </summary>
        </member>
        <member name="P:BNB.Weapon.PowerWeapon">
            <summary>
            Does this weapon drop when switched away from?
            </summary>
        </member>
        <member name="P:BNB.Weapon.Pumped">
            <summary>
            Does this weapon require pumping to attack? Also allows immediately interrupt reloading.
            </summary>
        </member>
        <member name="P:BNB.Weapon.ForceReload">
            <summary>
            Should the weapon be forced to play a reload animation to fire again?
            </summary>
        </member>
        <member name="P:BNB.Weapon.FakeReload">
            <summary>
            Should reloading not actually provide additional ammo?
            </summary>
        </member>
        <member name="P:BNB.Weapon.RequireAiming">
            <summary>
            Are you required to aim before shooting?
            </summary>
        </member>
        <member name="P:BNB.Weapon.Knockback">
            <summary>
            Velocity impulse added per shot in the opposite direction.
            </summary>
        </member>
        <member name="P:BNB.Weapon.SightHidesCrosshair">
            <summary>
            Should the crosshair be hidden while sighted?
            </summary>
        </member>
        <member name="P:BNB.Weapon.AmmoPips">
            <summary>
            Should pips be used? If not, simply show ammo count and max ammo.
            </summary>
        </member>
        <member name="P:BNB.Weapon.AmmoPipsText">
            <summary>
            What text should be displayed as the ammo type?
            </summary>
        </member>
        <member name="P:BNB.Weapon.HasAmmoImages">
            <summary>
            Should this weapon display image pips on the ammo counter?
            </summary>
        </member>
        <member name="P:BNB.Weapon.AmmoPipGrouping">
            <summary>
            On the HUD, how many bullets should count as one?
            </summary>
        </member>
        <member name="P:BNB.Weapon.AmmoPipWidth">
            <summary>
            On the HUD, how wide should the ammo pips be?
            </summary>
        </member>
        <member name="P:BNB.Weapon.Damage">
            <summary>
            The amount of damage this weapon deals.
            </summary>
        </member>
        <member name="P:BNB.Weapon.FalloffRange">
            <summary>
            The minimum and maximum ranges used to reduce damage over range.
            </summary>
        </member>
        <member name="P:BNB.Weapon.Range">
            <summary>
            The maximum range that the bullet trace will reach.
            </summary>
        </member>
        <member name="P:BNB.Weapon.BlockDamageScale">
            <summary>
            The multiplier of damage done to blocks/voxels.
            </summary>
        </member>
        <member name="P:BNB.Weapon.MaxAmmo">
            <summary>
            Max ammunition this weapon can have.
            </summary>
        </member>
        <member name="P:BNB.Weapon.Shots">
            <summary> The number of shots this weapon fires per attack. </summary>
        </member>
        <member name="P:BNB.Weapon.RateOfFire">
            <summary>
            Times this weapon can be fired per second.
            </summary>
        </member>
        <member name="P:BNB.Weapon.InputMode">
            <summary>
            What context should the input be called in?
            </summary>
        </member>
        <member name="P:BNB.Weapon.SightedSpeedScale">
            <summary>
            The movement speed scale while sighting.
            </summary>
        </member>
        <member name="P:BNB.Weapon.SpreadSight">
            <summary> The base spread while sighted. </summary>
        </member>
        <member name="P:BNB.Weapon.SpreadHip">
            <summary> The base spread while not sighted. </summary>
        </member>
        <member name="P:BNB.Weapon.SpreadAddSight">
            <summary> How much dynamic spread is added from attacking while sighted. </summary>
        </member>
        <member name="P:BNB.Weapon.SpreadAddHip">
            <summary> How much dynamic spread is added while attacking from the hip. </summary>
        </member>
        <member name="P:BNB.Weapon.SpreadLimit">
            <summary> The limit of dynamically added spread. </summary>
        </member>
        <member name="P:BNB.Weapon.SpreadDecay">
            <summary> How quickly dynamic spread is reset. </summary>
        </member>
        <member name="P:BNB.Weapon.SpreadJump">
            <summary> How much spread is added from jumping. </summary>
        </member>
        <member name="P:BNB.Weapon.SpreadTotal">
            <summary> The base spread plus current dynamic spread value. </summary>
        </member>
        <member name="P:BNB.Weapon.BaseSpread">
            <summary> Base spread from if you're sighted or not. </summary>
        </member>
        <member name="P:BNB.Weapon.DynamicSpread">
            <summary> The current value of dynamically added spread. </summary>
        </member>
        <member name="P:BNB.Weapon.SpreadAdditional">
            <summary> The starting value of when we last had spread. </summary>
        </member>
        <member name="P:BNB.Weapon.SpreadEnd">
            <summary> Used to determine how long <see cref="P:BNB.Weapon.SpreadAdditional"/> will remain. </summary>
        </member>
        <member name="P:BNB.Weapon.ProjectilePrefab">
            <summary> The projectile prefab to spawn when attacking with this weapon. <br /> A null value means bullets are fired instead. </summary>
        </member>
        <member name="P:BNB.Weapon.ProjectileSpeed">
            <summary> The length of velocity to set on the projectile prefab when first spawned. </summary>
        </member>
        <member name="P:BNB.Weapon.ProjectileStartDistance">
            <summary> The distance to initially project the prefab when spawned. </summary>
        </member>
        <member name="P:BNB.Weapon.ProjectileStartDrop">
            <summary> Lower the Z by this amount when spawning. </summary>
        </member>
        <member name="M:BNB.Weapon.CanAttack">
            <summary>
            Is this weapon able to attack yet
            </summary>
            <returns></returns>
        </member>
        <member name="M:BNB.Weapon.Shoot(BNB.UnitComponent)">
            <summary>
            Shoot this weapon
            </summary>
            <param name="self"></param>
        </member>
        <member name="M:BNB.Weapon.FireProjectile(BNB.UnitComponent)">
            <summary>
            Fire a single projectile
            </summary>
            <param name="self"></param>
        </member>
        <member name="M:BNB.Weapon.GetRandomPelletDirection(Vector3,System.Single)">
            <returns> A ray randomly along on the outside of a cone. </returns>
        </member>
        <member name="F:BNB.BlockGear.Colors">
            <summary>
            All valid block colors.
            </summary>
        </member>
        <member name="P:BNB.ClaymoreWeapon.DashAutoAttack">
            <summary>
            Automatically attack players in front while dashing?
            </summary>
        </member>
        <member name="P:BNB.ClaymoreWeapon.DashDuration">
            <summary>
            The maximum amount of time you can dash.
            </summary>
        </member>
        <member name="P:BNB.ClaymoreWeapon.ChargeSpeed">
            <summary>
            Dash time gained by charging(per second).
            </summary>
        </member>
        <member name="P:BNB.ClaymoreWeapon.DashStopSpeed">
            <summary>
            Multiplier of dashing speed after dash has stopped.
            </summary>
        </member>
        <member name="P:BNB.ClaymoreWeapon.BlockBreakDashTime">
            <summary> Minimum amount of charge required to </summary>
        </member>
        <member name="F:BNB.ClaymoreWeapon._nextDash">
            <summary> Prevents both charging up and dashing. </summary>
        </member>
        <member name="M:BNB.ClaymoreWeapon.ResetAbilities">
            <summary>
            Immediately stop what the sword is doing. Should not affect cooldowns.
            </summary>
        </member>
        <member name="T:BNB.WeaponSpawner">
            <summary>
            Spawns a weapon and respawns it when it's destroyed.
            </summary>
        </member>
        <member name="P:BNB.WeaponSpawner.WeaponPrefab">
            <summary> The weapon prefab to assign to a new DroppedWeapon upon creation. </summary>
        </member>
        <member name="P:BNB.WeaponSpawner.WeaponName">
            <summary> The name to display in the scene editor. </summary>
        </member>
        <member name="P:BNB.WeaponSpawner.RespawnDelay">
            <summary> The minimum delay between respawns. </summary>
        </member>
        <member name="P:BNB.GibWeapon.InitialAmmo">
            <summary>
            Weapon spawns with this ammo initially.
            </summary>
        </member>
        <member name="P:BNB.LightningWeapon.LightningForce">
            <summary>
            The amount of force to apply each zap.
            </summary>
        </member>
        <member name="P:BNB.LightningWeapon.LightningDistance">
            <summary> Maximum distance to trace the lightning. </summary>
        </member>
        <member name="P:BNB.LightningWeapon.LightningDamage">
            <summary> Damage dealt each interval. </summary>
        </member>
        <member name="P:BNB.LightningWeapon.LightningZapDelay">
            <summary> Trace every frame but delay next damage by this(in seconds). </summary>
        </member>
        <member name="P:BNB.LightningWeapon.LightningColor">
            <summary> The color of the lightning beam. </summary>
        </member>
        <member name="P:BNB.LightningWeapon.LightningWidth">
            <summary> The width of the lightning beam. </summary>
        </member>
        <member name="P:BNB.LightningWeapon.RechargeInterval">
            <summary> The delay between constantly recharging(after the firing cooldown). </summary>
        </member>
        <member name="P:BNB.LightningWeapon.RechargeCooldown">
            <summary> The delay after firing that recharging begins. </summary>
        </member>
        <member name="M:BNB.LightningWeapon.StopZapLoop">
            <summary>
            If there's a loop sound playing it'll end it and play the wind down sound.
            </summary>
        </member>
        <member name="P:BNB.MinigunWeapon.SpinningUp">
            <summary>
            Whether the minigun is revving up or not.
            </summary>
        </member>
        <member name="P:BNB.MinigunWeapon.SpinSpeed">
            <summary>
            How revved up the minigun is.
            </summary>
        </member>
        <member name="P:BNB.MinigunWeapon.SpinSpeedUp">
            <summary>
            The spin speed to add when revving up(per second).
            </summary>
        </member>
        <member name="P:BNB.MinigunWeapon.SpinSpeedDown">
            <summary>
            The spin speed to subtract when not revving(per second).
            </summary>
        </member>
        <member name="P:BNB.MinigunWeapon.SpinSpeedLimit">
            <summary>
            The limit of how fast the barrel can spin.
            </summary>
        </member>
        <member name="P:BNB.MinigunWeapon.SpinSpeedThreshold">
            <summary>
            The minimum spin speed required before allowing an attack.
            </summary>
        </member>
        <member name="P:BNB.RailgunWeapon.BoostUp">
            <summary> Minimum upwards velocity upon boost. </summary>
        </member>
        <member name="P:BNB.RailgunWeapon.BoostSideScale">
            <summary> The scale of horizontal speed upon boosting. </summary>
        </member>
        <member name="P:BNB.ShotgunWeapon.ChargeLimit">
            <summary> Both the max charge amount and time it takes to fully charge. </summary>
        </member>
        <member name="P:BNB.ShotgunWeapon.ChargedShotCost">
            <summary> How much each shot reduces the amount of charge. </summary>
        </member>
        <member name="P:BNB.ShotgunWeapon.ChargedBurstFrequency">
            <summary> Delay between firing shots during a charged burst attack. </summary>
        </member>
        <member name="M:BNB.Bot.GetGrenateDirection(Vector3,System.Boolean,System.Single@)">
            <summary>
            Get the launch direction for the grenade to land
            </summary>
            <param name="target"></param>
            <param name="bestTrajectory">You always have two trajectories, pick the one that will reach the target or gets the closest</param>
            <param name="timeToReach"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.Bot.TrajectoryLineOfSight(Vector3,Vector3,Vector3,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Trace a parabola
            </summary>
            <param name="start"></param>
            <param name="target"></param>
            <param name="direction"></param>
            <param name="speed"></param>
            <param name="gravity"></param>
            <param name="width"></param>
            <param name="duration"></param>
            <returns>The hit position or where it's near the target</returns>
        </member>
        <member name="M:BNB.Bot.TryThrowGrenade(System.Nullable{Vector3})">
            <summary>
            Attempts to <see cref="M:BNB.Bot.ThrowGrenade(System.Nullable{Vector3},System.Boolean)"/>, will instantly exit if no available grenades or valid trajectories or not within range
            </summary>
            <param name="target">The position to throw the grenade, set null for it to follow the <see cref="P:BNB.NPC.AimingPosition"/></param>
            <returns></returns>
        </member>
        <member name="M:BNB.Bot.ThrowGrenade(System.Nullable{Vector3},System.Boolean)">
            <summary>
            Throw a grenade at the target
            </summary>
            <param name="target">The position to throw the grenade, set null for it to follow the <see cref="P:BNB.NPC.AimingPosition"/></param>
            <param name="bestTrajectory"></param>
        </member>
        <member name="P:BNB.Bot.ObjectivePosition">
            <summary>
            Where the gamemode is currently telling the bot to go
            </summary>
        </member>
        <member name="P:BNB.Bot.HasObjective">
            <summary>
            <see cref="P:BNB.Bot.ObjectivePosition"/> is not null
            </summary>
        </member>
        <member name="P:BNB.Bot.ReachedObjective">
            <summary>
            The bot is close to the objective or has no objective to reach
            </summary>
        </member>
        <member name="M:BNB.Bot.GetObjectivePosition">
            <summary>
            Returns the gamemode dictated objective position, null if none found
            </summary>
            <returns></returns>
        </member>
        <member name="M:BNB.Bot.NavigateTowardsObjective">
            <summary>
            Calculate and navigate to the current gamemode objective
            </summary>
        </member>
        <member name="P:BNB.Bot.SupportedGamemodes">
            <summary>
            Which gamemodes this bot can be spawned in
            </summary>
        </member>
        <member name="P:BNB.Bot.DifficultyLevel">
            <summary>
            From 0 to 1, how strong this bot is
            </summary>
        </member>
        <member name="P:BNB.Bot.ViewObject">
            <summary>
            From 0 to 1, how strong this bot is
            </summary>
        </member>
        <member name="M:BNB.Bot.SelectBestWeapon(System.Single)">
            <summary>
            Selects the best equipped weapon based on the distance provided
            </summary>
            <param name="distance"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.Bot.CreateBot(BNB.State,BNB.Team)">
            <summary>
            Create and spawn a new bot in this game
            </summary>
            <param name="state"></param>
            <param name="team"></param>
        </member>
        <member name="P:BNB.NPC.AimingEnabled">
            <summary>
            Automatically aim towards the target
            </summary>
        </member>
        <member name="P:BNB.NPC.AimingTarget">
            <summary>
            Which limb to aim at the target
            </summary>
        </member>
        <member name="P:BNB.NPC.AimingPreset">
            <summary>
            Custom to tweak yourself
            </summary>
        </member>
        <member name="P:BNB.NPC.AimingStrength">
            <summary>
            Aiming is like a spring that attaches the cursor to the target<br />
            The strenght dictates how fast the cursor moves<br />
            If you have high strenght but low <see cref="P:BNB.NPC.AimingDamping"/> you'll overshoot most of the times
            </summary>
        </member>
        <member name="P:BNB.NPC.AimingDamping">
            <summary>
            Aiming is like a spring that attaches the cursor to the target<br />
            The damping dictates how easy the cursor stays on target<br />
            If you have low damping but high <see cref="P:BNB.NPC.AimingStrength"/> you'll overshoot most of the times
            </summary>
        </member>
        <member name="P:BNB.NPC.AimingPrediction">
            <summary>
            How far ahead it predicts the target's movement to shoot at the correct position rather than lagging behind
            </summary>
        </member>
        <member name="P:BNB.NPC.AimingAccuracy">
            <summary>
            How small the target hitbox's bounds before we try attacking when intersected
            </summary>
        </member>
        <member name="P:BNB.NPC.AimingSteadiness">
            <summary>
            How steady the aim is, the lower means more noise gets applied
            </summary>
        </member>
        <member name="P:BNB.NPC.AimingPerfection">
            <summary>
            How much the aiming matches the perfect aim, 0 = No interpolation, 1 = Full interpolation
            </summary>
        </member>
        <member name="P:BNB.NPC.ForceAim">
            <summary>
            Force the NPC to aim a certain direction, null if not
            </summary>
        </member>
        <member name="P:BNB.NPC.AimingPosition">
            <summary>
            Where the NPC is trying to aim towards
            </summary>
        </member>
        <member name="M:BNB.NPC.TargetIsUnderAim">
            <summary>
            Is the target under the npc's crosshair
            </summary>
            <returns></returns>
        </member>
        <member name="M:BNB.NPC.TargetIsWithinGrenadeDistance">
            <summary>
            Is the target within grenade distance
            </summary>
            <returns></returns>
        </member>
        <member name="P:BNB.NPC.ReactionTime">
            <summary>
            How fast the NPC reacts to events like being damaged
            </summary>
        </member>
        <member name="P:BNB.NPC.OnDamaged">
            <summary>
            Called when the NPC gets damaged and provides the <see cref="P:BNB.NPC.DamageInfo"/><br /><br />
            When damaged, the <see cref="P:BNB.NPC.StateMachine"/> receives the <code>damaged</code> message 
            and can use <see cref="P:BNB.NPC.LastDamageInfo"/> to see who dealt the damage
            </summary>
        </member>
        <member name="P:BNB.NPC.OnKilled">
            <summary>
            Called when the NPC gets killed and provides the <see cref="P:BNB.NPC.DamageInfo"/><br /><br />
            When damaged, the <see cref="P:BNB.NPC.StateMachine"/> receives the <code>killed</code> message 
            and can use <see cref="P:BNB.NPC.LastDamageInfo"/> to see who killed it
            </summary>
        </member>
        <member name="P:BNB.NPC.OnTargetFound">
            <summary>
            Called when the NPC finds a <see cref="P:BNB.NPC.Target"/> and provides the <see cref="T:BNB.UnitComponent"/> of the target<br /><br />
            When a target is found, the <see cref="P:BNB.NPC.StateMachine"/> receives the <code>found_target</code> message
            </summary>
        </member>
        <member name="P:BNB.NPC.OnTargetLost">
            <summary>
            Called when the NPC loses the <see cref="P:BNB.NPC.Target"/> and provides the <see cref="T:BNB.UnitComponent"/> of the lost target<br /><br />
            When the target is lost, the <see cref="P:BNB.NPC.StateMachine"/> receives the <code>lost_target</code> message
            </summary>
        </member>
        <member name="P:BNB.NPC.StateMachine">
            <summary>
            The state machine that is able to receive messages
            </summary>
        </member>
        <member name="P:BNB.NPC.LastDamageInfo">
            <summary>
            The last <see cref="P:BNB.NPC.DamageInfo"/> dealt to this NPC
            </summary>
        </member>
        <member name="P:BNB.NPC.Target">
            <summary>
            The <see cref = "T:BNB.UnitComponent"/> this NPC is currently targetting
            </summary>
        </member>
        <member name="P:BNB.NPC.TargetIsAlmostDead">
            <summary>
            Is the target almost dead
            </summary>
        </member>
        <member name="P:BNB.NPC.IsAlmostDead">
            <summary>
            Are we almost dead
            </summary>
        </member>
        <member name="M:BNB.NPC.SendStateMessage(System.String)">
            <summary>
            Send a message to this NPC's state machine
            </summary>
            <param name="message"></param>
        </member>
        <member name="M:BNB.NPC.TargetChanged(BNB.UnitComponent,BNB.UnitComponent)">
            <summary>
            Called when the target has changed
            </summary>
            <param name="oldTarget"></param>
            <param name="newTarget"></param>
        </member>
        <member name="P:BNB.NPC.TargetLastChanged">
            <summary>
            Time passed since the target was last changed
            </summary>
        </member>
        <member name="P:BNB.NPC.DetectionEnabled">
            <summary>
            Find and lose a <see cref="P:BNB.NPC.Target"/> automatically
            </summary>
        </member>
        <member name="P:BNB.NPC.VisionDistance">
            <summary>
            How far they can see in front of them to find targets
            </summary>
        </member>
        <member name="P:BNB.NPC.DetectionDistance">
            <summary>
            How far they can follow target before losing sight
            </summary>
        </member>
        <member name="P:BNB.NPC.DetectionFrequency">
            <summary>
            How often it looks for a target and if they lost the current one (Seconds)
            </summary>
        </member>
        <member name="P:BNB.NPC.DetectionAngle">
            <summary>
            How much around them they can see
            </summary>
        </member>
        <member name="P:BNB.NPC.DetectionMemory">
            <summary>
            How many seconds pass before the target is forgotten about
            </summary>
        </member>
        <member name="P:BNB.NPC.DetectionHeightRatio">
            <summary>
            Aspect ratio for the detection height. 1 is vision as tall as it's wide, 0.5 is roughly a 16:9 monitor aspect ratio
            </summary>
        </member>
        <member name="P:BNB.NPC.TargetIsLost">
            <summary>
            The target is not in our target of sight anymore
            </summary>
            <returns></returns>
        </member>
        <member name="P:BNB.NPC.TargetLastSeen">
            <summary>
            Time passed since we had a line of sight with the target
            </summary>
        </member>
        <member name="P:BNB.NPC.TargetLastPosition">
            <summary>
            Where the target was last spotted at
            </summary>
        </member>
        <member name="M:BNB.NPC.ComputeDetection">
            <summary>
            Handles finding a target within vision distance and angle<br />
            Also handles losing the target when they're further than the detection distance
            </summary>
        </member>
        <member name="M:BNB.NPC.TargetInLineOfSight(BNB.UnitComponent)">
            <summary>
            Returns true if this npc has line of sight with the target
            </summary>
            <param name="target"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.NPC.InDetectionAngle(BNB.UnitComponent)">
            <summary>
            Returns true if the target is within the NPC's <see cref="P:BNB.NPC.DetectionAngle"/>
            </summary>
            <param name="target"></param>
            <returns></returns>
        </member>
        <member name="P:BNB.NPC.ManualMovement">
            <summary>
            Manually handle movement outside of this component, such as player bots. The component will still calculate the WishDirection
            </summary>
        </member>
        <member name="P:BNB.NPC.RunSpeed">
            <summary>
            How fast the NPC moves when running, usually when they're running towards a target
            </summary>
        </member>
        <member name="P:BNB.NPC.WalkSpeed">
            <summary>
            How fast the NPC moves when running, usually when in idle
            </summary>
        </member>
        <member name="P:BNB.NPC.DefaultPathBuilder">
            <summary>
            Build a custom <see cref="T:BNB.AStarPath"/> to use for this NPC's navigation
            </summary>
        </member>
        <member name="P:BNB.NPC.Sprinting">
            <summary>
            Switch to run speed instead of walk speed
            </summary>
        </member>
        <member name="P:BNB.NPC.WishSpeed">
            <summary>
            Which speed the NPC should be moving at
            </summary>
        </member>
        <member name="P:BNB.NPC.CurrentPath">
            <summary>
            The path our NPC is currently following
            </summary>
        </member>
        <member name="P:BNB.NPC.PathRetraceFrequency">
            <summary>
            How many seconds before it checks if the path is being followed or the target position changed
            </summary>
        </member>
        <member name="P:BNB.NPC.PathToken">
            <summary>
            Provides the cancellation token source used while generating <see cref="P:BNB.NPC.CurrentPath"/>
            </summary>
        </member>
        <member name="P:BNB.NPC.CurrentPathNode">
            <summary>
            The latest node that has been crossed in <see cref="P:BNB.NPC.CurrentPath"/>
            </summary>
        </member>
        <member name="P:BNB.NPC.NextPathNode">
            <summary>
            The next node that needs to be crossed in <see cref="P:BNB.NPC.CurrentPath"/>
            </summary>
        </member>
        <member name="P:BNB.NPC.LastPathNode">
            <summary>
            The final node in <see cref="P:BNB.NPC.CurrentPath"/>
            </summary>
        </member>
        <member name="P:BNB.NPC.IsFollowingPath">
            <summary>
            Does the NPC have a path and has it arrived its destination
            </summary>
        </member>
        <member name="P:BNB.NPC.CurrentPathLine">
            <summary>
            A 3D line from <see cref="P:BNB.NPC.CurrentPathNode"/> to <see cref="P:BNB.NPC.NextPathNode"/>
            </summary>
        </member>
        <member name="P:BNB.NPC.DistanceFromIdealPath">
            <summary>
            How far the NPC is from <see cref="P:BNB.NPC.CurrentPathLine"/>
            </summary>
        </member>
        <member name="P:BNB.NPC.IdealDirection">
            <summary>
            The direction to follow if you want to reach <see cref="P:BNB.NPC.NextPathNode"/>
            </summary>
        </member>
        <member name="P:BNB.NPC.IsFollowingSomeone">
            <summary>
            <see cref="P:BNB.NPC.Target"/> is valid and we're currently following the path towards them
            </summary>
        </member>
        <member name="P:BNB.NPC.HasArrivedDestination">
            <summary>
            Have we succesfully reached our destination yet
            </summary>
        </member>
        <member name="P:BNB.NPC.ForcedStop">
            <summary>
            Force the NPC to stop but don't cancel the path
            </summary>
        </member>
        <member name="M:BNB.NPC.PathIsBlocked">
            <summary>
            Check if there's voxels blocking the path
            </summary>
            <returns></returns>
        </member>
        <member name="M:BNB.NPC.AimTowardsPath">
            <summary>
            Rotates the <see cref="T:Sandbox.Renderer"/> towards the path the NPC is traversing
            </summary>
        </member>
        <member name="M:BNB.NPC.AimTowardsTarget">
            <summary>
            Rotates the <see cref="T:Sandbox.Renderer"/> towards the <see cref="P:BNB.NPC.Target"/>
            </summary>
        </member>
        <member name="F:BNB.NPC.StandingStill">
            <summary>
            When was the last time this NPC moved? Usually a sign that something went wrong with pathfinding
            </summary>
        </member>
        <member name="M:BNB.NPC.CancelNavigation(System.Boolean)">
            <summary>
            Cancel the current navigation and stop the npc
            </summary>
        </member>
        <member name="M:BNB.NPC.NavigateTowardsTarget(System.Single,System.Boolean)">
            <summary>
            Navigate towards the <see cref="P:BNB.NPC.Target"/> and update the target position over time
            </summary>
            <param name="preferredDistance">How far away from the target it will stay</param>
            <param name="predictMovement">Should it predict where the target will end up based on their velocity</param>
        </member>
        <member name="M:BNB.NPC.PatrolArea(Vector3,System.Single)">
            <summary>
            Move from point to point inside an area and look around
            </summary>
            <param name="point"></param>
            <param name="radius"></param>
        </member>
        <member name="M:BNB.NPC.NavigateAwayFrom(Vector3)">
            <summary>
            Just move away from that position
            </summary>
            <param name="dangerPosition"></param>
        </member>
        <member name="M:BNB.NPC.NavigateTowardsNearestCover(Vector3,System.Single,System.Boolean)">
            <summary>
            Navigate towards the <see cref="M:BNB.NPC.FindNearestCover(Vector3,System.Int32,System.Int32,System.Single,System.Nullable{System.Threading.CancellationToken})"/> and update the target position over time
            </summary>
            <param name="dangerPosition"></param>
            <param name="maxDistance"></param>
            <param name="lookAtTarget"></param>
            <returns>True if it found a cover</returns>
        </member>
        <member name="M:BNB.NPC.NavigateAroundPoint(Vector3,System.Boolean,System.Boolean)">
            <summary>
            Walk in an orbit around a point
            </summary>
            <param name="point"></param>
            <param name="maintainSight">Turn another way if the line of sight is broken</param>
            <param name="maintainDistance">Move away from the point if it gets closer</param>
        </member>
        <member name="M:BNB.NPC.NavigateAroundTarget(System.Boolean,System.Boolean)">
            <summary>
            <see cref="M:BNB.NPC.NavigateAroundPoint(Vector3,System.Boolean,System.Boolean)"/> around the <see cref="P:BNB.NPC.Target"/>
            </summary>
            <param name="maintainSight">Turn another way if the line of sight is broken</param>
            <param name="maintainDistance">Move away from the point if it gets closer</param>
        </member>
        <member name="M:BNB.NPC.LineOfSight(Vector3,Vector3)">
            <summary>
            Is there uninterrupted line of sight between the start and end
            </summary>
            <param name="start"></param>
            <param name="end"></param>
            <returns></returns>
        </member>
        <member name="P:BNB.NPC.EyeHeight">
            <summary>
            Where the attacks come from and where to calculate look angle
            </summary>
        </member>
        <member name="P:BNB.NPC.StrikingRange">
            <summary>
            How far this NPC can attack for
            </summary>
        </member>
        <member name="P:BNB.NPC.DamageInfo">
            <summary>
            The damage dealt
            </summary>
        </member>
        <member name="P:BNB.NPC.AttackCooldown">
            <summary>
            How many seconds before this npc can attack again
            </summary>
        </member>
        <member name="P:BNB.NPC.AttackRadius">
            <summary>
            How big the trace radius is for the default attack
            </summary>
        </member>
        <member name="P:BNB.NPC.CustomAttack">
            <summary>
            If this is defined <see cref="M:BNB.NPC.TryAttacking"/> will call this instead of the default
            </summary>
        </member>
        <member name="M:BNB.NPC.TargetIsValid">
            <summary>
            The current target is valid, alive, and active
            </summary>
            <returns></returns>
        </member>
        <member name="M:BNB.NPC.RealStrikingRange">
            <summary>
            Return the <see cref="P:BNB.NPC.StrikingRange"/> while taking into account the NPC's width and the base voxel unit
            </summary>
            <returns></returns>
        </member>
        <member name="M:BNB.NPC.TargetWithinStrikingRange">
            <summary>
            The current target is valid and within striking distance
            </summary>
            <returns></returns>
        </member>
        <member name="M:BNB.NPC.OptimalTargetDistance">
            <summary>
            The distance between this and the target which would guarantee is within striking range
            </summary>
            <returns></returns>
        </member>
        <member name="M:BNB.NPC.OptimalTargetPosition(Vector3,System.Single)">
            <summary>
            The closest position between the target which ensures <see cref="M:BNB.NPC.OptimalTargetDistance"/>
            </summary>
            <returns></returns>
        </member>
        <member name="M:BNB.NPC.ClosestWalkable">
            <summary>
            Find the voxel this npc is on
            </summary>
            <returns></returns>
        </member>
        <member name="M:BNB.NPC.NavigateToTargetPosition">
            <summary>
            <see cref="M:BNB.NPC.NavigateTo(Vector3)"/> to the <see cref="P:BNB.NPC.TargetPosition"/>
            </summary>
        </member>
        <member name="M:BNB.NPC.RandomPositionAround(System.Single,System.Single)">
            <summary>
            Get a random position around the NPC
            </summary>
            <param name="minDistance"></param>
            <param name="maxDistance"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.NPC.FindNearestCover(Vector3,System.Int32,System.Int32,System.Single,System.Nullable{System.Threading.CancellationToken})">
            <summary>
            Find the nearest cover
            </summary>
            <param name="dangerPosition">Where the danger is coming from</param>
            <param name="coverHeight">Minimum voxels of vertical cover to be safe</param>
            <param name="coverWidth">Minimum voxels of horizontal cover to be safe</param>
            <param name="maxDistance">Maximum distance to look for</param>
            <param name="cancellationToken"></param>
            <returns></returns>
        </member>
        <member name="T:BNB.VoxelPawn">
            <summary>
            Blocks 'n Bullets pawn.
            </summary>
        </member>
        <member name="M:BNB.VoxelPawn.UpdateComponents">
            <summary>
            Manage whether or not certain components should be enabled. <br />
            This is largely a patch for issues with null ownership at <see cref="M:Sandbox.Component.OnStart"/>.
            </summary>
        </member>
        <member name="P:BNB.Player.Grenades">
            <summary>
            The amount of grenades this player has.
            </summary>
        </member>
        <member name="P:BNB.Player.CookingGrenade">
            <summary>
            The time this player has been cooking a grenade.
            </summary>
        </member>
        <member name="P:BNB.Player.ActiveGear">
            <summary>
            The current gear being held.
            </summary>
        </member>
        <member name="M:BNB.Player.GiveGear(Sandbox.GameObject)">
            <summary>
            Give a GameObject as gear to a player.
            </summary>
        </member>
        <member name="M:BNB.Player.Drop(BNB.BaseGear)">
            <summary>
            Drop the gear and remove the slot it was in.
            </summary>
            <returns> If it was held and thus removed. </returns>
        </member>
        <member name="P:BNB.Player.Health">
            <summary>
            The amount of health this player has, is clamped to 0 and <see cref="P:BNB.Player.MaxHealth"></see>.
            </summary>
        </member>
        <member name="P:BNB.Player.NextRespawnAttempt">
            <summary>
            Prevents auto-respawn spam on the host side.
            </summary>
        </member>
        <member name="P:BNB.Player.IsAlive">
            <summary>
            Is this player currently alive?
            </summary>
        </member>
        <member name="M:BNB.Player.Respawn(Transform,BNB.PlayerLoadout,System.Boolean)">
            <summary>
            Respawn this player, reset health and transforms.
            </summary>
        </member>
        <member name="M:BNB.Player.Kill">
            <summary>
            Force the player to die.
            </summary>
        </member>
        <member name="P:BNB.Player.Inventory">
            <summary>
            All of the gear this player is holding.
            </summary>
        </member>
        <member name="P:BNB.Player.Gear">
            <summary> A list of the player's gear. </summary>
        </member>
        <member name="P:BNB.Player.GearSlots">
            <summary> A table of gear in each slot. </summary>
        </member>
        <member name="P:BNB.Player.FootStepVolumeCurve">
            <summary>
            Allows footsteps to be softer the slower you move.
            </summary>
        </member>
        <member name="P:BNB.Player.IsRamping">
            <summary>
            True when the controller is currently climbing blocks as if they were a ramp
            </summary>
        </member>
        <member name="P:BNB.Player.ViewRay">
            <summary>
            View ray of this player.
            </summary>
        </member>
        <member name="P:BNB.Player.ValidPawn">
            <summary>
            Makes absolutely sure that this Player pawn is fully up to date.
            </summary>
            <returns> If the Client has a valid and fully network synchronized Player pawn defined. </returns>
        </member>
        <member name="M:BNB.Player.ShouldDrawRenderer">
            <summary>
            Prevents rendering if dead and gibbed.
            </summary>
        </member>
        <member name="P:BNB.PissingComponent.PissPrefab">
            <summary> The "source". </summary>
        </member>
        <member name="P:BNB.PissingComponent.Stream">
            <summary> The "now". </summary>
        </member>
        <member name="T:BNB.PlayerLoadout">
            <summary>
            A loadout that the host thinks the player should have. <br />
            Solves issues with RPCs being faster than Sync'd vars such as <see cref="P:BNB.Client.Team"/>.
            </summary>
        </member>
        <member name="P:BNB.PlayerLoadout.Team">
            <summary> The team that the server knows we have, but we might now know yet. </summary>
        </member>
        <member name="P:BNB.PlayerLoadout.Gear">
            <summary> A list of gear to give the player. </summary>
        </member>
        <member name="P:BNB.PlayerLoadout.Default">
            <summary> If true: player will deploy their configured loadout. </summary>
        </member>
        <member name="P:BNB.PlayerLoadout.Tags">
            <summary> Trigger custom logic using string tags. </summary>
        </member>
        <member name="M:BNB.PlayerLoadout.#ctor">
            <summary> Gives player their preferred loadout. </summary>
        </member>
        <member name="M:BNB.PlayerLoadout.#ctor(BNB.Team,System.Boolean)">
            <summary> Allows default/team-specific gear. </summary>
        </member>
        <member name="M:BNB.PlayerLoadout.#ctor(BNB.Team,System.Collections.Generic.IEnumerable{BNB.GearInSlot},System.Boolean)">
            <summary> Gives custom gear. </summary>
        </member>
        <member name="T:BNB.GearInventory">
            <summary>
            A gear slot-aligned container/manager. <br />
            Gear can be fit automatically into its intended slot, or any slot manually.
            </summary>
        </member>
        <member name="M:BNB.GearInventory.Scroll(System.Int32)">
            <returns> The next/previous gear. </returns>
        </member>
        <member name="M:BNB.GearInventory.Validate">
            <summary>
            Purge our inventory of any invalid values.
            </summary>
        </member>
        <member name="M:BNB.GearInventory.Clear">
            <summary>
            Reset inventory, destroying all gear in the process.
            </summary>
        </member>
        <member name="M:BNB.GearInventory.DropAll">
            <summary>
            Reset inventory, destroying all gear in the process.
            </summary>
        </member>
        <member name="M:BNB.GearInventory.Get``1">
            <return> The first instance of a gear of this type, or null. </return>
        </member>
        <member name="M:BNB.GearInventory.GetCurrentSlot(BNB.BaseGear)">
            <summary>
            Get the slot the gear is currently in. <br/>
            Might not be the same as its intended slot.
            </summary>
        </member>
        <member name="M:BNB.GearInventory.Give(System.String,System.Nullable{System.Int32},System.Boolean,System.Boolean)">
            <summary>
            Try to give the player a gear from its prefab dictionary ID.
            </summary>
        </member>
        <member name="M:BNB.GearInventory.Equip(BNB.BaseGear,System.Int32,System.Boolean,System.Boolean)">
            <summary>
            Equip a gear. Slot is automatically set to the gear's default slot if not defined.
            </summary>
            <param name="gear"> The thing. </param>
            <param name="slot"> If null: <see cref="P:BNB.BaseGear.EquipSlot"/> </param>
            <param name="deploy"> Deploy the gear once equipped? </param>
            <param name="dropExisting"> If false: destroys the equipment. </param>
        </member>
        <member name="M:BNB.GearInventory.Destroy(System.Int32)">
            <returns> If there was something in the slot(now destroyed). </returns>
        </member>
        <member name="P:BNB.Spectator.IsFollowing">
            <summary>
            Is this spectator following a valid target?
            </summary>
        </member>
        <member name="P:BNB.Spectator.ScrollSensitivity">
            <summary>
            Sensitivity of the mouse wheel when used to change the distance. <br />
            Can be negative to invert the mouse wheel direction, or zero
            to disable the mouse wheel altogether.
            </summary>
        </member>
        <member name="P:BNB.Spectator.ScrollSpeed">
            <summary>
            How quickly scrolling is smoothed towards its intended distance. <br />
            If zero or less: disable smoothing altogether.
            </summary>
        </member>
        <member name="P:BNB.Spectator.CollisionHitTags">
            <summary>
            Tags of objects that will obstruct the camera view.
            </summary>
        </member>
        <member name="P:BNB.Spectator.CollisionIgnoreTags">
            <summary>
            Tags of objects that will obstruct the camera view.
            </summary>
        </member>
        <member name="M:BNB.Spectator.InFirstPerson">
            <returns> If we should do firstperson rendering stuff. </returns>
        </member>
        <member name="P:BNB.Spectator.TransitionSpeed">
            <summary>
            How quickly to transition between modes.
            </summary>
        </member>
        <member name="P:BNB.Spectator.TransitionSmoothing">
            <summary>
            The smoothness of mode transition speed. Slows it down effectively.
            </summary>
        </member>
        <member name="P:BNB.Spectator.Relative">
            <summary>
            The local position and rotation relative to the pawn's origin.
            </summary>
        </member>
        <member name="P:BNB.Spectator.PreviousOffset">
            <summary>
            The previous relative position and rotation to transition from.
            </summary>
        </member>
        <member name="P:BNB.Spectator.PreviousPosition">
            <summary>
            The previous world position to transition from(optional).
            </summary>
        </member>
        <member name="M:BNB.Spectator.StartTransition(System.Boolean@)">
            <summary>
            Begins a transition given the current position of this view.
            </summary>
        </member>
        <member name="M:BNB.Spectator.StopTransition">
            <summary>
            Instantly ends the transition. Might cause visible snapping if done midway!
            </summary>
        </member>
        <member name="M:BNB.Spectator.SetTransformFromRelative">
            <summary>
            Sets the transform safely using <see cref="P:BNB.Spectator.Relative"/> with transition support.
            </summary>
        </member>
        <member name="T:BNB.FilePathExtensions">
            <summary>
            Strings for <see cref="P:Sandbox.FilePathAttribute.Extension"/>. Makes it easy to add new extensions to existing properties.
            </summary>
        </member>
        <member name="M:BNB.ConnectionLookup.FindConnection(System.String)">
            <summary>
            Given a string (steam id or username) returns a connection
            </summary>
            <returns>Connection or null</returns>
        </member>
        <member name="F:BNB.DamageType.Default">
            <summary> Unassigned/misc. </summary>
        </member>
        <member name="F:BNB.DamageType.Abyss">
            <summary> Fell into nothing. </summary>
        </member>
        <member name="F:BNB.DamageType.Falling">
            <summary> Fell from a height. </summary>
        </member>
        <member name="F:BNB.DamageType.Impact">
            <summary> Hit by physics. </summary>
        </member>
        <member name="F:BNB.DamageType.Goomba">
            <summary> Your fat ass. </summary>
        </member>
        <member name="F:BNB.DamageType.Electric">
            <summary> The Lightning Gun. </summary>
        </member>
        <member name="F:BNB.DamageType.Telefrag">
            <summary> Teleport kill. </summary>
        </member>
        <member name="F:BNB.DamageType.Cyanide">
            <summary> Inflicted by suicide commands/options. </summary>
        </member>
        <member name="P:BNB.DamageInfo.Attacker">
            <summary>
            The unit dealing the damage
            </summary>
        </member>
        <member name="P:BNB.DamageInfo.Victim">
            <summary>
            The unit receiving the damage
            </summary>
        </member>
        <member name="P:BNB.DamageInfo.Source">
            <summary> Internal ID. Used by the killfeed for non-gear object kills. </summary>
        </member>
        <member name="M:BNB.DamageInfo.WithAttacker(BNB.UnitComponent)">
            <summary>
            Sets the attacker.
            </summary>
        </member>
        <member name="M:BNB.DamageInfo.WithVictim(BNB.UnitComponent)">
            <summary>
            Sets the victim.
            </summary>
        </member>
        <member name="M:BNB.DamageInfo.WithGear(BNB.BaseGear)">
            <summary>
            Sets the gear.
            </summary>
        </member>
        <member name="M:BNB.DamageInfo.WithSource(System.String)">
            <summary>
            Sets the source.
            </summary>
        </member>
        <member name="M:BNB.DamageInfo.WithDamage(System.Int32)">
            <summary>
            Sets the damage amount.
            </summary>
        </member>
        <member name="M:BNB.DamageInfo.WithDamageType(BNB.DamageType)">
            <summary>
            Sets the damage type.
            </summary>
        </member>
        <member name="M:BNB.DamageInfo.WithLimb(BNB.HitboxLimb)">
            <summary>
            Sets the hitbox limb.
            </summary>
        </member>
        <member name="M:BNB.DamageInfo.WithForce(Vector3)">
            <summary>
            Sets the force vector.
            </summary>
        </member>
        <member name="M:BNB.DamageInfo.WithHitPosition(Vector3)">
            <summary>
            Sets the hit position.
            </summary>
        </member>
        <member name="M:BNB.DamageInfo.WithLocalHitPosition(Vector3)">
            <summary>
            Sets the local hit position.
            </summary>
        </member>
        <member name="M:BNB.DamageInfo.WithLocalHitDirection(Vector3)">
            <summary>
            Sets the local hit direction.
            </summary>
        </member>
        <member name="M:BNB.RotationExtensions.RotateTowards(Rotation,Rotation,System.Single)">
            <summary>
            Move a rotation towards a goal by a fixed distance
            </summary>
            <param name="from"></param>
            <param name="to"></param>
            <param name="maxDegreesDelta"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.TagSetExtensions.SetFrom(Sandbox.ITagSet,System.String[])">
            <summary>
            Clears all tags and then adds the provided strings to the set.
            </summary>
        </member>
        <member name="M:BNB.TagSetExtensions.SetFrom(Sandbox.ITagSet,System.Collections.Generic.IEnumerable{System.String})">
            <summary>
            Clears all tags and then adds the provided strings to the set.
            </summary>
        </member>
        <member name="M:BNB.Vector3Extensions.Round(Vector3)">
            <summary>
            Rounds the Vector3.
            </summary>
            <param name="value"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.Vector3Extensions.MoveTowards(Vector3,Vector3,System.Single)">
            <summary>
            Move a vector3 towards a goal by a fixed distance
            </summary>
            <param name="value"></param>
            <param name="target"></param>
            <param name="travelSpeed"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.Vector3Extensions.ProjectAndScale(Vector3,Vector3)">
            <summary>
            Project a vector along a plane (normal) and scale it back to its original length
            </summary>
            <param name="value"></param>
            <param name="normal"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.Vector3Extensions.WithFriction(Vector3,BNB.Friction@,System.Single@)">
            <summary>
            Apply an amount of friction to the current velocity.
            </summary>
        </member>
        <member name="M:BNB.GameFish.Abs(System.Single)">
            <summary>
            <see cref="M:System.MathF.Abs(System.Single)"/>
            </summary>
        </member>
        <member name="M:BNB.GameFish.Sign(System.Single)">
            <summary>
            <see cref="M:System.MathF.Sign(System.Single)"/>
            </summary>
        </member>
        <member name="M:BNB.GameFish.Direction(System.Single)">
            <returns> A sign of that's never zero(will be 1 instead). </returns>
        </member>
        <member name="M:BNB.GameFish.Clamp(System.Single,BNB.FloatRange@)">
            <summary>
            <see cref="M:Sandbox.MathX.Clamp(System.Single,System.Single,System.Single)"/>
            </summary>
        </member>
        <member name="M:BNB.GameFish.Min(System.Single,System.Single@)">
            <summary>
            <see cref="M:System.MathF.Min(System.Single,System.Single)"/>
            </summary>
        </member>
        <member name="M:BNB.GameFish.Max(System.Single,System.Single@)">
            <summary>
            <see cref="M:System.MathF.Max(System.Single,System.Single)"/>
            </summary>
        </member>
        <member name="M:BNB.GameFish.Positive(System.Single)">
            <returns> A number that's at least zero. </returns>
        </member>
        <member name="M:BNB.GameFish.Negative(System.Single)">
            <returns> A number that's at most zero. </returns>
        </member>
        <member name="M:BNB.GameFish.NonZero(System.Single,System.Single@)">
            <returns> A number that's at least this far away from zero. </returns>
        </member>
        <member name="T:BNB.Fraction">
            <summary>
            A <see cref="T:System.Single"/> that is always between 0 and 1.
            </summary>
        </member>
        <member name="T:BNB.Friction">
            <summary>
            Inspector-friendly data for the <see cref="M:Vector3.WithFriction(System.Single,System.Single)"/> method.
            </summary>
        </member>
        <member name="M:BNB.ITransform.GetPosition">
            <returns> The transform's world position. </returns>
        </member>
        <member name="M:BNB.ITransform.GetRotation">
            <returns> The transform's world rotation. </returns>
        </member>
        <member name="M:BNB.ITransform.GetScale">
            <returns> The transform's world scale. </returns>
        </member>
        <member name="P:BNB.ITransform.Center">
            <summary>
            The center of the object, such as its mass center or hull center. <br />
            Can be used to avoid calculating its bounds every time(expensive!).
            </summary>
        </member>
        <member name="M:BNB.ITransform.TrySetPosition(Vector3@)">
            <summary>
            Safely sets the position.
            </summary>
            <returns> If the position wasn't a NaN or infinity. </returns>
        </member>
        <member name="M:BNB.ITransform.TrySetRotation(Rotation@)">
            <summary>
            Safely sets the rotation.
            </summary>
            <returns> If the rotation wasn't a NaN or infinity. </returns>
        </member>
        <member name="M:BNB.ITransform.TrySetScale(Vector3@)">
            <summary>
            Safely sets the scale.
            </summary>
            <returns> If the scale wasn't a NaN or infinity. </returns>
        </member>
        <member name="T:BNB.Offset">
            <summary>
            A position and a rotation, but not scale. <br />
            Makes it very easy to animate programmatically(mainly tweening).
            </summary>
        </member>
        <member name="M:BNB.Offset.ToWorld(Transform@)">
            <param name="t"> The transform to offset from. </param>
            <returns> The resulting transform of this offset from the specified transform. </returns>
        </member>
        <member name="M:BNB.OffsetExtensions.LerpTo(Transform@,BNB.Offset@,System.Single@)">
            <summary>
            Lerps a transform to an offset's position/rotation while preserving its original scale. <br />
            This is typically best used on local transforms.
            </summary>
        </member>
        <member name="M:BNB.OffsetExtensions.SetOffset(Transform@,BNB.Offset@)">
            <summary>
            Sets a transform to an offset's position/rotation while preserving its original scale. <br />
            This is typically best used on local transforms.
            </summary>
        </member>
        <member name="M:BNB.OffsetExtensions.SetOffset(Sandbox.GameObject,BNB.Offset@)">
            <summary>
            Directly sets the object's local transform to the specified offset.
            </summary>
        </member>
        <member name="M:BNB.OffsetExtensions.SetOffset(Sandbox.GameObject,Transform@,BNB.Offset@)">
            <summary>
            Sets an object's offset from the specified transform.
            </summary>
        </member>
        <member name="M:BNB.OffsetExtensions.SetOffset(Sandbox.Component,BNB.Offset@)">
            <summary>
            Directly sets the local transform to the specified offset.
            </summary>
        </member>
        <member name="M:BNB.OffsetExtensions.SetOffset(Sandbox.Component,Transform@,BNB.Offset@)">
            <summary>
            Sets an object's offset from the specified transform.
            </summary>
        </member>
        <member name="M:BNB.OffsetExtensions.SetOffset(Sandbox.GameObject,Sandbox.GameObject,BNB.Offset@)">
            <summary>
            Sets an object's offset relative to another object.
            </summary>
        </member>
        <member name="M:BNB.OffsetExtensions.SetOffset(Sandbox.GameObject,Sandbox.Component,BNB.Offset@)">
            <summary>
            Sets an object's offset relative to another object.
            </summary>
        </member>
        <member name="M:BNB.OffsetExtensions.SetOffset(Sandbox.Component,Sandbox.GameObject,BNB.Offset@)">
            <summary>
            Sets an object's offset relative to another object.
            </summary>
        </member>
        <member name="M:BNB.OffsetExtensions.SetOffset(Sandbox.Component,Sandbox.Component,BNB.Offset@)">
            <summary>
            Sets an object's offset relative to another object.
            </summary>
        </member>
        <member name="M:BNB.Prefab.Get(System.String)">
            <summary>
            Safely reference a prefab without breaking the entire project if it's missing.
            </summary>
        </member>
        <member name="M:BNB.Prefab.TrySpawn(Sandbox.PrefabFile,Sandbox.GameObject@)">
            <returns> If the prefab was valid and spawned a valid game object. </returns>
        </member>
        <member name="M:BNB.Prefab.TrySpawn(Sandbox.PrefabFile,Transform,Sandbox.GameObject@)">
            <returns> If the prefab was valid and spawned a valid game object at the specified transform. </returns>
        </member>
        <member name="M:BNB.Prefab.TrySpawn(Sandbox.PrefabFile,Vector3,Sandbox.GameObject@)">
            <returns> If the prefab was valid and spawned a valid game object at the specified position. </returns>
        </member>
        <member name="M:BNB.PrefabLibrary.FindByComponent``1">
            <summary>
            Find all prefabs that contain a component.
            This is probably slow so avoid using it too much.
            </summary>
            <typeparam name="T"></typeparam>
            <returns></returns>
        </member>
        <member name="M:BNB.PrefabLibrary.TryGetByPath(System.String,Sandbox.GameObject@)">
            <summary>
            Tries to find a PrefabDefinition by Prefab path.
            </summary>
            <param name="path"></param>
            <param name="prefab"></param>
            <returns></returns>
        </member>
        <member name="T:BNB.Random">
            <summary>
            Convenience methods for randomization. <br />
            Less typing means cleaner code. 🎲
            </summary>
        </member>
        <member name="P:BNB.Random.CoinFlip">
            <returns> True or false. </returns>
        </member>
        <member name="M:BNB.Random.Int(System.Int32)">
            <returns> Integer between 0 and <paramref name="max"/>. </returns>
        </member>
        <member name="M:BNB.Random.Int(System.Int32,System.Int32)">
            <returns> Integer between <paramref name="a"/> and <paramref name="b"/>. </returns>
        </member>
        <member name="M:BNB.Random.Float(System.Single)">
            <returns> Float between 0 and <paramref name="max"/>. </returns>
        </member>
        <member name="M:BNB.Random.Float(System.Single,System.Single)">
            <returns> Float between <paramref name="a"/> and <paramref name="b"/>. </returns>
        </member>
        <member name="M:BNB.Random.From``1">
            <returns> A random value from an enumeration. </returns>
        </member>
        <member name="M:BNB.Random.Names(System.Int32)">
            <returns> Up to the specified number of unique names. </returns>
        </member>
        <member name="P:BNB.Random.People">
            <summary>
            The folks.
            </summary>
        </member>
        <member name="T:BNB.FloatRange">
            <summary>
            Min and max floats without a fixed value setting.
            </summary>
        </member>
        <member name="T:BNB.IntRange">
            <summary>
            Min and max integers without the fixed value setting.
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.ManuallyUpdate">
            <summary>
            Manually update this by calling Move() or let it always be simulated
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.TraceWidth">
            <summary>
            Width of our trace
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.TraceHeight">
            <summary>
            Height of our trace
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.IgnoreTags">
            <summary>
            Which tags it should ignore
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.MaxBounces">
            <summary>
            Max amount of trace calls whenever the simulation doesn't reach its target (Slide and collide bounces)
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.GroundAcceleration">
            <summary>
            How fast you accelerate while on the ground (Units per second)
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.GroundDeceleration">
            <summary>
            How fast you decelerate while on the ground (Units per second)
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.AirAcceleration">
            <summary>
            How fast you accelerate while in the air (Units per second)
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.AirDeceleration">
            <summary>
            How fast you decelerate while in the air (Units per second)
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.IgnoreGroundSurface">
            <summary>
            Do we ignore the friction of the surface you're standing on or not?
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.IgnoreZ">
            <summary>
            Is this MoveHelper meant for horizontal grounder movement? (false = For flying or noclip)
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.IgnoreZWhenZero">
            <summary>
            Do we ignore Z when it's near 0 (So that gravity affects you when not moving)
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.GroundStickEnabled">
            <summary>
            Stick the MoveHelper to the ground (IsOnGround will default to false if disabled)
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.MaxGroundAngle">
            <summary>
            How steep terrain can be for you to stand on without slipping
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.GroundStickDistance">
            <summary>
            How far from the ground the MoveHelper is going to stick (Useful for going down stairs!)
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.StepsEnabled">
            <summary>
            Enable steps climbing (+1 Trace call)
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.StepHeight">
            <summary>
            How high steps can be for you to climb on
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.StepDepth">
            <summary>
            How deep it checks for steps (Minimum depth)
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.PushEnabled">
            <summary>
            Instead of colliding with these tags the MoveHelper will be pushed away (Make sure the tags are in IgnoreTags as well!)
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.PushTagsWeight">
            <summary>
            Which tags will push this MoveHelper away and with how much force (Make sure they are also included in IgnoreTags!) (+1 Trace call)
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.GravityEnabled">
            <summary>
            Apply gravity to this MoveHelper when not on the ground
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.UseSceneGravity">
            <summary>
            Use the scene's gravity or our own
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.Gravity">
            <summary>
            Units per second squared (Default is -850f)
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.UnstuckEnabled">
            <summary>
            Check if the MoveHelper is stuck and try to get it to unstuck (+Trace calls if stuck)
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.MaxUnstuckTries">
            <summary>
            How many trace calls it will attempt to get the MoveHelper unstuck
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.WishVelocity">
            <summary>
            The simulated target velocity for our MoveHelper (Units per second, we apply Time.Delta inside)
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.Velocity">
            <summary>
            The resulting velocity after the simulation is done (Units per second)
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.IsOnGround">
            <summary>
            Is the MoveHelper currently touching the ground
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "P:BNB.SimpleMoveHelper.GroundNormal" -->
        <member name="P:BNB.SimpleMoveHelper.GroundAngle">
            <summary>
            The current ground angle you're standing on (Always 0f if IsOnGround false)
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.GroundSurface">
            <summary>
            The current surface you're standing on
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.GroundObject">
            <summary>
            The gameobject you're currently standing on
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.IsPushingAgainstWall">
            <summary>
            Is the MoveHelper currently pushing against a wall
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.WallNormal">
            <summary>
            The current wall normal you're pushing against (Always Vector3.Zero if IsPushingAgainstWall false)
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.WallObject">
            <summary>
            The gameobject you're currently pushing on
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.IsSlipping">
            <summary>
            Is the MoveHelper standing on a terrain too steep to stand on (Always false if IsOnGround false)
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.IsStuck">
            <summary>
            The MoveHelper is stuck and we can't get it out
            </summary>
        </member>
        <member name="F:BNB.SimpleMoveHelper.SkinWidth">
            <summary>
            To avoid getting stuck due to imprecision we shrink the bounds before checking and compensate for it later
            </summary>
        </member>
        <member name="P:BNB.SimpleMoveHelper.Bounds">
            <summary>
            The bounds of this MoveHelper generated from the TraceWidth and TraceHeight
            </summary>
        </member>
        <member name="F:BNB.SimpleMoveHelper.UnstuckTarget">
            <summary>
            If another MoveHelper moved at the same time and they're stuck, let this one know that the other already unstuck for us
            </summary>
        </member>
        <member name="M:BNB.SimpleMoveHelper.Punch(Vector3@)">
            <summary>
            Detach the MoveHelper from the ground and launch it somewhere (Units per second)
            </summary>
            <param name="amount"></param>
        </member>
        <member name="M:BNB.SimpleMoveHelper.Move(System.Boolean,System.Boolean)">
            <summary>
            Apply the WishVelocity, update the Velocity and the Position of the GameObject by simulating the MoveHelper
            </summary>
            <param name="manualUpdate">Just calculate but don't update position</param>
            <param name="scaleWalls">If pushing against a wall, scale the velocity based on the wall's angle</param>
        </member>
        <member name="M:BNB.SimpleMoveHelper.Move(System.Single,System.Boolean,System.Boolean)">
            <summary>
            Apply the WishVelocity, update the Velocity and the Position of the GameObject by simulating the MoveHelper
            </summary>
            <param name="delta">The time step</param>
            <param name="manualUpdate">Just calculate but don't update position</param>
            <param name="scaleWalls">If pushing against a wall, scale the velocity based on the wall's angle</param>
        </member>
        <member name="T:BNB.SimpleMoveHelper.MoveHelperResult">
            <summary>
            Sometimes we have to update only the position but not the velocity (Like when climbing steps or getting unstuck) so we can't have Position rely only on Velocity
            </summary>
        </member>
        <member name="M:BNB.SimpleMoveHelper.TestPosition(Vector3,System.String)">
            <summary>
            Debug don't use
            </summary>
            <param name="position"></param>
            <param name="title"></param>
            <returns></returns>
        </member>
        <member name="T:BNB.StaticProperty">
            <summary>
            Methods for getting static property values.
            </summary>
        </member>
        <member name="M:BNB.StaticProperty.Get``1(System.String)">
            <returns> The value of the static property on <typeparamref name="T"/> if it exists, or null. </returns>
        </member>
        <member name="M:BNB.StaticProperty.Get``2(System.String)">
            <returns> The value of the static property on <typeparamref name="T1"/> of type <typeparamref name="T2"/> if it exists, or null. </returns>
        </member>
        <member name="M:BNB.StaticProperty.Get``1(System.Type,System.String,``0)">
            <returns> The value of the static property on <paramref name="type"/> of type <typeparamref name="T"/> if it exists, or a default. </returns>
        </member>
        <member name="M:BNB.Utils.IsFish">
            <summary>
            Are we a fishie!?
            </summary>
            <returns> If you're a developer. </returns>
        </member>
        <member name="M:BNB.Utils.IsFish(Sandbox.Connection)">
            <returns> If a specific user is a developer. </returns>
        </member>
        <member name="M:BNB.Utils.IsAdmin">
            <returns> If you have access to admin commands. </returns>
        </member>
        <member name="M:BNB.Utils.IsAdmin(Sandbox.Connection)">
            <returns> If a specific user has admin access. </returns>
        </member>
        <member name="M:BNB.Vector3B.Distance(BNB.Vector3B)">
            <summary>
            Get the distance between this Vector3B and another
            </summary>
            <param name="other"></param>
            <returns></returns>
        </member>
        <member name="T:BNB.VoxelPositionHelper">
            <summary>
            Shows you the voxel position of the GameObject.
            </summary>
        </member>
        <member name="P:BNB.ScreenFog.Distance">
            <summary>
            The distance this fog reaches.
            </summary>
        </member>
        <member name="P:BNB.ScreenFog.Color">
            <summary>
            The color of this fog.
            </summary>
        </member>
        <member name="P:BNB.TracerEffect.PointDistance">
            <summary>
            Approximate distance between line points. Used to determine point count.
            </summary>
        </member>
        <member name="F:BNB.BorderType.Preparing">
            <summary> Spawns during prep and disappears when the round starts. </summary>
        </member>
        <member name="F:BNB.BorderType.Static">
            <summary> Always there. Will be considered the "main" border by AI. </summary>
        </member>
        <member name="T:BNB.BorderBoundsComponent">
            <summary>
            Spawns various kinds of borders from the configured bounds.
            </summary>
        </member>
        <member name="P:BNB.BorderBoundsComponent.Secondary">
            <summary>
            Prevents this border from being considered the "main" border meant to surround the map(used by AI).
            </summary>
        </member>
        <member name="P:BNB.BorderBoundsComponent.OverrideTags">
            <summary>
            Forces the spawned border's tags to be these.
            </summary>	
        </member>
        <member name="P:BNB.BorderBoundsComponent.OverrideModes">
            <summary>
            If enabled: will ignore gamemode settings about borders and activates only for the set modes.
            </summary>
        </member>
        <member name="P:BNB.BorderBoundsComponent.Gamemodes">
            <summary>
            Which gamemodes does this border activate upon?
            </summary>
        </member>
        <member name="P:BNB.BorderBoundsComponent.Main">
            <summary>
            The main bounds covering the map.
            </summary>
        </member>
        <member name="M:BNB.VoxelBoundsComponent.Center">
            <summary>
            Fix up the position to be at the mins and bounds to be positive.
            </summary>
        </member>
        <member name="M:BNB.VoxelBoundsComponent.Normalize">
            <summary>
            Resets scale and rotation to default. Puts the origin of the object at Mins.
            </summary>
        </member>
        <member name="M:BNB.VoxelBoundsComponent.StretchVertically">
            <summary>
            Stretch the bounds to the bottom and top of the voxel world.
            </summary>
        </member>
        <member name="M:BNB.VoxelBoundsComponent.StretchHorizontally">
            <summary>
            Stretch the bounds to the sides of the voxel world.
            </summary>
        </member>
        <member name="P:BNB.VoxelBoundsComponent.BoundingBox">
            <returns> An automatically properly sized bounding box. </returns>
        </member>
        <member name="P:BNB.VoxelBoundsComponent.WorldBoundingBox">
            <summary>
            An automatically properly sized bounding box in world units
            </summary>
        </member>
        <member name="M:BNB.VoxelBoundsComponent.GetBoundsCached">
            <returns> A cached value. Calculates it if not yet cached. </returns>
        </member>
        <member name="T:BNB.VoxelProcessor">
            <summary>
            Use this component to process a volume of voxels and apply changes to them...
            </summary>
        </member>
        <member name="M:BNB.VoxelProcessor.ProcessVoxel(BNB.VoxelQueryData)">
            <summary>
            Process a singular voxel with out processors settings..
            </summary>
            <param name="query"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.VoxelProcessor.Process">
            <summary>
            Run the voxel processor.
            </summary>
            <returns></returns>
        </member>
        <member name="M:BNB.CollisionBuffer.Add(Vector3)">
            <summary>
            Add a vertex.
            </summary>
        </member>
        <member name="M:BNB.CollisionBuffer.AddIndex(System.Int32)">
            <summary>
            Add an index. 
            This is relative to the top of the vertex buffer. So 0 is Vertex.Count., 1 is Vertex.Count -1
            </summary>
        </member>
        <member name="M:BNB.CollisionBuffer.AddTriangleIndex(System.Int32,System.Int32,System.Int32)">
            <summary>
            Add an index. This is relative to the top of the vertex buffer. So 0 is Vertex.Count.
            </summary>
        </member>
        <member name="M:BNB.CollisionBuffer.AddRawIndex(System.Int32)">
            <summary>
            Add an index. This is relative to the top of the vertex buffer. So 0 is Vertex.Count.
            </summary>
        </member>
        <member name="M:BNB.CollisionBuffer.AddTriangle(Vector3,Vector3,Vector3)">
            <summary>
            Add a triangle to the vertex buffer. Will include indices if they're enabled.
            </summary>
        </member>
        <member name="M:BNB.CollisionBuffer.AddQuad(Vector3,Vector3,Vector3,Vector3)">
            <summary>
            Add a quad to the vertex buffer. Will include indices if they're enabled.
            </summary>
        </member>
        <member name="M:BNB.CollisionBuffer.AddQuad(Ray,Vector3,Vector3)">
            <summary>
            Add a quad to the vertex buffer. Will include indices if they're enabled.
            </summary>
        </member>
        <member name="M:BNB.CollisionBuffer.AddCube(Vector3,Vector3,Rotation)">
            <summary>
            Add a cube to the vertex buffer. Will include indices if they're enabled.
            </summary>
        </member>
        <member name="M:BNB.MapBuilder.Create(System.String)">
            <summary>
            Begin building map data from a file.
            </summary>
            <param name="path"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.MapBuilder.WithFormat``1">
            <summary>
            Override the format of this builder.
            </summary>
            <typeparam name="T"></typeparam>
            <returns></returns>
        </member>
        <member name="M:BNB.MapBuilder.BuildAsync">
            <summary>
            Build voxel data from the map data asynchronously.
            </summary>
            <typeparam name="T"></typeparam>
            <returns></returns>
        </member>
        <member name="P:BNB.BirdsEyeView.Manual">
            <summary> Specify exactly what the default <see cref="T:BNB.Spectator"/> view is? </summary>
        </member>
        <member name="P:BNB.IdealPlayerCount.Min">
            <summary> Minimum players required to prefer this map. </summary>
        </member>
        <member name="P:BNB.IdealPlayerCount.Max">
            <summary> Most players that can comfortably play here. </summary>
        </member>
        <member name="M:BNB.BreakPieceComponent.Instantiate(Vector3,System.Collections.Generic.Dictionary{Vector3Int,BNB.Voxel},Vector3)">
            <summary>
            Create a break piece from a Dictionary of voxels.
            </summary>
            <param name="position"></param>
            <param name="voxels"></param>
            <param name="force"></param>
            <returns></returns>
        </member>
        <member name="P:BNB.WaterPlane.OverlayColor">
            <summary>
            Overlay color of this water.
            </summary>
        </member>
        <member name="P:BNB.WaterPlane.PeakColor">
            <summary>
            Peak color of this water.
            </summary>
        </member>
        <member name="P:BNB.WaterPlane.FoamColor">
            <summary>
            Peak color of this water.
            </summary>
        </member>
        <member name="T:BNB.AStarNode">
            <summary>
            We store information about A* nodes and some utility methods inside of this class.
            </summary>
        </member>
        <member name="M:BNB.AStarNode.GetNeighbours">
            <summary>
            Get all neighbouring voxels, even ones we can jump on or land down
            </summary>
            <returns></returns>
        </member>
        <member name="M:BNB.AStarNode.Distance(BNB.AStarNode)">
            <summary>
            Get the distance between the node's voxel's position
            </summary>
            <param name="other"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.AStarNode.HorizontalDistance(BNB.AStarNode)">
            <summary>
            Get the horizontal distance between the node's voxel's position
            </summary>
            <param name="other"></param>
            <returns></returns>
        </member>
        <member name="T:BNB.AStarPath">
            <summary>
            This struct defines the path full A* path.
            </summary>
        </member>
        <member name="M:BNB.AStarPath.GetLength">
            <summary>
            Return the total length of the path
            </summary>
            <returns></returns>
        </member>
        <member name="M:BNB.AStarPath.Simplify(System.Int32,System.Int32)">
            <summary>
            Simplify the path by iterating over line of sights between the given segment size, joining them if valid
            </summary>
            <param name="segmentAmounts"></param>
            <param name="iterations"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.AStarPath.Jumble(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            Make the path 'wavy' by shifting nodes around
            </summary>
            <param name="minSegmentAmount">Minimum nodes in between waves, at least 3 or else you won't get good side movement</param>
            <param name="maxSegmentAmount">Maximum nodes in between waves</param>
            <param name="minDistance">Minimum node shifting distance</param>
            <param name="maxDistance">Maximum node shifting distance</param>
        </member>
        <member name="F:BNB.NavCell.Connections">
            <summary>
            All connections to other <see cref="T:BNB.NavCell"/>
            </summary>
        </member>
        <member name="P:BNB.NavCell.Data">
            <summary>
            The voxel data for this cell
            </summary>
        </member>
        <member name="P:BNB.NavCell.FreeSpace">
            <summary>
            The amount of free space above this cell
            </summary>
        </member>
        <member name="P:BNB.NavCell.Crouch">
            <summary>
            Must crouch to traverse this cell because there's not enough <see cref="P:BNB.NavCell.FreeSpace"/> (Only 2)
            </summary>
        </member>
        <member name="P:BNB.NavCell.SolidEdge">
            <summary>
            There's at least one missing neighbour because of a wall
            </summary>
        </member>
        <member name="P:BNB.NavCell.FreeEdge">
            <summary>
            There's at least one missing neighbour because of a drop
            </summary>
        </member>
        <member name="P:BNB.NavCell.Hash">
            <summary>
            Hash code for this cell, precomputed from the <see cref="F:BNB.VoxelQueryData.GlobalPosition"/> for faster lookup
            </summary>
        </member>
        <member name="M:BNB.NavCell.SetNeighbours(System.Int32,System.Int32,System.Int32)">
            <summary>
            Sets up connections for neighbouring cells, Walk, Jump, and Drop Down
            </summary>
            <param name="horizontalDistance"></param>
            <param name="upDistance"></param>
            <param name="downDistance"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.NavCell.VectorFromEdgeDirection(BNB.NavCell.EdgeDirection)">
            <summary>
            Convert an EdgeDirection to its corresponding 2D offset (Z = 0) using the reverse lookup.
            </summary>
        </member>
        <member name="M:BNB.NavCell.HasEdge(BNB.NavCell.EdgeDirection)">
            <summary>
            Does this cell has a non-walkable edge in the given cardinal direction?
            </summary>
            <param name="direction"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.NavCell.HasEdgeInDirection(Vector3)">
            <summary>
            Does this cell has a non-walkable edge in the given vectorial direction?
            </summary>
            <param name="direction"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.NavCell.EdgeFromDirection(Vector3)">
            <summary>
            Get the edge direction from a given Vector3 direction
            </summary>
            <param name="direction"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.NavCell.NearestFreeEdgeFromDirection(Vector3)">
            <summary>
            Find the nearest 2D free edge direction to the given vector.
            Returns None if the best dot‐product is negative.
            </summary>
        </member>
        <member name="M:BNB.NavCell.NearestSolidEdgeFromDirection(Vector3)">
            <summary>
            Find the nearest 2D solid edge direction to the given vector.
            Returns None if the best dot‐product is negative.
            </summary>
        </member>
        <member name="M:BNB.NavCell.Connect(BNB.NavCell,BNB.NavConnectionType,System.Boolean)">
            <summary>
            Connect two cells together
            </summary>
            <param name="other"></param>
            <param name="type"></param>
            <param name="reciprocal">If true set the connection on the other NavCell to this as well</param>
        </member>
        <member name="M:BNB.NavCell.Disconnect(BNB.NavCell,System.Boolean)">
            <summary>
            Disconnect these two cells
            </summary>
            <param name="other"></param>
            <param name="reciprocal">If true disconnect on the other NavCell from this as well</param>
        </member>
        <member name="M:BNB.NavCell.DisconnectAll">
            <summary>
            <see cref="M:BNB.NavCell.Disconnect(BNB.NavCell,System.Boolean)"/> all <see cref="F:BNB.NavCell.Connections"/>
            </summary>
        </member>
        <member name="P:BNB.NavGrid.Status">
            <summary>
            Has the grid been generated?
            </summary>
        </member>
        <member name="M:BNB.NavGrid.AddCell(BNB.VoxelQueryData,System.Int32)">
            <summary>
            Add a <see cref="T:BNB.NavCell"/> to the grid
            </summary>
            <param name="data"></param>
            <param name="freeSpace"></param>
            <returns>The new NavCell, null if we weren't able to add it</returns>
        </member>
        <member name="M:BNB.NavGrid.GetByGlobal(Vector3Int)">
            <summary>
            Gets the <see cref="T:BNB.NavCell"/> at the given global coordinates
            </summary>
            <param name="position"></param>
            <returns>null if not found</returns>
        </member>
        <member name="M:BNB.NavGrid.GetByOffset(Vector3Int,BNB.Chunk)">
            <summary>
            Gets the <see cref="T:BNB.NavCell"/> at the given local coordinates in the given chunk <br/>
            Can overflow and it will find in the nearby chunk
            </summary>
            <param name="offset">The local position, can overflow and it will find in the nearby chunk</param>
            <param name="chunk"></param>
            <returns>null if not found</returns>
        </member>
        <member name="M:BNB.NavGrid.LineOfSight(BNB.NavCell,BNB.NavCell)">
            <summary>
            Is there a line of sight between the two cells?
            </summary>
            <param name="start"></param>
            <param name="end"></param>
            <returns></returns>
        </member>
        <member name="M:BNB.NavGrid.GetClosestWalkable(Vector3Int,System.Single,System.Nullable{System.Threading.CancellationToken},System.Boolean)">
            <summary>
            Find the nearest walkable voxel, EXPENSIVE!
            </summary>
            <param name="point"></param>
            <param name="maxDistance"></param>
            <param name="cancellationToken"></param>
            <param name="checkUp"></param>
            <returns></returns>
        </member>
        <member name="T:BNB.PathBuilder">
            <summary>
            Builder for an A* path. Usage:<br />
            
            await BuildPath( Vector3Int startPos, Vector3Int targetPos )<br />
                .WithMaxLength( 4096f )<br />
                .WithMaxDuration( 1f )<br />
                .Simplify( 2 )<br />
                .WithCancellationToken( cancellationToken )<br />
                .Run();<br />
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.BuildPath(Vector3Int,Vector3Int)">
            <summary>
            Start building an A* pathfinder.
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.BuildPath(BNB.AStarNode,BNB.AStarNode)">
            <summary>
            Start building an A* pathfinder.
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.BuildPath(BNB.AStarNode,Vector3Int)">
            <summary>
            Start building an A* pathfinder.
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.BuildPath(Vector3Int,BNB.AStarNode)">
            <summary>
            Start building an A* pathfinder.
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.WithMaxLength(System.Nullable{System.Single})">
            <summary>
            Sets the maximum distance to look for before stopping.<br />
            Won't return any path if <see cref="M:BNB.PathBuilder.AcceptPartial(System.Boolean)"/> is set to false.<br />
            [8192f units by default]<br />
            Set to null for no max.<br />
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.WithSearchRadius(System.Single)">
            <summary>
            Sets the radius to look for the nearest walkable nodes at the start and target positions.<br />
            If no walkable nodes are found within the radius, no path will be returned.<br />
            [512f units by default] <br />
            It gets expensive past the default, I don't suggest increasing it.<br />
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.WithMaxDuration(System.Nullable{System.Single})">
            <summary>
            Sets the maximum duration in seconds allowed for the path search.<br />
            If the search takes longer, it will cancel and return the final path if <see cref="M:BNB.PathBuilder.AcceptPartial(System.Boolean)"/> is true<br />
            [0.5f seconds by default]<br />
            Set to null for no max.<br />
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.AcceptPartial(System.Boolean)">
            <summary>
            Return the unfinished path if it isn't able to reach the target.<br />
            [true by default]<br />
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.CheckLineOfSight(System.Boolean)">
            <summary>
            Before pathfinding it checks for line of sight between the start and the target.<br />
            If line of sight is found, it returns a straight path from start to target.<br />
            [true by default]<br />
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.IncludeDigging(System.Boolean)">
            <summary>
            Include the ability to dig through blocks to reach the destination<br />
            Use <see cref="M:BNB.PathBuilder.WithDiggingMalus(System.Single)"/> to change how expensive digging is<br />
            [false by default]<br />
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.WithDiggingMalus(System.Single)">
            <summary>
            Extra <see cref="P:BNB.AStarNode.Malus"/> applied to each digging voxel in the path<br />
            0f = No difference between walking and digging<br />
            1f = Digging is 100% more expensive compared to walking<br />
            5f = Digging is 500% more expensive compared to walking<br />
            [5f by default]<br />
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.IncludeCrouched(System.Boolean)">
            <summary>
            Include the ability to crouch <see cref="P:BNB.NavCell.Crouch"/> spaces to reach the destination<br />
            Use <see cref="M:BNB.PathBuilder.WithCrouchingMalus(System.Single)"/> to change how expensive crouching is<br />
            [true by default]<br />
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.WithCrouchingMalus(System.Single)">
            <summary>
            Extra <see cref="P:BNB.AStarNode.Malus"/> applied to nodes where crouching is required<br />
            0f = No difference between walking and crouching<br />
            1f = Crouching is 100% more expensive compared to walking<br />
            2f = Crouching is 200% more expensive compared to walking<br />
            [2f by default]<br />
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.IncludeJumping(System.Boolean)">
            <summary>
            Include the ability to jump to reach the destination<br />
            Use <see cref="M:BNB.PathBuilder.WithJumpingMalus(System.Single)"/> to change how expensive jumping is<br />
            [true by default]<br />
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.WithJumpingMalus(System.Single)">
            <summary>
            Extra <see cref="P:BNB.AStarNode.Malus"/> applied to nodes with connection jump<br />
            0f = No difference between walking and jumping<br />
            1f = Jumping is 100% more expensive compared to walking<br />
            [1f by default]<br />
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.IncludeDropping(System.Boolean)">
            <summary>
            Include the ability to drop down to reach the destination<br />
            Use <see cref="M:BNB.PathBuilder.WithDroppingMalus(System.Single)"/> to change how expensive dropping is<br />
            [true by default]<br />
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.WithDroppingMalus(System.Single)">
            <summary>
            Extra <see cref="P:BNB.AStarNode.Malus"/> applied to nodes with connection drop<br />
            0f = No difference between walking and dropping<br />
            1f = Dropping is 100% more expensive compared to walking<br />
            [0f by default]<br />
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.IncludeBuilding(System.Boolean)">
            <summary>
            Include the ability to build up and horizontally to reach the destination<br />
            Use <see cref="M:BNB.PathBuilder.WithBuildingMalus(System.Single)"/> to change how expensive building is<br />
            [false by default]<br />
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.WithBuildingMalus(System.Single)">
            <summary>
            Extra <see cref="P:BNB.AStarNode.Malus"/> applied to nodes with connection build over each voxel<br />
            0f = No difference between walking and building<br />
            1f = Building is 100% more expensive compared to walking<br />
            [1f by default]<br />
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.Reversed(System.Boolean)">
            <summary>
            Reverse the nodes after the path has been generated.<br />
            [false by default]<br />
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.Simplify(System.Nullable{System.Int32})">
            <summary>
            Reduce the amount of nodes by checking which ones have direct line of sight and removing them.<br />
            The more iterations, the less final nodes unless they no longer can get culled.
            Set to null for no simplification.<br />
            Disables <see cref="M:BNB.PathBuilder.Jumble(System.Nullable{System.Int32})"/> if turned on<br />
            [null by default]<br />
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.Jumble(System.Nullable{System.Int32})">
            <summary>
            Jumble the path to make it less direct and more "wavy".<br />
            Set to null for no jumbling<br />
            Doesn't work if <see cref="M:BNB.PathBuilder.CheckLineOfSight(System.Boolean)"/> is true and succesful<br />
            Disables <see cref="M:BNB.PathBuilder.Simplify(System.Nullable{System.Int32})"/> if turned on<br />
            [null by default]<br />
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.WithCancellationToken(System.Threading.CancellationToken)">
            <summary>
            Add a <see cref="T:System.Threading.CancellationToken"/> to cancel the path generation.<br />
            When cancelled no path will be returned even if <see cref="M:BNB.PathBuilder.AcceptPartial(System.Boolean)"/> is true.<br />
            [<see cref="P:System.Threading.CancellationToken.None"/> by default]<br />
            </summary>
        </member>
        <member name="M:BNB.PathBuilder.Run">
            <summary>
            Runs the A* pathfinder.
            </summary>
        </member>
        <member name="M:BNB.VoxelUtility.BuildAO(BNB.Chunk,BNB.Vector3B,System.Int32,System.Int32)">
            <summary>
            Builds AO values for a voxel based on the parameters.
            </summary>
            <param name="chunk"></param>
            <param name="pos"></param>
            <param name="face"></param>
            <param name="vertex"></param>
            <returns></returns>
        </member>
        <member name="P:BNB.UI.KillFeedEntry.Relevant">
            <summary> Did the local player cause this? </summary>
        </member>
        <member name="P:BNB.UI.VotingMap.WasSelected">
            <summary> Was a map selected by voting? </summary>
        </member>
        <member name="M:BNB.UI.GameBar.Notify(System.String,Color,Color,System.Single)">
            <summary>
            Display a notification on the gamebar, this is not broadcasted.
            </summary>
            <param name="text"></param>
            <param name="foreground"></param>
            <param name="background"></param>
            <param name="time"></param>
        </member>
        <member name="M:BNB.UI.GameBar.Notify(System.String,System.Single)">
            <inheritdoc cref="M:BNB.UI.GameBar.Notify(System.String,Color,Color,System.Single)"/>
        </member>
        <member name="P:BNB.UI.IntroVideo.FallbackLoadTime">
            <summary>
            If this time elapses without a video playing then try to load <see cref="P:BNB.UI.IntroVideo.BootScene" />.
            </summary>
        </member>
        <member name="M:BNB.UI.LobbyCreator.GetOrderedMapList">
            <summary>
            Shows smaller maps first. Should always return a non-null enumerable.
            </summary>
        </member>
        <member name="M:BNB.UI.Killfeed.Insert(BNB.DamageInfo,System.Int32)">
            <summary>
            Log damage to the killfeed locally.
            </summary>
            <param name="damageInfo"></param>
            <param name="killstreak"></param>
        </member>
        <member name="M:GameFish.GameFish.InEditor(Sandbox.Component)">
            <returns> If this component is valid and loaded in an editor scene(not in game/play mode). </returns>
        </member>
        <member name="M:GameFish.GameFish.InGame(Sandbox.Component)">
            <returns> If this component is valid and loaded in a play mode scene(not scene/prefab editor). </returns>
        </member>
        <member name="M:MathB.ExponentialDecay(System.Single,System.Single)">
            <summary>
            Approaches 1 but never reaches it as the inputNumber increases
            </summary>
            <param name="inputNumber"></param>
            <param name="decayRate"></param>
            <returns></returns>
        </member>
        <member name="M:MathB.ExponentialDecay(System.Int32,System.Single)">
            <summary>
            Approaches 1 but never reaches it as the inputNumber increases
            </summary>
            <param name="inputNumber"></param>
            <param name="decayRate"></param>
            <returns></returns>
        </member>
        <member name="M:MathB.RoundToInt(System.Single)">
            <summary>
            Round to nearest int
            </summary>
            <param name="inputNumber"></param>
            <returns></returns>
        </member>
        <member name="M:MathB.RoundToVector3Int(Vector3)">
            <summary>
            Round a vector3 to the nearest Vector3Int
            </summary>
            <param name="vector"></param>
            <returns></returns>
        </member>
        <member name="M:MathB.IsPointInsideCone(Vector3,System.Single,Vector3,System.Single,Vector3)">
            <summary>
            Is the provided point inside of the cone
            </summary>
            <param name="origin"></param>
            <param name="radius"></param>
            <param name="direction"></param>
            <param name="angle"></param>
            <param name="point"></param>
            <returns></returns>
        </member>
        <member name="M:MathB.IsBBoxHitByCone(BBox,Vector3,System.Single,Vector3,System.Single)">
            <summary>
            Is the provided bbox hit by the cone
            </summary>
            <param name="bbox"></param>
            <param name="origin"></param>
            <param name="radius"></param>
            <param name="direction"></param>
            <param name="angle"></param>
            <returns></returns>
        </member>
        <member name="M:MathB.WrapAround(System.Int32,System.Int32)">
            <summary>
            Make the integer loop within 0 and the module number given
            </summary>
            <param name="number"></param>
            <param name="module"></param>
            <returns></returns>
        </member>
        <member name="M:MathB.NearestCardinal(Vector3)">
            <summary>
            Finds the nearest cardinal direction (Vector3.Right Vector3.Forward etc...)
            </summary>
            <param name="direction">A directional direction</param>
            <returns></returns>
        </member>
        <member name="M:MathB.SecondNearestCardinal(Vector3,Vector3)">
            <summary>
            Find the second nearest cardinal direction compared to the one provided
            </summary>
            <param name="direction"></param>
            <param name="nearestCardinal"></param>
            <returns></returns>
        </member>
        <member name="M:MathB.CalculateLaunchDirection(Vector3,Vector3,System.Single,System.Single,System.Boolean,System.Single@)">
            <summary>
            Calculate the direction a projectile needs to be thrown at to reach the end position
            </summary>
            <param name="start">The initial position</param>
            <param name="end">The target position</param>
            <param name="speed">The initial speed in units/second</param>
            <param name="gravity">The constant force being applied in units/second</param>
            <param name="useLowTrajectory">There will always be two trajectories intersecting, a higher and lower one</param>
            <param name="timeToReach">How long the projectile takes to reach the position, 0 if it can't reach</param>
            <returns></returns>
        </member>
    </members>
</doc>
