<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.fptaylor.punt</name>
    </assembly>
    <members>
        <member name="P:Sandbox.NetworkManager.StartServer">
            <summary>
            Create a server (if we're not joining one)
            </summary>
        </member>
        <member name="P:Sandbox.NetworkManager.PlayerPrefab">
            <summary>
            The prefab to spawn for the player to control.
            </summary>
        </member>
        <member name="M:Sandbox.NetworkManager.OnStart">
            <summary>
            A list of points to choose from randomly to spawn the player in. If not set, we'll spawn at the
            location of the NetworkHelper object.
            </summary>
        </member>
        <member name="M:Sandbox.NetworkManager.OnActive(Sandbox.Connection)">
            <summary>
            A client is fully connected to the server. This is called on the host.
            </summary>
            
        </member>
        <member name="M:Sandbox.NetworkManager.Sandbox#Component#INetworkListener#OnDisconnected(Sandbox.Connection)">
            <summary>
            Called when someone leaves the server.
            </summary>
            //this shit don't work
        </member>
        <member name="M:Sandbox.NetworkManager.OnBecameHost(Sandbox.Connection)">
            <summary>
            Called when the host of the game has left - and you are now the new host.
            </summary>
        </member>
        <member name="P:Sandbox.QueueManager.SoloLobbyInfoList">
            <summary>
            Filters the lobby list to find solo games.
            </summary>
        </member>
        <member name="P:Sandbox.QueueManager.DuoLobbyInfoList">
            <summary>
            Filters the lobby list to find duo games.
            </summary>
        </member>
        <member name="P:Sandbox.QueueManager.CustomLobbyInfoList">
            <summary>
            Filters the lobby lis to find custom lobbies.
            </summary>
        </member>
        <member name="M:Sandbox.QueueManager.StartQueueSearch(QueueType)">
            <summary>
            Starts queueing for a certain queue. Sets the is searching flag so the UI knows.
            </summary>
            <param name="queue"></param>
            <returns></returns>
        </member>
        <member name="M:Sandbox.QueueManager.CreateMatchmakingLobby(QueueType)">
            <summary>
            Creates a matchmaking lobby for a specific <see cref="T:QueueType"/>
            </summary>
            <param name="queue"></param>
        </member>
        <member name="M:Sandbox.QueueManager.CreateCustomLobby(QueueType,System.String,System.Int32)">
            <summary>
            Create a custom lobby with however many players you decide
            </summary>
            <param name="queue"></param>
            <param name="name"></param>
            <param name="maximuimPlayers"></param>
        </member>
        <member name="M:Sandbox.QueueManager.StopSearching(System.Boolean)">
            <summary>
            Stop searching for a lobby - optionally, disconnect from your current lobby.
            </summary>
            <param name="DestroyLobby"></param>
        </member>
        <member name="M:Sandbox.QueueManager.OnActive(Sandbox.Connection)">
            <summary>
            Called when we join a server.
            </summary>
            <param name="channel"></param>
        </member>
        <member name="M:Sandbox.DebugHUD.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="M:AimArrow.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="M:PuntHud.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
    </members>
</doc>
