<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.lowkey.jailbreak</name>
    </assembly>
    <members>
        <member name="M:Jailbreak.Jailbreak.ListAllClothing">
            <summary>
            Debug console command to list all available player clothing.
            </summary>
        </member>
        <member name="F:SWB_Base.InfiniteAmmoType.clip">
            <summary>Infinite clip ammo, no need to reload</summary>
        </member>
        <member name="F:SWB_Base.InfiniteAmmoType.reserve">
            <summary>Infinite reserve ammo, can always reload</summary>
        </member>
        <member name="P:SWB_Base.ActiveAttachment.WorldAttachmentModel">
            <summary>The worldmodel attachment model</summary>
        </member>
        <member name="P:SWB_Base.ActiveAttachment.Forced">
            <summary>If the attachment was equipped automatically</summary>
        </member>
        <member name="F:SWB_Base.BulletEntity.AirDensity">
            <summary>Airdensity in kilograms per inch cubed</summary>
        </member>
        <member name="F:SWB_Base.BulletEntity.TargetGravity">
            <summary>This is the gravity we want this physics body to have in meters per second</summary>
        </member>
        <member name="M:SWB_Base.WeaponBase.EquipAttachmentCL(System.String)">
            <summary>
            Tries to equip attachment on client after server created a valid networked attachment
            </summary>
        </member>
        <member name="M:SWB_Base.WeaponBase.ShootClientBullet(Vector3,Vector3,Vector3,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean)">
            <summary>
            Shoot a single bullet (client only)
            </summary>
        </member>
        <member name="M:SWB_Base.WeaponBase.ShootEffectsSV(System.Byte[],System.Byte[],System.String)">
            <summary>
            Networks shooting effects
            </summary>
        </member>
        <member name="P:SWB_Base.WeaponBase.General">
            <summary>General data</summary>
        </member>
        <member name="P:SWB_Base.WeaponBase.Primary">
            <summary>Primary attack data</summary>
        </member>
        <member name="P:SWB_Base.WeaponBase.Secondary">
            <summary>Secondary attack data (setting this will disable weapon zooming)</summary>
        </member>
        <member name="P:SWB_Base.WeaponBase.InBoltBack">
            <summary>If the weapon is being bolt backed</summary>
        </member>
        <member name="F:SWB_Base.WeaponBase.HandsModel">
            <summary>Model of the hands</summary>
        </member>
        <member name="F:SWB_Base.WeaponBase.BulletVelocityMod">
            <summary>Bullet velocity modifier (phys bullets only)</summary>
        </member>
        <member name="M:SWB_Base.WeaponBase.SendWeaponSound(System.String)">
            <summary>
            Plays a sound on the client
            </summary>
        </member>
        <member name="M:SWB_Base.WeaponBase.SendWeaponAnim(System.String,System.Boolean)">
            <summary>
            Plays a weapon animation on the client
            </summary>
        </member>
        <member name="M:SWB_Base.WeaponBase.EquipAttachmentCL(Sandbox.To,System.String)">
            <summary>
                Tries to equip attachment on client after server created a valid networked attachment
                </summary>
        </member>
        <member name="M:SWB_Base.WeaponBase.HandleAttachmentsRecheckCL(Sandbox.To)">
            <param name="toTarget">Who to send the message to.</param>
        </member>
        <member name="M:SWB_Base.WeaponBase.ShootClientBullet(Sandbox.To,Vector3,Vector3,Vector3,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean)">
            <summary>
                Shoot a single bullet (client only)
                </summary>
        </member>
        <member name="M:SWB_Base.WeaponBase.ShootEffectsSV(Sandbox.To,System.Byte[],System.Byte[],System.String)">
            <summary>
                Networks shooting effects
                </summary>
        </member>
        <member name="M:SWB_Base.WeaponBase.SendWeaponSound(Sandbox.To,System.String)">
            <summary>
                Plays a sound on the client
                </summary>
        </member>
        <member name="M:SWB_Base.WeaponBase.SendWeaponAnim(Sandbox.To,System.String,System.Boolean)">
            <summary>
                Plays a weapon animation on the client
                </summary>
        </member>
        <member name="F:SWB_Base.Attachments.BodyGroupSight.ZoomAnimData">
            <summary>The new zoom offset</summary>
        </member>
        <member name="F:SWB_Base.Attachments.BodyGroupSight.ZoomWeaponFOV">
            <summary>The new weapon zoom FOV (-1 to use default weapon fov)</summary>
        </member>
        <member name="F:SWB_Base.Attachments.BodyGroupSight.ZoomPlayerFOV">
            <summary>The new player zoom FOV (-1 to use default player fov)</summary>
        </member>
        <member name="F:SWB_Base.Attachments.BodyGroupSight.ScopedPlayerFOV">
            <summary>The new player scoped FOV (-1 to use default player fov)</summary>
        </member>
        <member name="F:SWB_Base.Attachments.BodyGroupSight.AimSensitivity">
            <summary>The new aim sensitivity</summary>
        </member>
        <member name="F:SWB_Base.Attachments.BodyGroupSight.ScopedAimSensitivity">
            <summary>The new scoped aim sensitivity</summary>
        </member>
        <member name="F:SWB_Base.Attachments.BodyGroupSight.ZoomOutFOVSpeed">
            <summary>The new zoom out speed</summary>
        </member>
        <member name="F:SWB_Base.Attachments.BodyGroupSight.ZoomSpreadMod">
            <summary>The new zoom spread modifier</summary>
        </member>
        <member name="F:SWB_Base.Attachments.OffsetSight.ZoomAnimData">
            <summary>The new zoom offset</summary>
        </member>
        <member name="F:SWB_Base.Attachments.OffsetSight.ZoomWeaponFOV">
            <summary>The new weapon zoom FOV (-1 to use default weapon fov)</summary>
        </member>
        <member name="F:SWB_Base.Attachments.OffsetSight.ZoomPlayerFOV">
            <summary>The new player zoom FOV (-1 to use default player fov)</summary>
        </member>
        <member name="F:SWB_Base.Attachments.OffsetSight.ScopedPlayerFOV">
            <summary>The new player scoped FOV (-1 to use default player fov)</summary>
        </member>
        <member name="F:SWB_Base.Attachments.OffsetSight.AimSensitivity">
            <summary>The new aim sensitivity</summary>
        </member>
        <member name="F:SWB_Base.Attachments.OffsetSight.ScopedAimSensitivity">
            <summary>The new scoped aim sensitivity</summary>
        </member>
        <member name="F:SWB_Base.Attachments.OffsetSight.ZoomOutFOVSpeed">
            <summary>The new zoom out speed</summary>
        </member>
        <member name="F:SWB_Base.Attachments.OffsetSight.ZoomSpreadMod">
            <summary>The new zoom spread modifier</summary>
        </member>
        <member name="F:SWB_Base.FiringType.semi">
            <summary>Single fire</summary>
        </member>
        <member name="F:SWB_Base.FiringType.auto">
            <summary>Automatic fire</summary>
        </member>
        <member name="F:SWB_Base.FiringType.burst">
            <summary>3-Burst fire</summary>
        </member>
        <member name="P:SWB_Base.ClipInfo.AmmoType">
            <summary>Type of ammo</summary>
        </member>
        <member name="P:SWB_Base.ClipInfo.BulletType">
            <summary>Bullet type (Hitscan/Physical)</summary>
        </member>
        <member name="P:SWB_Base.ClipInfo.ScreenShake">
            <summary>Screenshake per shot</summary>
        </member>
        <member name="P:SWB_Base.ClipInfo.ShootZoomedAnim">
            <summary>Animation used for shooting while zoooming</summary>
        </member>
        <member name="P:SWB_Base.ClipInfo.DryFireSound">
            <summary>Firing sound when clip is empty</summary>
        </member>
        <member name="P:SWB_Base.ClipInfo.ShootSound">
            <summary>Firing sound</summary>
        </member>
        <member name="P:SWB_Base.ClipInfo.BulletEjectParticle">
            <summary>Particle used for bullet ejection</summary>
        </member>
        <member name="P:SWB_Base.ClipInfo.MuzzleFlashParticle">
            <summary>Particle used for the muzzle flash</summary>
        </member>
        <member name="P:SWB_Base.ClipInfo.BarrelSmokeParticle">
            <summary>Particle used for the barrel smoke</summary>
        </member>
        <member name="P:SWB_Base.ClipInfo.BulletTracerParticle">
            <summary>Particle used for the barrel smoke</summary>
        </member>
        <member name="P:SWB_Base.ClipInfo.InfiniteAmmo">
            <summary>If the weapon should have infinite ammo</summary>
        </member>
        <member name="P:SWB_Base.ParticleData.Path">
            <summary>Path to particle</summary>
        </member>
        <member name="P:SWB_Player.PlayerBase.Controller">
            <summary>
            The PlayerController takes player input and moves the player. This needs
            to match between client and server. The client moves the local player and
            then checks that when the server moves the player, everything is the same.
            This is called prediction. If it doesn't match the player resets everything
            to what the server did, that's a prediction error.
            You should really never manually set this on the client - it's replicated so
            that setting the class on the server will automatically network and set it
            on the client.
            </summary>
        </member>
        <member name="P:SWB_Player.PlayerBase.DevController">
            <summary>
            This is used for noclip mode 
            </summary>
        </member>
        <member name="P:SWB_Player.PlayerBase.ActiveChild">
            <summary> 
            The active weapon, or tool, or whatever else
            </summary>
        </member>
        <member name="P:SWB_Player.PlayerBase.Animator">
            <summary>
            The player animator is responsible for positioning/rotating the player and
            interacting with the animation graph.
            </summary>
        </member>
        <member name="M:SWB_Player.PlayerBase.Deafen(System.Single)">
            <summary>
            Applies flashbang-like ear ringing effect to the player.
            </summary>
            <param name="strength">Can be approximately treated as duration in seconds.</param>
        </member>
        <member name="P:SWB_Player.PlayerBase.LastActiveChild">
            <summary>
            This isn't networked, but it's predicted. If it wasn't then when the prediction system
            re-ran the commands LastActiveChild would be the value set in a future tick, so ActiveEnd
            and ActiveStart would get called multiple times and out of order, causing all kinds of pain.
            </summary>
        </member>
        <member name="P:SWB_Player.PlayerBase.EyePosition">
            <summary>
            Position a player should be looking from in world space.
            </summary>
        </member>
        <member name="P:SWB_Player.PlayerBase.EyeLocalPosition">
            <summary>
            Position a player should be looking from in local to the entity coordinates.
            </summary>
        </member>
        <member name="P:SWB_Player.PlayerBase.EyeRotation">
            <summary>
            Rotation of the entity's "eyes", i.e. rotation for the camera when this entity is used as the view entity.
            </summary>
        </member>
        <member name="P:SWB_Player.PlayerBase.EyeLocalRotation">
            <summary>
            Rotation of the entity's "eyes", i.e. rotation for the camera when this entity is used as the view entity. In local to the entity coordinates.
            </summary>
        </member>
        <member name="M:SWB_Player.PlayerBase.ToggleModelEditorCL(Sandbox.To)">
            <param name="toTarget">Who to send the message to.</param>
        </member>
        <member name="M:SWB_Player.PlayerBase.ToggleAttachmentEditorCL(Sandbox.To)">
            <param name="toTarget">Who to send the message to.</param>
        </member>
        <member name="M:SWB_Player.PlayerBase.Deafen(Sandbox.To,System.Single)">
            <summary>
                Applies flashbang-like ear ringing effect to the player.
                </summary><param name="strength">Can be approximately treated as duration in seconds.</param>
            <param name="toTarget">Who to send the message to.</param>
        </member>
        <member name="F:SWB_Player.PlayerBaseController.TraceOffset">
            <summary> 
            Any bbox traces we do will be offset by this amount.
            todo: this needs to be predicted
            </summary>
        </member>
        <member name="M:SWB_Player.PlayerPawnController.HasTag(System.String)">
            <summary>
            </summary>
        </member>
        <member name="M:SWB_Player.PlayerPawnController.SetTag(System.String)">
            <summary>
            </summary>
        </member>
        <member name="T:SWB_Editor.PopupButton">
            <summary>
            A button that opens a popup panel.
            Useless on its own - you need to implement Open
            </summary>
        </member>
        <member name="M:SWB_HUD.InventoryBar.ProcessClientInput">
            <summary>
            IClientInput implementation, calls during the client input build.
            You can both read and write to input, to affect what happens down the line.
            </summary>
        </member>
        <member name="M:SWB_HUD.NameTagComponent.FrameUpdate">
            <summary>
            Called for every tag, while it's active
            </summary>
        </member>
        <member name="M:SWB_HUD.NameTagComponent.SystemUpdate">
            <summary>
            Called once per frame to manage component creation/deletion
            </summary>
        </member>
        <member name="M:SWB_HUD.PickupFeed.OnPickup(System.String)">
            <summary>
            An RPC which can be called from the server 
            </summary>
        </member>
        <member name="M:SWB_HUD.PickupFeed.OnPickup(Sandbox.To,System.String)">
            <summary>
                An RPC which can be called from the server
                </summary>
        </member>
    </members>
</doc>
