<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.swb.demo</name>
    </assembly>
    <members>
        <member name="M:SWB.Base.Weapon.GetMuzzleTransform">
            <summary>
            Gets the info on where to show the muzzle effect
            </summary>
        </member>
        <member name="M:SWB.Base.Weapon.GetShootAnimation(SWB.Base.ShootInfo)">
            <summary>
            Gets the correct shoot animation
            </summary>
            <param name="shootInfo">Info used for the current attack</param>
            <returns></returns>
        </member>
        <member name="M:SWB.Base.Weapon.HasAmmo">
            <summary>
            If there is usable ammo left
            </summary>
        </member>
        <member name="M:SWB.Base.Weapon.CanShoot(SWB.Base.ShootInfo,Sandbox.TimeSince,System.String)">
            <summary>
            Checks if the weapon can do the provided attack
            </summary>
            <param name="shootInfo">Attack information</param>
            <param name="lastAttackTime">Time since this attack</param>
            <param name="inputButton">The input button for this attack</param>
            <returns></returns>
        </member>
        <member name="M:SWB.Base.Weapon.CanPrimaryShoot">
            <summary>
            Checks if weapon can do the primary attack
            </summary>
        </member>
        <member name="M:SWB.Base.Weapon.CanSecondaryShoot">
            <summary>
            Checks if weapon can do the secondary attack
            </summary>
        </member>
        <member name="M:SWB.Base.Weapon.TraceBullet(Vector3,Vector3,System.Single)">
            <summary> A single bullet trace from start to end with a certain radius.</summary>
        </member>
        <member name="M:SWB.Base.Weapon.CreateBulletImpact(Sandbox.SceneTraceResult)">
            <summary>Create a bullet impact effect</summary>
        </member>
        <member name="M:SWB.Base.Weapon.CreateParticle(Sandbox.GameObject,System.String,System.Single,System.Action{Sandbox.GameObject},System.Boolean)">
            <summary>Create a weapon particle</summary>
        </member>
        <member name="M:SWB.Base.Weapon.CreateParticle(Sandbox.GameObject,System.Single,System.Action{Sandbox.GameObject})">
            <summary>Create a weapon particle</summary>
        </member>
        <member name="M:SWB.Base.Weapon.CreateParticle(Sandbox.GameObject,Transform,System.Single,System.Action{Sandbox.GameObject})">
            <summary>Create a weapon particle</summary>
        </member>
        <member name="M:SWB.Base.Weapon.CreateUI">
            <summary>Override this if you want custom UI elements</summary>
        </member>
        <member name="P:SWB.Base.Weapon.ViewModel">
            <summary>Firstperson Model</summary>
        </member>
        <member name="P:SWB.Base.Weapon.ViewModelHands">
            <summary>Firstperson Hands Model</summary>
        </member>
        <member name="P:SWB.Base.Weapon.WorldModel">
            <summary>Thirdperson Model</summary>
        </member>
        <member name="P:SWB.Base.Weapon.ClassName">
            <summary>Unique name that identifies the weapon</summary>
        </member>
        <member name="P:SWB.Base.Weapon.HoldType">
            <summary>How the player holds the weapon in thirdperson</summary>
        </member>
        <member name="P:SWB.Base.Weapon.AimSensitivity">
            <summary>Mouse sensitivity while aiming (lower is slower, 0 to disable)</summary>
        </member>
        <member name="P:SWB.Base.Weapon.BulletCocking">
            <summary>Can bullets be cocked in the barrel? (clip ammo + 1)</summary>
        </member>
        <member name="P:SWB.Base.Weapon.TuckRange">
            <summary>Range that tucking should be enabled (-1 to disable tucking)</summary>
        </member>
        <member name="P:SWB.Base.Weapon.DeploySound">
            <summary>Firing sound when clip is empty</summary>
        </member>
        <member name="P:SWB.Base.Weapon.FOV">
            <summary>Default weapon field of view</summary>
        </member>
        <member name="P:SWB.Base.Weapon.AimFOV">
            <summary>Weapon FOV while aiming (-1 to use default weapon fov)</summary>
        </member>
        <member name="P:SWB.Base.Weapon.AimPlayerFOV">
            <summary>Player FOV while aiming (-1 to use default player fov)</summary>
        </member>
        <member name="P:SWB.Base.Weapon.AimInFOVSpeed">
            <summary>FOV aim in speed</summary>
        </member>
        <member name="P:SWB.Base.Weapon.AimOutFOVSpeed">
            <summary>FOV aim out speed</summary>
        </member>
        <member name="P:SWB.Base.Weapon.AnimSpeed">
            <summary>Procedural animation speed (lower is slower)</summary>
        </member>
        <member name="P:SWB.Base.Weapon.AimAnimData">
            <summary>Offset used for setting the weapon to its aim position</summary>
        </member>
        <member name="P:SWB.Base.Weapon.RunAnimData">
            <summary>Offset used for setting the weapon to its run position</summary>
        </member>
        <member name="P:SWB.Base.Weapon.CustomizeAnimData">
            <summary>Offset used for setting the weapon to its run position</summary>
        </member>
        <member name="P:SWB.Base.Weapon.ReloadTime">
            <summary>Duration of the reload animation</summary>
        </member>
        <member name="P:SWB.Base.Weapon.ReloadAnim">
            <summary>Reloading animation</summary>
        </member>
        <member name="P:SWB.Base.Weapon.ReloadEmptyTime">
            <summary>Duration of the empty reload animation (-1 to disable)</summary>
        </member>
        <member name="P:SWB.Base.Weapon.ReloadEmptyAnim">
            <summary>Reloading animation when clip is empty</summary>
        </member>
        <member name="P:SWB.Base.Weapon.DrawTime">
            <summary>Duration of the draw animation</summary>
        </member>
        <member name="P:SWB.Base.Weapon.DrawAnim">
            <summary>Draw animation</summary>
        </member>
        <member name="P:SWB.Base.Weapon.DrawEmptyTime">
            <summary>Duration of the empty draw animation (-1 to disable)</summary>
        </member>
        <member name="P:SWB.Base.Weapon.DrawEmptyAnim">
            <summary>Draw animation when there is no ammo</summary>
        </member>
        <member name="P:SWB.Base.Weapon.ShellReloading">
            <summary>Is the weapon reloading shells instead of a magazine?</summary>
        </member>
        <member name="P:SWB.Base.Weapon.ShellReloadingShootCancel">
            <summary>Can the weapon shoot while reloading to cancel the reload?</summary>
        </member>
        <member name="P:SWB.Base.Weapon.ShellEjectDelay">
            <summary>Delay in fire animation to eject the shell</summary>
        </member>
        <member name="P:SWB.Base.Weapon.ShellReloadStartTime">
            <summary>Duration of the shell reload start animation (animation is set with ReloadAnim)</summary>
        </member>
        <member name="P:SWB.Base.Weapon.ShellReloadInsertTime">
            <summary>Duration of the shell reload insert animation (animation is set in animgraph)</summary>
        </member>
        <member name="P:SWB.Base.Weapon.BoltBack">
            <summary>Is this a bolt action weapon?</summary>
        </member>
        <member name="P:SWB.Base.Weapon.BoltBackTime">
            <summary>Duration of the boltback animation</summary>
        </member>
        <member name="P:SWB.Base.Weapon.BoltBackAnim">
            <summary>Boltback animation</summary>
        </member>
        <member name="P:SWB.Base.Weapon.BoltBackEjectDelay">
            <summary>Bullet eject delay during the boltback animation (-1 to disable)</summary>
        </member>
        <member name="P:SWB.Base.Weapon.Scoping">
            <summary>Enable scoping, renders a 2D scope on ADS</summary>
        </member>
        <member name="P:SWB.Base.Weapon.ScopeInfo">
            <summary>Scope Information</summary>
        </member>
        <member name="P:SWB.Base.Weapon.Primary">
            <summary>Primary attack data</summary>
        </member>
        <member name="P:SWB.Base.Weapon.Secondary">
            <summary>Secondary attack data (setting this will disable weapon aiming)</summary>
        </member>
        <member name="P:SWB.Base.Weapon.TimeSincePrimaryShoot">
            <summary>Time since the last primary attack</summary>
        </member>
        <member name="P:SWB.Base.Weapon.TimeSinceSecondaryShoot">
            <summary>Time since the last secondary attack</summary>
        </member>
        <member name="P:SWB.Base.Weapon.TimeSinceDeployed">
            <summary>Time since deployment</summary>
        </member>
        <member name="P:SWB.Base.Weapon.TimeSinceReload">
            <summary>Time since the last reload</summary>
        </member>
        <member name="P:SWB.Base.Weapon.IsRunning">
            <summary>If the player is running</summary>
        </member>
        <member name="P:SWB.Base.Weapon.IsCrouching">
            <summary>If the player is crouching</summary>
        </member>
        <member name="P:SWB.Base.Weapon.CanSeeViewModel">
            <summary>Is the view model visible</summary>
        </member>
        <member name="P:SWB.Base.Weapon.IsReloading">
            <summary>If the weapon is being reloaded</summary>
        </member>
        <member name="P:SWB.Base.Weapon.IsAiming">
            <summary>If the weapon is being aimed</summary>
        </member>
        <member name="P:SWB.Base.Weapon.IsScoping">
            <summary>If the weapon is being scoped</summary>
        </member>
        <member name="P:SWB.Base.Weapon.InBoltBack">
            <summary>If the weapon is being bolt back reloaded</summary>
        </member>
        <member name="P:SWB.Base.WeaponSettings.Customization">
            <summary>Enable the weapon customization menu (Q)</summary>
        </member>
        <member name="P:SWB.Base.WeaponSettings.AutoReload">
            <summary>Reload weapons automatically when trying to shoot if clip is empty</summary>
        </member>
        <member name="P:SWB.Base.Attachments.Attachment.Name">
            <summary>Display name (needs to be unique)</summary>
        </member>
        <member name="P:SWB.Base.Attachments.Attachment.Description">
            <summary>Display description</summary>
        </member>
        <member name="P:SWB.Base.Attachments.Attachment.Category">
            <summary>Only 1 active attachment per category, this is also used to determine what effect attachment to overide</summary>
        </member>
        <member name="P:SWB.Base.Attachments.Attachment.CategoryName">
            <summary>The category name</summary>
        </member>
        <member name="P:SWB.Base.Attachments.Attachment.Positives">
            <summary>List of positive attributes</summary>
        </member>
        <member name="P:SWB.Base.Attachments.Attachment.Negatives">
            <summary>List of negative attributes</summary>
        </member>
        <member name="P:SWB.Base.Attachments.Attachment.StatsModifier">
            <summary>Weapon stats changer</summary>
        </member>
        <member name="P:SWB.Base.Attachments.Attachment.IconPath">
            <summary>Path to an image that represent the attachment on the HUD</summary>
        </member>
        <member name="P:SWB.Base.Attachments.Attachment.ModelPath">
            <summary>Path to the attachment model</summary>
        </member>
        <member name="P:SWB.Base.Attachments.Attachment.EffectAttachmentOrBone">
            <summary>Name of the model attachment used for new effect origins</summary>
        </member>
        <member name="P:SWB.Base.Attachments.Attachment.Hide">
            <summary>Hide this attachment in menus</summary>
        </member>
        <member name="P:SWB.Base.Attachments.Attachment.Enable">
            <summary>Equip this attachment by default (Only 1 attachment per category can be enabled by default!)</summary>
        </member>
        <member name="P:SWB.Base.Attachments.Attachment.RequiresAttachment">
            <summary>Depends on another attachment (e.g. rail/mount)</summary>
        </member>
        <member name="P:SWB.Base.Attachments.Attachment.Bone">
            <summary>Name of the bone you want to attach the model to</summary>
        </member>
        <member name="P:SWB.Base.Attachments.Attachment.ViewModelScale">
            <summary>Viewmodel scale</summary>
        </member>
        <member name="P:SWB.Base.Attachments.Attachment.WorldModelScale">
            <summary>Worldmodel scale</summary>
        </member>
        <member name="P:SWB.Base.Attachments.Attachment.BodyGroup">
            <summary>The name of the body group</summary>
        </member>
        <member name="P:SWB.Base.Attachments.Attachment.BodyGroupChoice">
            <summary>The name of the body group choice</summary>
        </member>
        <member name="P:SWB.Base.Attachments.Attachment.BodyGroupDefault">
            <summary>The default target body group value</summary>
        </member>
        <member name="P:SWB.Base.Attachments.Attachment.Equipped">
            <summary>If already equipped</summary>
        </member>
        <member name="M:SWB.Base.Attachments.Attachment.EquipBroadCast">
            <summary>Equips the attachment for everyone</summary>
        </member>
        <member name="M:SWB.Base.Attachments.Attachment.Equip">
            <summary>Equips the attachment</summary>
        </member>
        <member name="M:SWB.Base.Attachments.Attachment.UnEquipBroadCast">
            <summary>Unequips the attachment for everyone</summary>
        </member>
        <member name="M:SWB.Base.Attachments.Attachment.Unequip">
            <summary>Unequips the attachment</summary>
        </member>
        <member name="M:SWB.Base.Attachments.Attachment.OnEquip">
            <summary>Gets called after the attachment is equipped</summary>
        </member>
        <member name="M:SWB.Base.Attachments.Attachment.OnUnequip">
            <summary>Gets called after the attachment is unequipped</summary>
        </member>
        <member name="M:SWB.Base.Attachments.Attachment.CreateHudElements">
            <summary>Gets called when the weapon is creating its HUD elements</summary>
        </member>
        <member name="M:SWB.Base.Attachments.Attachment.DestroyHudElements">
            <summary>Gets called when the weapon is destroying its HUD elements</summary>
        </member>
        <member name="P:SWB.Base.Attachments.Scope2DAttachment.AimAnimData">
            <summary>The new aim position offset</summary>
        </member>
        <member name="P:SWB.Base.Attachments.Scope2DAttachment.ScopeInfo">
            <summary>Scope Information</summary>
        </member>
        <member name="P:SWB.Base.Attachments.SightAttachment.AimAnimData">
            <summary>The new aim position offset</summary>
        </member>
        <member name="P:SWB.Base.Attachments.SightAttachment.AimFOV">
            <summary>Weapon FOV while aiming (-1 to use default)</summary>
        </member>
        <member name="P:SWB.Base.Attachments.SightAttachment.AimPlayerFOV">
            <summary>Player FOV while aiming (-1 to use default)</summary>
        </member>
        <member name="P:SWB.Base.Attachments.SightAttachment.AimInFOVSpeed">
            <summary>FOV aim in speed (-1 to use default)</summary>
        </member>
        <member name="P:SWB.Base.Attachments.SightAttachment.AimOutFOVSpeed">
            <summary>FOV aim out speed (-1 to use default)</summary>
        </member>
        <member name="P:SWB.Base.Attachments.SightAttachment.AimSensitivity">
            <summary>Mouse sensitivity while aiming (-1 to use default)</summary>
        </member>
        <member name="P:SWB.Base.Attachments.SilencerAttachment.EffectAttachmentOrBone">
            <summary>New muzzle flash effect point</summary>
        </member>
        <member name="P:SWB.Base.Attachments.SilencerAttachment.MuzzleFlashParticle">
            <summary>New particle used for the muzzle flash</summary>
        </member>
        <member name="P:SWB.Base.Attachments.SilencerAttachment.ShootSound">
            <summary>New sound used for firing</summary>
        </member>
        <member name="P:SWB.Base.TimedDestroyComponent.Time">
            <summary>
            How long until we destroy the GameObject.
            </summary>
        </member>
        <member name="P:SWB.Base.TimedDestroyComponent.TimeUntilDestroy">
            <summary>
            The real time until we destroy the GameObject.
            </summary>
        </member>
        <member name="P:SWB.Base.ScopeInfo.LensTexture">
            <summary>2D lens texture</summary>
        </member>
        <member name="P:SWB.Base.ScopeInfo.ScopeTexture">
            <summary>2D scope texture</summary>
        </member>
        <member name="P:SWB.Base.ScopeInfo.ScopeInDelay">
            <summary>Delay between ADS and scoping in ms</summary>
        </member>
        <member name="P:SWB.Base.ScopeInfo.ScopeInSound">
            <summary>Sound that plays when scoping starts</summary>
        </member>
        <member name="P:SWB.Base.ScopeInfo.ScopeOutSound">
            <summary>Sound that plays when scoping ends</summary>
        </member>
        <member name="P:SWB.Base.ScopeInfo.FOV">
            <summary>Player FOV while scoping</summary>
        </member>
        <member name="P:SWB.Base.ScopeInfo.AimSensitivity">
            <summary>Mouse sensitivity while scoping (lower is slower, 0 to use AimSensitivity while scoped)</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="F:SWB.Base.InfiniteAmmoType.disabled">
            <summary>No infinite ammo</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.ShootInfo.AmmoType">
            <summary>Type of ammo</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.Ammo">
            <summary>Amount of ammo in the clip</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.ClipSize">
            <summary>Size of the clip</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.InfiniteAmmo">
            <summary>If the weapon should have infinite ammo</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.Bullets">
            <summary>Amount of bullets per shot</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.BulletSize">
            <summary>Bullet size</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.BulletType">
            <summary>Bullet type (Hitscan/Physical)</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.BulletTracerChance">
            <summary>Chance the BulletTracerParticle is created (0-1)</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.Damage">
            <summary>Damage per bullet</summary>  
        </member>
        <member name="P:SWB.Base.ShootInfo.Force">
            <summary>Bullet impact force</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.HitFlinch">
            <summary>Bullet hit flinch</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.Spread">
            <summary>Weapon spread</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.Recoil">
            <summary>Weapon recoil</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.RPM">
            <summary>Rate Per Minute, firing speed (higher is faster)</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.ScreenShake">
            <summary>Screenshake per shot</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.FiringType">
            <summary>Weapon firing type</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.ShootAnim">
            <summary>Animation used for shooting</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.ShootEmptyAnim">
            <summary>Animation used for shooting the last bullet</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.ShootAimedAnim">
            <summary>Animation used for shooting while aiming</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.DryShootSound">
            <summary>Firing sound when clip is empty</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.ShootSound">
            <summary>Firing sound</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.VMParticleScale">
            <summary> View Model particle scale</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.WMParticleScale">
            <summary> World Model particle scale</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.BulletEjectParticle">
            <summary>Particle used for bullet ejection</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.MuzzleFlashParticle">
            <summary>Particle used for the muzzle flash</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.BarrelSmokeParticle">
            <summary>Particle used for the barrel smoke</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.BulletTracerParticle">
            <summary>Particle used for the barrel smoke</summary>
        </member>
        <member name="T:SWB.Editor.Slider">
            <summary>
            A horizontal slider. Can be float or whole number.
            </summary>
        </member>
        <member name="P:SWB.Editor.Slider.MaxValue">
            <summary>
            The right side of the slider
            </summary>
        </member>
        <member name="P:SWB.Editor.Slider.MinValue">
            <summary>
            The left side of the slider
            </summary>
        </member>
        <member name="P:SWB.Editor.Slider.Step">
            <summary>
            If set to 1, value will be rounded to 1's
            If set to 10, value will be rounded to 10's
            If set to 0.1, value will be rounded to 0.1's
            </summary>
        </member>
        <member name="P:SWB.Editor.Slider.Value">
            <summary>
            The actual value. Setting the value will snap and clamp it.
            </summary>
        </member>
        <member name="M:SWB.Editor.Slider.ScreenPosToValue(Vector2)">
            <summary>
            Convert a screen position to a value. The value is clamped, but not snapped.
            </summary>
        </member>
        <member name="M:SWB.Editor.Slider.OnMouseMove(Sandbox.UI.MousePanelEvent)">
            <summary>
            If we move the mouse while we're being pressed then set the position,
            but skip transitions.
            </summary>
        </member>
        <member name="M:SWB.Editor.Slider.OnMouseDown(Sandbox.UI.MousePanelEvent)">
            <summary>
            On mouse press jump to that position
            </summary>
        </member>
        <member name="M:SWB.Editor.Slider.UpdateSliderPositions">
            <summary>
            Updates the styles for TrackInner and Thumb to position us based on the current value.
            Note this purposely uses percentages instead of pixels when setting up, this way we don't
            have to worry about parent size, screen scale etc.
            </summary>
        </member>
        <member name="T:SWB.Editor.SliderEntry">
            <summary>
            A horizontal slider with a text entry on the right
            </summary>
        </member>
        <member name="P:SWB.Editor.SliderEntry.Value">
            <summary>
            The actual value. Setting the value will snap and clamp it.
            </summary>
        </member>
        <member name="P:SWB.Shared.IInventoryItem.Slot">
            <summary>Inventory slot</summary>
        </member>
        <member name="P:SWB.Shared.IInventoryItem.Icon">
            <summary>Image that represent the item on the HUD</summary>
        </member>
        <member name="P:SWB.Shared.IInventoryItem.DisplayName">
            <summary>Name that represent the item on the HUD</summary>
        </member>
        <member name="M:SWB.Shared.IInventoryItem.OnCarryStart">
            <summary>Called on the GameObject that will be the new active one (Broadcast for networked gameObjects!)</summary>
        </member>
        <member name="M:SWB.Shared.IInventoryItem.OnCarryStop">
            <summary>Called when the GameObject stops being the active one (Broadcast for networked gameObjects!)</summary>
        </member>
        <member name="M:SWB.Shared.IInventoryItem.CanCarryStop">
            <summary>Can the GameObject be switched out</summary>
        </member>
        <member name="P:SWB.Shared.IPlayerBase.InputSensitivity">
            <summary>Input sensitivity modifier</summary>
        </member>
        <member name="P:SWB.Shared.IPlayerBase.EyeAngles">
            <summary>View angles</summary>
        </member>
        <member name="P:SWB.Shared.IPlayerBase.EyePos">
            <summary>View position</summary>
        </member>
        <member name="P:SWB.Shared.IPlayerBase.EyeAnglesOffset">
            <summary>EyeAngles offset (Resets after being applied)</summary>
        </member>
        <member name="M:SWB.Shared.IPlayerBase.AmmoCount(System.String)">
            <summary>
            Called when the weapon wants to know how much ammo is available
            </summary>
            <param name="type">The type of ammo</param>
            <returns>How much ammo is available</returns>
        </member>
        <member name="M:SWB.Shared.IPlayerBase.TakeAmmo(System.String,System.Int32)">
            <summary>
            Called when the weapon is trying to take ammo.
            </summary>
            <param name="type">The type of ammo</param>
            <param name="amount">The amount of ammo requested</param>
            <returns>How much ammo was actually taken</returns>
        </member>
        <member name="M:SWB.Shared.IPlayerBase.TakeDamage(SWB.Shared.DamageInfo)">
            <summary>
            Called when the player takes damage
            </summary>
            <param name="info">Information about the damage</param>
        </member>
        <member name="M:SWB.Shared.IPlayerBase.ShakeScreen(SWB.Shared.ScreenShake)">
            <summary>
            Shakes the camera
            </summary>
            <param name="screenShake">Information about the shake</param>
        </member>
        <member name="P:SWB.Shared.ScreenShake.Duration">
            <summary>Duration (s)</summary>
        </member>
        <member name="P:SWB.Shared.ScreenShake.Delay">
            <summary>Delay between shakes (s)</summary>
        </member>
        <member name="P:SWB.Shared.ScreenShake.Size">
            <summary>Screen disposition amount</summary>
        </member>
        <member name="P:SWB.Shared.ScreenShake.Rotation">
            <summary>Screen rotation amount</summary>
        </member>
    </members>
</doc>
