<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.viwi.vyndalium</name>
    </assembly>
    <members>
        <member name="F:GeneralGame.HUD.Scoreboard.selectedTab">
            <summary>
            Einstellungen increase sensitivity
            </summary>
        </member>
        <member name="M:GeneralGame.HUD.Scoreboard.SelectTab(GeneralGame.HUD.Scoreboard.PanelType)">
            <summary>
            Einstellungen öffnen
            </summary>
        </member>
        <member name="M:GeneralGame.HUD.Scoreboard.GetPlayer">
            <summary>
            Kill Player
            </summary>
            <returns></returns>
        </member>
        <member name="M:GeneralGame.HUD.Scoreboard.CloseDiscordPanel">
            <summary>
            Discord Panel öffnen
            </summary>
        </member>
        <member name="M:GeneralGame.HUD.Scoreboard.Quit">
            <summary>
            Spiel verlassen
            </summary>
        </member>
        <member name="M:GeneralGame.HUD.Scoreboard.AbandonGame">
            <summary>
            Spiel verlassen
            </summary>
        </member>
        <member name="M:GeneralGame.HUD.InventorySlot.UpdateItem">
            Update the ItemComponent instance from the Slot / SlotIndex properties
        </member>
        <member name="M:GeneralGame.HUD.InventorySlot.AddItemToPlayerInventory(GeneralGame.ItemComponent)">
            
             Add the item to the player's inventory
            
        </member>
        <member name="P:GeneralGame.MoveHelper.TraceRadius">
            <summary>
            Radius of our trace
            </summary>
        </member>
        <member name="P:GeneralGame.MoveHelper.TraceHeight">
            <summary>
            Height of our trace
            </summary>
        </member>
        <member name="P:GeneralGame.MoveHelper.StepHeight">
            <summary>
            How high steps can be for you to climb on
            </summary>
        </member>
        <member name="P:GeneralGame.MoveHelper.GroundAngle">
            <summary>
            How steep terrain can be for you to climb on
            </summary>
        </member>
        <member name="P:GeneralGame.MoveHelper.Bounce">
            <summary>
            How much you bounce off of walls when colliding against them
            </summary>
        </member>
        <member name="P:GeneralGame.MoveHelper.StickToGround">
            <summary>
            If we want our controller to naturally stick to ground
            </summary>
        </member>
        <member name="P:GeneralGame.MoveHelper.GroundAcceleration">
            <summary>
            How fast you accelerate on the ground
            </summary>
        </member>
        <member name="P:GeneralGame.MoveHelper.GroundFriction">
            <summary>
            How fast you decelerate on the ground (Exponential)
            </summary>
        </member>
        <member name="P:GeneralGame.MoveHelper.AirAcceleration">
            <summary>
            How fast you accelerate in the air
            </summary>
        </member>
        <member name="P:GeneralGame.MoveHelper.AirFriction">
            <summary>
            How fast you decelerate in the air (Exponential)
            </summary>
        </member>
        <member name="P:GeneralGame.MoveHelper.AccelerationCurve">
            <summary>
            How fast you accelerate based on the speed/wish-speed ratio.
            </summary>
        </member>
        <member name="P:GeneralGame.MoveHelper.StopSpeed">
            <summary>
            Stops you if you're under this speed
            </summary>
        </member>
        <member name="P:GeneralGame.MoveHelper.UseSceneGravity">
            <summary>
            Use the scene's gravity or our own
            </summary>
        </member>
        <member name="P:GeneralGame.MoveHelper.IgnoreTags">
            <summary>
            Which tags it should ignore
            </summary>
        </member>
        <member name="P:GeneralGame.EventAreaTrigger.TriggerPrefab">
            <summary>
            A list of prefabs that will trigger this area
            Leave empty if you just want to check tags
            Still need to match tags
            DOESN'T WORK IF PREFAB WAS UNLINKED/COLLAPSED
            </summary>
        </member>
        <member name="P:GeneralGame.EventAreaTrigger.TagSet">
            <summary>
            Tags that trigger this area trigger (Any)
            </summary>
        </member>
        <member name="P:GeneralGame.EventAreaTrigger.ObjectsInside">
            <summary>
            Get all objects inside of this area
            </summary>
        </member>
        <member name="P:GeneralGame.Event.EventMaster.EventsTriggered">
            <summary>
            Get how many events the player has triggered so far (From 0 to 1) - Fetching this runs a check so don't overuse it
            </summary>
        </member>
        <member name="P:GeneralGame.Event.EventMaster.EventsCompleted">
            <summary>
            Get how many events the player has completed so far (From 0 to 1) - Fetching this runs a check so don't overuse it
            </summary>
        </member>
        <member name="M:GeneralGame.Event.EventMaster.GetEventProgression(System.String)">
            <summary>
            Get the current stats on that event
            </summary>
            <param name="eventName"></param>
            <returns></returns>
        </member>
        <member name="M:GeneralGame.Event.EventMaster.EventTriggered(System.String)">
            <summary>
            Increase that events's total triggered amount
            </summary>
            <param name="eventName"></param>
        </member>
        <member name="M:GeneralGame.Event.EventMaster.EventCompleted(System.String)">
            <summary>
            Increase that event's total completed amount
            </summary>
            <param name="eventName"></param>
        </member>
        <member name="M:GeneralGame.Event.EventMaster.SaveEventsProgression(System.Boolean)">
            <summary>
            Save the events current triggered and completion progress/amount
            </summary>
        </member>
        <member name="M:GeneralGame.Event.EventMaster.ResetEventsProgression">
            <summary>
            Reset the events current triggered and completion progress/amount
            </summary>
        </member>
        <member name="P:GeneralGame.Event.EventTrigger.TriggerSignalIdentifier">
            <summary>
            Give this trigger a name to shoot a signal that gets picked up by the task master when triggered
            </summary>
        </member>
        <member name="P:GeneralGame.Event.EventTrigger.MaxPollingRate">
            <summary>
            Maximum ticks it can go without running the polled method
            </summary>
        </member>
        <member name="P:GeneralGame.Event.EventTrigger.Delta">
            <summary>
            How much time passed since the last poll
            </summary>
        </member>
        <member name="M:GeneralGame.Event.EventTrigger.PolledMethod">
            <summary>
            Run polled code here
            </summary>
        </member>
        <member name="M:GeneralGame.Event.EventTrigger.Clear">
            <summary>
            Resets the considtions needed to trigger this event
            </summary>
        </member>
        <member name="P:GeneralGame.GameTimeManager.SunOrbit">
            <summary>
            Imagine it like the angle of a big pole sticking out of the Earth, and the Sun is spinning around it.
            The roll is ignored.
            </summary>
        </member>
        <member name="P:GeneralGame.GameTimeManager.CloudSpeed">
            <summary>
            How fast the skybox (clouds) rotate along each axis
            </summary>
        </member>
        <member name="P:GeneralGame.GameTimeManager.SunriseTime">
            <summary>
            Time of the sunrise in in-game seconds (7 AM by default)
            </summary>
        </member>
        <member name="P:GeneralGame.GameTimeManager.SunsetTime">
            <summary>
            Time of the sunset in in-game seconds (10 PM by default)
            </summary>
        </member>
        <member name="P:GeneralGame.GameTimeManager.StartTime">
            <summary>
            When do we start our day during normal gameplay (10 AM by default)
            </summary>
        </member>
        <member name="P:GeneralGame.GameTimeManager.EndTime">
            <summary>
            When do we end our day during normal gameplay no matter what (3 AM by default)
            </summary>
        </member>
        <member name="P:GeneralGame.GameTimeManager.DayLength">
            <summary>
            Length of the day in real time second
            </summary>
        </member>
        <member name="P:GeneralGame.GameTimeManager.Day">
            <summary>
            How many in-game days have passed
            </summary>
        </member>
        <member name="P:GeneralGame.GameTimeManager.DayPercent">
            <summary>
            Progress of the day in percents [0; 1].
            </summary>
        </member>
        <member name="M:GeneralGame.GameTimeManager.EndDay">
            <summary>
            End the day. Freezes the time and emits the OnDayEnd event.
            </summary>
        </member>
        <member name="M:GeneralGame.GameTimeManager.SetTimeFromSeconds(System.Int32)">
            <summary>
            Set the time. Does not impact the day count.
            </summary>
            <param name="seconds">Time as in-game seconds</param>
        </member>
        <member name="M:GeneralGame.GameTimeManager.DebugTimeSet(System.Int32)">
            <summary>
            In seconds (8am = 28800, 3pm = 54000 10pm = 79200)
            </summary>
            <param name="seconds"></param>
        </member>
        <member name="M:GeneralGame.GameTimeManager.SkipTimeFromSeconds(System.Int32)">
            <summary>
            Skip some time. Impacts the day count.
            </summary>
            <param name="seconds">Time as in-game seconds</param>
        </member>
        <member name="M:GeneralGame.GameTimeManager.StartDay">
            <summary>
            Starts the day
            Unfreezes the time if it's frozen.
            </summary>
        </member>
        <member name="M:GeneralGame.GameTimeManager.FreezeTime">
            <summary>
            Stop the clock.
            </summary>
        </member>
        <member name="P:GeneralGame.Interaction.Identifier">
            <summary>
            Unique identifier for this interaction
            </summary>
        </member>
        <member name="P:GeneralGame.Interaction.Keybind">
            <summary>
            The keybind used to trigger this interaction
            </summary>
        </member>
        <member name="P:GeneralGame.Interaction.Description">
            <summary>
            The UI description displayed when interacting
            </summary>
        </member>
        <member name="P:GeneralGame.Interaction.Action">
            <summary>
            The action that is performed when interacted with
            </summary>
        </member>
        <member name="P:GeneralGame.Interaction.InteractDistance">
            <summary>
            The max distance you can use this interaction from
            </summary>
        </member>
        <member name="P:GeneralGame.Interaction.Accessibility">
            <summary>
            Where this interaction is accessible from
            </summary>
        </member>
        <member name="P:GeneralGame.Interaction.Disabled">
            <summary>
            Whether or not the interaction can be performed.
            </summary>
        </member>
        <member name="P:GeneralGame.Interaction.ShowWhenDisabled">
            <summary>
            If the interaction is disabled, we still show it in the list but with a disabled look.
            </summary>
        </member>
        <member name="P:GeneralGame.Interaction.DynamicText">
            <summary>
            What the text should be displayed as
            </summary>
        </member>
        <member name="P:GeneralGame.Interaction.DynamicColor">
            <summary>
            The color the text will use
            </summary>
        </member>
        <member name="P:GeneralGame.Interaction.Cooldown">
            <summary>
            Does this interaction have a cooldown
            </summary>
        </member>
        <member name="P:GeneralGame.Interaction.CooldownTime">
            <summary>
            How much the cooldown lasts
            </summary>
        </member>
        <member name="P:GeneralGame.Interaction.HasBounds">
            <summary>
            Does this interaction use bounds?
            </summary>
        </member>
        <member name="P:GeneralGame.Interaction.Position">
            <summary>
            The position of this interaction, if it even has them
            </summary>
        </member>
        <member name="P:GeneralGame.Interaction.Extents">
            <summary>
            The extents of this interaction, if it even has them
            </summary>
        </member>
        <member name="P:GeneralGame.Interaction.Sound">
            <summary>
            The sound to play when this interaction occurs.
            </summary>
        </member>
        <member name="P:GeneralGame.Interaction.PlaySoundFromPlayer">
            <summary>
            The sound will play from the player instead of the interaction item.
            </summary>
        </member>
        <member name="P:GeneralGame.Interaction.InputMode">
            <summary>
            What context should the input be called in
            </summary>
        </member>
        <member name="P:GeneralGame.Interaction.Text">
            <summary>
            The text that should actually be displayed.
            </summary>
        </member>
        <member name="P:GeneralGame.Interaction.Color">
            <summary>
            The color that should actually be displayed.
            </summary>
        </member>
        <member name="M:GeneralGame.Interaction.InputFunction(System.String)">
            <summary>
            Uses the interactions input mode and gets the key state by input action
            </summary>
            <param name="action"></param>
            <returns></returns>
        </member>
        <member name="P:GeneralGame.ItemComponent.Name">
            <summary>
            The name of the item.
            </summary>
        </member>
        <member name="P:GeneralGame.ItemComponent.Icon">
            <summary>
            The icon to display.
            </summary>
        </member>
        <member name="P:GeneralGame.ItemComponent.Description">
            <summary>
            The description of the item.
            </summary>
        </member>
        <member name="P:GeneralGame.ItemComponent.SuccessChance">
            <summary>
            Weapon All things
            </summary>
            
        </member>
        <member name="P:GeneralGame.ItemComponent.SellPrice">
            <summary>
            The sell price of an item in mk (-1 indicating it cannot be sold).
            </summary>
        </member>
        <member name="P:GeneralGame.ItemComponent.MaxStack">
            <summary>
            Maximum amount of items in this stack, default is 0 for not stackable.
            </summary>
        </member>
        <member name="P:GeneralGame.ItemComponent.Count">
            <summary>
            The count of items in the stack.
            </summary>
        </member>
        <member name="P:GeneralGame.ItemComponent.IsStackable">
            <summary>
            If the item is in the player's inventory (this includes backpack and equipped items).
            </summary>
            <summary>
            Whether the item can be sold.
            </summary>
            <summary>
            Whether the item can be sold.
            </summary>
        </member>
        <member name="P:GeneralGame.ItemComponent.LastOwner">
            <summary>
            The last player that had this item parented to them.
            </summary>
        </member>
        <member name="P:GeneralGame.ItemComponent.State">
            <summary>
            If the item is in the player's backpack (note not equipped!).
            </summary>
        </member>
        <member name="P:GeneralGame.GeneralTask.Subtask.Description">
            <summary>
            What to display for this subtask
            </summary>
        </member>
        <member name="P:GeneralGame.GeneralTask.Subtask.SubtaskOrder">
            <summary>
            Which order will this subtask be bunched in, previous subtask orders need to be completed
            </summary>
        </member>
        <member name="P:GeneralGame.GeneralTask.Subtask.TriggerSignal">
            <summary>
            Which trigger signal is going to trigger the progress/completion of this subtask
            </summary>
        </member>
        <member name="P:GeneralGame.GeneralTask.Subtask.AmountToComplete">
            <summary>
            How many times the trigger needs to run before the subtask is considered completed
            </summary>
        </member>
        <member name="P:GeneralGame.GeneralTask.Subtask.EvaluateOnTick">
            <summary>
            When the condition needs to be constantly checked instead of requiring triggers (Return the int amount used with AmountToComplete)
            </summary>
        </member>
        <member name="P:GeneralGame.GeneralTask.Name">
            <summary>
            The name of this task, keep it short 2-4 words
            </summary>
        </member>
        <member name="P:GeneralGame.GeneralTask.Subtitle">
            <summary>
            A short subtitle of what needs to be done
            </summary>
        </member>
        <member name="P:GeneralGame.GeneralTask.Description">
            <summary>
            A long lore description describing the task at hand
            </summary>
        </member>
        <member name="P:GeneralGame.GeneralTask.Giver">
            <summary>
            If you want to give this task out as a message, write the person giving it here
            </summary>
        </member>
        <member name="P:GeneralGame.GeneralTask.Message">
            <summary>
            If you want to give this task out as a message, write it here to retrieve it
            </summary>
        </member>
        <member name="P:GeneralGame.GeneralTask.TaskType">
            <summary>
            Who gave this task (Used to fetch tasks to give)
            </summary>
        </member>
        <member name="P:GeneralGame.GeneralTask.TaskRarity">
            <summary>
            How frequently this taks will be given out
            </summary>
        </member>
        <member name="P:GeneralGame.GeneralTask.IsPrimary">
            <summary>
            Is this a primary task that will show up on the hud?
            </summary>
        </member>
        <member name="P:GeneralGame.GeneralTask.Global">
            <summary>
            Will the progress of other players in the server count towards your own progress on this task?
            </summary>
        </member>
        <member name="P:GeneralGame.GeneralTask.ExperienceGiven">
            <summary>
            How much XP is given to the player once they complete this task
            </summary>
        </member>
        <member name="P:GeneralGame.GeneralTask.TimeLimited">
            <summary>
            Does the player need to complete this task within a time limit before it automatically fails?
            </summary>
        </member>
        <member name="P:GeneralGame.GeneralTask.TimeLimitInSeconds">
            <summary>
            How many real-life seconds the player has to complete the task before it's automatically failed
            </summary>
        </member>
        <member name="P:GeneralGame.GeneralTask.OnStart">
            <summary>
            A generic action that runs when the task has been given to the player (Like spawning a key item)
            </summary>
        </member>
        <member name="P:GeneralGame.GeneralTask.OnSuccess">
            <summary>
            A generic action that runs when the task has been succesfully succeeded by the player (Like rewarding the player with money)
            </summary>
        </member>
        <member name="P:GeneralGame.GeneralTask.OnFail">
            <summary>
            A generic action that runs when the task has been failed by the player (Like triggering a nagging wife SMS)
            </summary>
        </member>
        <member name="P:GeneralGame.GeneralTask.FailConditionCheck">
            <summary>
            Check every tick for a fail condition, if it returns true then fail the task
            </summary>
        </member>
        <member name="P:GeneralGame.GeneralTask.OrderedSubtasks">
            <summary>
            The subtasks ordered (if there is one)
            </summary>
        </member>
        <member name="P:GeneralGame.GeneralTask.ActiveSubtasks">
            <summary>
            The next set of subtasks that need to be completed
            </summary>
        </member>
        <member name="M:GeneralGame.GeneralTask.Start">
            <summary>
            The task has started
            </summary>
        </member>
        <member name="M:GeneralGame.GeneralTask.Succeed">
            <summary>
            Task completed succesfully
            </summary>
        </member>
        <member name="M:GeneralGame.GeneralTask.Fail">
            <summary>
            Task not completed
            </summary>
        </member>
        <member name="M:GeneralGame.GeneralTask.Reset">
            <summary>
            Reset all progress on the task
            </summary>
        </member>
        <member name="M:GeneralGame.GeneralTask.GetRandomTask(GeneralGame.TaskType,GeneralGame.TaskRarity)">
            <summary>
            Find a random task with the given parameters
            </summary>
            <param name="taskType"></param>
            <param name="taskRarity"></param>
            <returns></returns>
        </member>
        <member name="P:GeneralGame.VyndaliumScriptedEvent.TriggerByTime">
            <summary>
            Does this scripted event get triggered at a certain time or with a signal
            </summary>
        </member>
        <member name="P:GeneralGame.VyndaliumScriptedEvent.SignalToTrigger">
            <summary>
            Which signal is going to trigger this event
            </summary>
        </member>
        <member name="P:GeneralGame.VyndaliumScriptedEvent.TriggerDelay">
            <summary>
            How many seconds to wait after the signal to trigger this scripted event
            </summary>
        </member>
        <member name="P:GeneralGame.VyndaliumScriptedEvent.TriggerTimeslot">
            <summary>
            When the scripted event plays in in-game hours (Ex. 7.5 = 07:30, 23.25 = 23:15, 0.5 = 00:30).
            </summary>
        </member>
        <member name="P:GeneralGame.VyndaliumScriptedEvent.CompletionNecessary">
            <summary>
            This scripted event needs to be completed for the story to progress
            </summary>
        </member>
        <member name="P:GeneralGame.VyndaliumScriptedEvent.Setup">
            <summary>
            When the scripted event starts. Send sms here, calls, load events, trigger them, assign tasks, etc... 
            Output Result is a string defining which signal trigger is the one needed to complete this scripted action
            </summary>
        </member>
        <member name="P:GeneralGame.VyndaliumDay.RandomEvents">
            <summary>
            How many random events to load at the beginning of the session (ONLY session, not new day, events will unload at the end of session)
            </summary>
        </member>
        <member name="P:GeneralGame.StoryMaster.StoryDays">
            <summary>
            Define each story days, if a story day hasn't been completed it will roll over to the next in-game day
            </summary>
        </member>
        <member name="P:GeneralGame.StoryMaster.StoryProgression">
            <summary>
            Current story day/game day
            </summary>
        </member>
        <member name="P:GeneralGame.StoryMaster.CurrentStoryDay">
            <summary>
            Get the current story day
            </summary>
        </member>
        <member name="P:GeneralGame.StoryMaster.CurrentGameDay">
            <summary>
            Get the current game day
            </summary>
        </member>
        <member name="M:GeneralGame.StoryMaster.StartStoryDay">
            <summary>
            Start the story day
            </summary>
        </member>
        <member name="M:GeneralGame.StoryMaster.SetStoryDay(System.Int32)">
            <summary>
            Set the current story day and save it
            </summary>
            <param name="dayNumber"></param>
        </member>
        <member name="M:GeneralGame.StoryMaster.NextStoryDay">
            <summary>
            Go to the next story day
            </summary>
        </member>
        <member name="M:GeneralGame.StoryMaster.SetGameDay(System.Int32)">
            <summary>
            Set the current game day and save it
            </summary>
            <param name="dayNumber"></param>
        </member>
        <member name="M:GeneralGame.StoryMaster.NextGameDay">
            <summary>
            Go to the next game day
            </summary>
        </member>
        <member name="M:GeneralGame.StoryMaster.SaveStoryProgression(System.Boolean)">
            <summary>
            Save the story progression (Story Day and Game Day)
            </summary>
        </member>
        <member name="M:GeneralGame.StoryMaster.ResetStoryProgression">
            <summary>
            Reset the story progression (Story Day and Game Day)
            </summary>
        </member>
        <member name="P:GeneralGame.TaskMaster.TasksTriggered">
            <summary>
            Get how many tasks the player has triggered so far (From 0 to 1) - Fetching this runs a check so don't overuse it
            </summary>
        </member>
        <member name="P:GeneralGame.TaskMaster.TasksCompleted">
            <summary>
            Get how many tasks the player has completed so far (From 0 to 1) - Fetching this runs a check so don't overuse it
            </summary>
        </member>
        <member name="M:GeneralGame.TaskMaster.GetTaskProgression(GeneralGame.GeneralTask)">
            <summary>
            Get the current stats on that task
            </summary>
            <param name="task"></param>
            <returns></returns>
        </member>
        <member name="M:GeneralGame.TaskMaster.UpdateTaskProgression(GeneralGame.GeneralTask)">
            <summary>
            Update the tasks progression
            </summary>
        </member>
        <member name="M:GeneralGame.TaskMaster.TaskTriggered(GeneralGame.GeneralTask)">
            <summary>
            Increase that task's total triggered amount
            </summary>
            <param name="task"></param>
        </member>
        <member name="M:GeneralGame.TaskMaster.TaskCompleted(GeneralGame.GeneralTask)">
            <summary>
            Increase that task's total completed amount
            </summary>
            <param name="task"></param>
        </member>
        <member name="M:GeneralGame.TaskMaster.SaveTasksProgression(System.Boolean)">
            <summary>
            Save the tasks current triggered and completion progress/amount
            </summary>
        </member>
        <member name="M:GeneralGame.TaskMaster.ResetTasksProgression(System.Boolean)">
            <summary>
            Reset the tasks progress
            </summary>
        </member>
        <member name="M:GeneralGame.TaskMaster.SubmitTriggerSignal(System.String,GeneralGame.Player,System.Boolean)">
            <summary>
            Let all the tasks know a trigger has been activated
            </summary>
            <param name="signalIdentifier"></param>
            <param name="triggerer"></param>
            <param name="network"></param>
        </member>
        <member name="M:GeneralGame.TaskMaster.AssignNewTask(GeneralGame.GeneralTask)">
            <summary>
            Assign a new task to the local player, doesn't work if the task already exists
            </summary>
            <param name="taskToAssign"></param>
        </member>
        <member name="M:GeneralGame.TaskMaster.AssignNewTask(System.String)">
            <summary>
            Assign a new task to the local player, doesn't work if the task already exists
            </summary>
            <param name="filePath"></param>
        </member>
        <member name="M:GeneralGame.TaskMaster.AssignNewTask(GeneralGame.GeneralTask,GeneralGame.Player)">
            <summary>
            Assign a new task to the specified player, doesn't work if the task already exists
            </summary>
            <param name="taskToAssign"></param>
            <param name="player"></param>
        </member>
        <member name="M:GeneralGame.TaskMaster.AssignEveryoneNewTask(System.Int32)">
            <summary>
            Assign everyone in the server a new task
            </summary>
            <param name="taskId"></param>
        </member>
        <member name="M:GeneralGame.TaskMaster.RemoveTask(GeneralGame.GeneralTask)">
            <summary>
            Removes the found task from the local player, doesn't work if the task doesn't exists
            </summary>
            <param name="taskToRemove"></param>
        </member>
        <member name="M:GeneralGame.TaskMaster.RemoveTask(System.String)">
            <summary>
            Removes the found task from the local player, doesn't work if the task doesn't exists
            </summary>
            <param name="filePath"></param>
        </member>
        <member name="M:GeneralGame.TaskMaster.RemoveTask(GeneralGame.GeneralTask,GeneralGame.Player)">
            <summary>
            Remove the task from the targetted player, doesn't work if the task doesn't exists
            </summary>
            <param name="taskToRemove"></param>
            <param name="player"></param>
        </member>
        <member name="M:GeneralGame.TaskMaster.RemoveEveryoneTask(System.Int32)">
            <summary>
            Remove the task from everyone in the server
            </summary>
            <param name="taskId"></param>
        </member>
        <member name="M:GeneralGame.TaskMaster.ResetTask(GeneralGame.GeneralTask)">
            <summary>
            Resets the found task for the local player, doesn't work if the task doesn't exists
            </summary>
            <param name="taskToReset"></param>
        </member>
        <member name="M:GeneralGame.TaskMaster.ResetTask(System.String)">
            <summary>
            Resets the found task for the local player, doesn't work if the task doesn't exists
            </summary>
            <param name="filePath"></param>
        </member>
        <member name="M:GeneralGame.TaskMaster.ResetTask(GeneralGame.GeneralTask,GeneralGame.Player)">
            <summary>
            Resets the found task for the targetted player, doesn't work if the task doesn't exists
            </summary>
            <param name="taskToReset"></param>
            <param name="player"></param>
        </member>
        <member name="M:GeneralGame.TaskMaster.ResetEveryoneTask(System.Int32)">
            <summary>
            Resets the task for everyone in the server
            </summary>
            <param name="taskId"></param>
        </member>
        <member name="T:GeneralGame.ComponentDefinition">
            <summary>
            A simple structure for a prefab component. 
            Used for getting parameter values without having to instantiate a prefab.
            </summary>
        </member>
        <member name="M:GeneralGame.ComponentDefinition.Get``1(System.String)">
            <summary>
            Gets the value of property with type T by key.
            </summary>
            <param name="key"></param>
            <typeparam name="T"></typeparam>
            <returns></returns>
        </member>
        <member name="T:GeneralGame.PrefabDefinition">
            <summary>
            A simple structure of relevant prefab information.
            </summary>
        </member>
        <member name="M:GeneralGame.PrefabDefinition.GetComponents``1">
            <summary>
            Gets all components of type T.
            </summary>
            <typeparam name="T"></typeparam>
            <returns></returns>
        </member>
        <member name="M:GeneralGame.PrefabDefinition.GetComponent``1">
            <summary>
            Gets the first component of type T.
            </summary>
            <typeparam name="T"></typeparam>
            <returns></returns>
        </member>
        <member name="T:GeneralGame.PrefabLibrary">
            <summary>
            Helper class for retrieving data from prefabs and their components.
            </summary>
        </member>
        <member name="M:GeneralGame.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:GeneralGame.PrefabLibrary.AsDefinition(Sandbox.PrefabFile)">
            <summary>
            Converts PrefabFile to a PrefabDefinition.
            </summary>
            <param name="resource"></param>
            <returns></returns>
        </member>
        <member name="M:GeneralGame.PrefabLibrary.TryGetByPath(System.String,GeneralGame.PrefabDefinition@)">
            <summary>
            Tries to find a PrefabDefinition by Prefab path.
            </summary>
            <param name="path"></param>
            <param name="prefab"></param>
            <returns></returns>
        </member>
        <member name="M:GeneralGame.Abilities.CreateFireBallsAsync(System.Collections.Generic.List{Sandbox.GameObject})">
            <summary>
            Erstellt Feuerbälle asynchron
            </summary>
            <param name="fireBallObjects"></param>
        </member>
        <member name="T:GeneralGame.BoneAnimationController">
            <summary>
            Steuert temporäre Animationen für bestimmte Knochen eines Skelettmodells
            </summary>
        </member>
        <member name="P:GeneralGame.BoneAnimationController.Animations">
            <summary>
            Liste von vordefinierten Animationen
            </summary>
        </member>
        <member name="M:GeneralGame.BoneAnimationController.MakeBoneProcedural(System.String)">
            <summary>
            Markiert einen Knochen als prozedural, damit dieser vom Code gesteuert werden kann
            </summary>
            <param name="boneName">Name des Knochens</param>
        </member>
        <member name="M:GeneralGame.BoneAnimationController.RemoveProceduralBone(System.String)">
            <summary>
            Entfernt die prozedurale Steuerung eines Knochens
            </summary>
            <param name="boneName">Name des Knochens</param>
        </member>
        <member name="M:GeneralGame.BoneAnimationController.PlayAnimationWithSubs(GeneralGame.BoneAnimation,System.Action)">
            <summary>
            Spielt eine Animation mit ihren Sub-Animationen ab
            </summary>
        </member>
        <member name="M:GeneralGame.BoneAnimationController.StartSubAnimation(GeneralGame.SubBoneAnimation)">
            <summary>
            Startet eine Sub-Animation und gibt einen Task zurück, der bei Abschluss beendet wird
            </summary>
        </member>
        <member name="M:GeneralGame.BoneAnimationController.FindAllBoneObjects">
            <summary>
            Findet alle Bone-GameObjects und speichert sie im Cache
            </summary>
        </member>
        <member name="M:GeneralGame.BoneAnimationController.FindBonesRecursive(Sandbox.GameObject)">
            <summary>
            Sucht rekursiv nach allen Bone-GameObjects
            </summary>
        </member>
        <member name="M:GeneralGame.BoneAnimationController.GetBoneObject(System.String)">
            <summary>
            Liefert das GameObject für einen Knochen anhand seines Namens, ignoriert Groß- und Kleinschreibung
            </summary>
        </member>
        <member name="M:GeneralGame.BoneAnimationController.ReturnToOriginalRotation(System.String,System.Single)">
            <summary>
            Setzt die Rotation eines Knochens zurück zur ursprünglichen Position
            </summary>
        </member>
        <member name="M:GeneralGame.BoneAnimationController.EaseFunction(System.Single,GeneralGame.EaseType)">
            <summary>
            Easing-Funktion für flüssige Animationen
            </summary>
        </member>
        <member name="T:GeneralGame.BoneAnimation">
            <summary>
            Eine Animation für einen bestimmten Knochen
            </summary>
            <summary>
            Eine Animation für einen bestimmten Knochen
            </summary>
        </member>
        <member name="P:GeneralGame.BoneAnimation.SubAnimations">
            <summary>
            Sub-Animationen, die parallel zur Hauptanimation ausgeführt werden
            </summary>
        </member>
        <member name="P:GeneralGame.BoneAnimation.SubAnimationTiming">
            <summary>
            Bestimmt, wann die Sub-Animationen gestartet werden sollen
            </summary>
        </member>
        <member name="P:GeneralGame.BoneAnimation.SubAnimationDelay">
            <summary>
            Verzögerung vor dem Start der Sub-Animationen (in Sekunden)
            </summary>
        </member>
        <member name="T:GeneralGame.SubAnimationTiming">
            <summary>
            Timingoptionen für Sub-Animationen
            </summary>
        </member>
        <member name="F:GeneralGame.SubAnimationTiming.WithMainAnimation">
            <summary>Startet gleichzeitig mit der Hauptanimation</summary>
        </member>
        <member name="F:GeneralGame.SubAnimationTiming.AfterMainReachesTarget">
            <summary>Startet erst, wenn die Hauptanimation das Ziel erreicht hat</summary>
        </member>
        <member name="F:GeneralGame.SubAnimationTiming.AfterMainCompletes">
            <summary>Startet nachdem die Hauptanimation vollständig abgeschlossen ist</summary>
        </member>
        <member name="F:GeneralGame.SubAnimationTiming.AfterDelay">
            <summary>Startet nach einer definierten Verzögerung</summary>
        </member>
        <member name="T:GeneralGame.SubBoneAnimation">
            <summary>
            Eine Sub-Animation, die zusammen mit einer Hauptanimation ausgeführt wird
            </summary>
        </member>
        <member name="P:GeneralGame.SubBoneAnimation.Animation">
            <summary>
            Die auszuführende Animation
            </summary>
        </member>
        <member name="P:GeneralGame.SubBoneAnimation.WaitForCompletion">
            <summary>
            Ob auf den Abschluss der Sub-Animation gewartet werden soll
            </summary>
        </member>
        <member name="T:GeneralGame.EaseType">
            <summary>
            Verschiedene Easing-Funktionen für Animationen
            </summary>
        </member>
        <member name="M:GeneralGame.AnimationSequence.GetNewCancellationToken">
            <summary>
            Erstellt ein neues CancellationToken für diese Sequenz
            </summary>
        </member>
        <member name="M:GeneralGame.AnimationSequence.GetCancellationToken">
            <summary>
            Gibt das aktuelle CancellationToken zurück
            </summary>
        </member>
        <member name="M:GeneralGame.AnimationSequence.Cancel">
            <summary>
            Bricht die Sequenz ab
            </summary>
        </member>
        <member name="T:GeneralGame.SequenceExecutionMode">
            <summary>
            Ausführungsmodus für Animations-Sequenzen
            </summary>
        </member>
        <member name="F:GeneralGame.SequenceExecutionMode.Sequential">
            <summary>Führt die Animationen nacheinander aus</summary>
        </member>
        <member name="F:GeneralGame.SequenceExecutionMode.Parallel">
            <summary>Führt die Animationen parallel aus</summary>
        </member>
        <member name="F:GeneralGame.SequenceExecutionMode.Random">
            <summary>Führt eine zufällige Animation aus</summary>
        </member>
        <member name="T:GeneralGame.AnimationStep">
            <summary>
            Ein Schritt in einer Animations-Sequenz
            </summary>
        </member>
        <member name="T:GeneralGame.BoneBlendController">
            <summary>
            Mischt prozedurale Knochensteuerung mit normalen Animationen
            </summary>
        </member>
        <member name="P:GeneralGame.BoneBlendController.BoneConfigs">
            <summary>
            Konfigurationen für die Knochen, die gemischt werden sollen
            </summary>
        </member>
        <member name="M:GeneralGame.BoneBlendController.SetBoneRotation(System.String,Angles,System.Single)">
            <summary>
            Setzt einen bestimmten Knochen auf einen neuen Rotationsoffset
            </summary>
        </member>
        <member name="M:GeneralGame.BoneBlendController.MakeBoneProcedural(System.String)">
            <summary>
            Markiert einen Knochen als prozedural
            </summary>
        </member>
        <member name="M:GeneralGame.BoneBlendController.RemoveProceduralControl(System.String)">
            <summary>
            Entfernt die prozedurale Steuerung eines Knochens
            </summary>
        </member>
        <member name="M:GeneralGame.BoneBlendController.RefreshBoneCache">
            <summary>
            Aktualisiert den Cache aller Knochen-Objekte
            </summary>
        </member>
        <member name="M:GeneralGame.BoneBlendController.FindAllBoneObjects">
            <summary>
            Findet alle Knochen-GameObjects und speichert sie im Cache
            </summary>
        </member>
        <member name="M:GeneralGame.BoneBlendController.FindBonesRecursive(Sandbox.GameObject)">
            <summary>
            Sucht rekursiv nach allen Bone-GameObjects
            </summary>
        </member>
        <member name="M:GeneralGame.BoneBlendController.FindBonesInTransformHierarchy(Sandbox.GameObject)">
            <summary>
            Durchsucht die Transform-Hierarchie nach Bones
            </summary>
        </member>
        <member name="M:GeneralGame.BoneBlendController.IsPotentialBoneName(System.String)">
            <summary>
            Prüft, ob ein Name ein potenzieller Knochenname ist
            </summary>
        </member>
        <member name="M:GeneralGame.BoneBlendController.GetBoneObject(System.String)">
            <summary>
            Gibt das GameObject für einen Knochen zurück
            </summary>
        </member>
        <member name="T:GeneralGame.BoneBlendConfig">
            <summary>
            Konfiguration für einen Knochen im Blend-Controller
            </summary>
        </member>
        <member name="M:GeneralGame.Inventory.MoveItemToBackpackBag(GeneralGame.ItemComponent)">
            <summary>
            Move item to BackpackBag - Backpack inventory Slot
            </summary>
            <param name="item"></param>
        </member>
        <member name="M:GeneralGame.Inventory.RemoveAmount(GeneralGame.ItemComponent,System.Int32,System.Boolean,System.Func{GeneralGame.ItemComponent,System.Boolean})">
            <summary>
            Removes a specific amount from an item if the item is stackable and has more than the amount.
            </summary>
            <param name="item"></param>
            <param name="count"></param>
            <param name="destroy"></param>
            <param name="predicate"></param>
            <returns></returns>
        </member>
        <member name="M:GeneralGame.Inventory.ClearItem(GeneralGame.ItemComponent)">
            <summary>
            Bypasses any restrictions and clears the item. Do not use this for regular inventory usage.
            </summary>
        </member>
        <member name="M:GeneralGame.Inventory.GiveBackpackItem(GeneralGame.ItemComponent,System.Int32)">
            <summary>
            The item is given to the backpack.
            </summary>
            
        </member>
        <member name="M:GeneralGame.Inventory.RemoveBackpackItem(GeneralGame.ItemComponent,System.Int32)">
            <summary>
            The item is removed from the backpack.
            </summary>
        </member>
        <member name="M:GeneralGame.Inventory.GiveEquipmentItem(GeneralGame.ItemEquipment)">
            <summary>
            The item is equipped.
            </summary>
        </member>
        <member name="M:GeneralGame.Inventory.RemoveEquipmentItem(GeneralGame.ItemEquipment)">
            <summary>
            The item is unequipped.
            </summary>
        </member>
        <member name="M:GeneralGame.Player.GetSave">
            <summary>
            Gets current local save data.
            </summary>
            <returns></returns>
        </member>
        <member name="M:GeneralGame.Player.WriteSave(GeneralGame.PlayerSave)">
            <summary>
            Writes a pure PlayerSave struct into a local save.
            </summary>
            <param name="save"></param>
        </member>
        <member name="M:GeneralGame.Player.Save(GeneralGame.Player)">
            <summary>
            Writes a local save based on player or local.
            </summary>
            <param name="player"></param>
        </member>
        <member name="M:GeneralGame.Player.Setup(GeneralGame.Player)">
            <summary>
            Sets up everything for a player or local from local save.
            </summary>
            <param name="player"></param>
            <returns></returns>
        </member>
        <member name="P:GeneralGame.Player.Health">
            <summary>
            Character Stats
            </summary>
        </member>
        <member name="P:GeneralGame.Player.BlockMovements">
            <summary>
            Block both inputs and mouse aiming
            </summary>
        </member>
        <member name="P:GeneralGame.Player.BlockMouseAim">
            <summary>
            Block mouse aiming
            </summary>
        </member>
        <member name="P:GeneralGame.Player.BlockMouseClicks">
            <summary>
            Block mouse clicks
            </summary>
        </member>
        <member name="P:GeneralGame.Player.BlockInputs">
            <summary>
            Block inputs (Like WASD, Pissing, Left/Right click)
            </summary>
        </member>
        <member name="T:GeneralGame.ViewmodelBoneAnimationController">
            <summary>
            Hilfsmethoden für Viewmodel-Animationen
            </summary>
            
            [Title("Viewmodel-Knochen-Controller"), Category("Animation"), Icon("motion_photos_on")]
        </member>
        <member name="M:GeneralGame.BaseGun.ApplyBleedAspectPassive(GeneralGame.IHealthComponent,GeneralGame.Player)">
            <summary>
            Bleed Aspect
            </summary>
            <param name="damageable"></param>
            <param name="shooter"></param>
        </member>
        <member name="M:GeneralGame.BaseGun.FireBulletWithAirAspect(GeneralGame.Player)">
            <summary>
            Air Aspect
            </summary>
            <param name="shooter"></param>
        </member>
        <member name="M:GeneralGame.BaseGun.FireBulletWithFireAspect(GeneralGame.Player)">
            <summary>
            Fire Aspect
            </summary>
            <param name="shooter"></param>
        </member>
        <member name="M:GeneralGame.BaseGun.FireBulletWithWaterAspect(GeneralGame.Player)">
            <summary>
            // Water Aspect
            </summary>
            <param name="shooter"></param>
        </member>
        <member name="M:GeneralGame.BaseGun.FireBulletWithIceAspect(GeneralGame.Player)">
            <summary>
            Ice Aspect
            </summary>
            <param name="shooter"></param>
        </member>
        <member name="M:GeneralGame.BaseGun.FireBulletWithEarthAspect(GeneralGame.Player)">
            <summary>
            Earth Aspect
            </summary>
            <param name="shooter"></param>
        </member>
        <member name="P:GeneralGame.MuzzlePoint.WorldPosition">
            <summary>
            Gibt die Weltposition des Mündungspunkts zurück
            </summary>
        </member>
        <member name="P:GeneralGame.MuzzlePoint.WorldRotation">
            <summary>
            Gibt die Weltrotation des Mündungspunkts zurück
            </summary>
        </member>
        <member name="P:GeneralGame.MuzzlePoint.Forward">
            <summary>
            Gibt den Vorwärtsvektor des Mündungspunkts zurück
            </summary>
        </member>
        <member name="P:HealthComponent.StunnedBy">
            <summary>
            What type to damage is able to ragdoll this
            </summary>
        </member>
        <member name="P:HealthComponent.Immortal">
            <summary>
            Can this get damaged at all
            </summary>
        </member>
        <member name="P:HealthComponent.DamagedBy">
            <summary>
            What type of damage is able to hurt this
            </summary>
        </member>
        <member name="P:HealthComponent.StunWhenDamaged">
            <summary>
            Should this get ragdolled as well when the damage is greater or equal than both DamagedBy and StunnedBy
            </summary>
        </member>
        <member name="P:HealthComponent.MaxHealth">
            <summary>
            How many hit points this has, usually 1 hit point comes from DamageType.Mild
            </summary>
        </member>
        <member name="P:HealthComponent.CanRegenerate">
            <summary>
            Can this thing regenerate health over time
            </summary>
        </member>
        <member name="P:HealthComponent.RegenerationTimer">
            <summary>
            How much time passed since the last time its been damaged before it starts regenerating health
            </summary>
        </member>
        <member name="P:HealthComponent.RegenerationCooldown">
            <summary>
            How many seconds it takes to regenerate 1 hit point
            </summary>
        </member>
        <member name="P:HealthComponent.DropOnDeath">
            <summary>
            What gets spawned (Preferably an item) when this dies (Not when it gets destroyed)
            </summary>
        </member>
        <member name="M:HealthComponent.Damage(System.Int32,DamageType,Sandbox.GameObject,Vector3,Vector3,System.Single)">
            <summary>
            How many hitpoints to remove (Negative will heal instead and not call the OnAttacked event)
            </summary>
            <param name="amount">The amount of damage dealth</param>
            <param name="type">The type of damage dealth</param>
            <param name="attacker">The person that attacked, null if not set</param>
            <param name="worldHurtPosition">The world position of where the damage happened, (0,0,0) if not set</param>
            <param name="forceDirection">The direction which the force will be applied, (0,0,0) if not set</param>
            <param name="force">How much force was behind that damage, 0 by default</param>
        </member>
        <member name="P:EventComponent.RequiredToFinish">
            <summary>
            This event component is required to play before the event can be considered finished
            </summary>
        </member>
        <member name="P:EventComponent.DisabledWhilePlaying">
            <summary>
            When this event component is playing, the ones selected will be disabled, then reenabled when done
            </summary>
        </member>
        <member name="P:EventComponent.DisableOnTrigger">
            <summary>
            When this event component triggers, it disables all of these other ones that are now unnecessary
            </summary>
        </member>
        <member name="P:EventComponent.TriggerOnce">
            <summary>
            Once triggered, it won't trigger again until reset. False will let this event trigger as many times 
            </summary>
        </member>
        <member name="P:EventComponent.TriggerCooldown">
            <summary>
            If it can get triggered multiple times, set a cooldown in between triggers.
            </summary>
        </member>
        <member name="P:EventComponent.Triggered">
            <summary>
            Has this event component been triggered?
            </summary>
        </member>
        <member name="P:EventComponent.IsPlaying">
            <summary>
            Is this event component currently playing? Needs an event end node in the actiongraph to end
            </summary>
        </member>
        <member name="P:EventComponent.Finished">
            <summary>
            Has this event component both been triggered and done playing
            </summary>
        </member>
        <member name="P:EventDefinition.AddToEventPool">
            <summary>
            Does this event get added to the daily event pool to enable during gameplay?
            </summary>
        </member>
        <member name="P:EventDefinition.HasBeenPlayed">
            <summary>
            Has the event been triggered
            </summary>
        </member>
        <member name="P:EventDefinition.IsPlaying">
            <summary>
            Are any of the event components inside playing?
            </summary>
        </member>
        <member name="P:EventDefinition.IsFinished">
            <summary>
            If all required event components have finished playing
            </summary>
        </member>
        <member name="T:EventEnabledTrigger">
            <summary>
            Automaticall triggers when the event is enabled
            </summary>
        </member>
        <member name="P:EventInteractionTrigger.TriggeringInteraction">
            <summary>
            Which interaction identifier triggers this
            </summary>
        </member>
        <member name="P:EventInteractionTrigger.InsideArea">
            <summary>
            Only check for interactions that happened inside of an area
            </summary>
        </member>
        <member name="M:Npc.MoveTo(Vector3)">
            <summary>
            Make the NPC move to the target position
            </summary>
            <param name="targetPosition"></param>
        </member>
        <member name="M:Npc.SetRagdoll(System.Boolean,System.Single,System.Single)">
            <summary>
            Set the ragdoll state of the NPC
            </summary>
            <param name="ragdoll">Ragdoll or Unragdoll</param>
            <param name="duration">How long ragdoll state lasts</param>
            <param name="spin">How fast it spins towards the given velocity</param>
        </member>
        <member name="P:Npc.MaxRunAnimationSpeed">
            <summary>
            For animations. How many units per second the run animation is tuned to (This is automatically scaled by the scale)
            </summary>
        </member>
        <member name="P:Npc.WalkSpeed">
            <summary>
            How fast this NPC can walk
            </summary>
        </member>
        <member name="P:Npc.RunSpeed">
            <summary>
            How fast this NPC can run
            </summary>
        </member>
        <member name="P:Npc.FaceTowardsVelocity">
            <summary>
            Should we automatically make the NPC look towards its target
            </summary>
        </member>
        <member name="P:Npc.AttackRange">
            <summary>
            How far the NPC can reach to attack with the target
            </summary>
        </member>
        <member name="P:Npc.AttackCooldown">
            <summary>
            How many seconds must pass before the NPC can attack with the target again
            </summary>
        </member>
        <member name="P:Npc.EnemyTags">
            <summary>
            If a GameObject has one of these tags it will be considered an enemy
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "P:Npc.DetectRange" -->
        <member name="P:Npc.VisionRange">
            <summary>
            How far away the NPC can see the enemy before losing sight
            </summary>
        </member>
        <member name="P:Npc.AlertOthers">
            <summary>
            When detecting an enemy, alerts everyone closeby as well
            </summary>
        </member>
        <member name="P:Npc.Idle">
            <summary>
            When the NPC has no target it will sometimes fire off the idle event
            </summary>
        </member>
        <member name="P:Npc.MinimumIdleCooldown">
            <summary>
            Maximum time in between idle events being called when there is no target
            </summary>
        </member>
        <member name="P:Npc.MaximumIdleCooldown">
            <summary>
            Minimum time in between idle events being called when there is no target
            </summary>
        </member>
        <member name="P:Npc.OnSpawn">
            <summary>
            When the NPC is first spawned in
            </summary>
        </member>
        <member name="P:Npc.OnDetect">
            <summary>
            When an enemy enters the detect area or attacks the NPC, or a nearby NPC gets alerted. This won't get called if the NPC has been alerted already.
            </summary>
        </member>
        <member name="P:Npc.OnAttack">
            <summary>
            When the enemy is within attack range and our cooldown is up
            </summary>
        </member>
        <member name="P:Npc.OnEnemyEscaped">
            <summary>
            When the enemy gets out of the Vision Range or dies
            </summary>
        </member>
        <member name="P:Npc.OnKilled">
            <summary>
            When the NPC dies, enemy will be NULL if it died of natural causes (???)
            </summary>
        </member>
        <member name="P:Npc.ScaleStats">
            <summary>
            Should the stats scale linearly with the scale of the object
            </summary>
        </member>
        <member name="P:Npc.OnIdle">
            <summary>
            When the NPC has no target it will occasionally fire this off
            </summary>
        </member>
        <member name="P:Npc.ProvokersInArea">
            <summary>
            Get all provokers inside of its detect area
            </summary>
        </member>
        <member name="M:Npc.SetTarget(Sandbox.GameObject,System.Boolean)">
            <summary>
            Who should the NPC follow, set null to go back to manually setting the target position
            </summary>
            <param name="target"></param>
            <param name="escapeFrom"></param>
            
        </member>
        <member name="M:Npc.IsWithinRange(Sandbox.GameObject)">
            <summary>
            Is the object within the npc's reach (AttackRange) 
            </summary>
            <param name="target"></param>
            <returns></returns>
        </member>
        <member name="M:Npc.IsWithinRange(Sandbox.GameObject,System.Single)">
            <summary>
            Is the object within the npc's range (Unscaled)
            </summary>
            <param name="target"></param>
            <param name="range"></param>
            <returns></returns>
        </member>
        <member name="M:Npc.GetRandomPositionAround(Vector3,System.Single,System.Single)">
            <summary>
            Get a random position around the position (Horizonal)
            </summary>
            <param name="position"></param>
            <param name="minRange"></param>
            <param name="maxRange"></param>
            <returns></returns>
        </member>
        <member name="M:Npc.GetPreferredTargetPosition(Sandbox.GameObject)">
            <summary>
            Where the NPC should find themselves when near the target
            </summary>
            <param name="target"></param>
            <returns></returns>
        </member>
        <member name="F:NpcSpawnArea.hasSpawnedNPCs">
            <summary>
            Debug-Properties
            </summary>
        </member>
    </members>
</doc>
