<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.swb.demo</name>
    </assembly>
    <members>
        <member name="M:SWB.Base.Weapon.GetMuzzleEffectDetails">
            <summary>
            Gets the visible muzzle renderer and attachment name
            </summary>
        </member>
        <member name="M:SWB.Base.Weapon.GetMuzzleTransform">
            <summary>
            Gets the muzzle attachment transform
            </summary>
        </member>
        <member name="M:SWB.Base.Weapon.GetMuzzleObject">
            <summary>
            Gets the muzzle attachment gameobject
            </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(Sandbox.GameObject,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.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.CreateBulletImpact(Vector3,Vector3,Sandbox.SoundEvent,Sandbox.GameObject)">
            <summary>Create a bullet impact effect</summary>
        </member>
        <member name="M:SWB.Base.Weapon.CreateBulletEjectParticle(Sandbox.GameObject,System.String,System.Action{Sandbox.GameObject})">
            <summary>Create a bullet eject particle (always world)</summary>
        </member>
        <member name="M:SWB.Base.Weapon.CreateParticle(Sandbox.GameObject,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.CreateParticle(Sandbox.GameObject,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.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.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.Mobility">
            <summary>How much movement speed is affected by holding this weapon (Speed *= Mobility)</summary>
        </member>
        <member name="P:SWB.Base.Weapon.ReloadSpeed">
            <summary>A speed multiplier for all reloading animations</summary>
        </member>
        <member name="P:SWB.Base.Weapon.ViewModelFOV">
            <summary>View Model field of view</summary>
        </member>
        <member name="P:SWB.Base.Weapon.AimInfo">
            <summary>Aim Information</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.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.DeploySound">
            <summary>Firing sound when clip is empty</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.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.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.TimeSinceRunning">
            <summary>Time since the weapon was in run animation</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="M:SWB.Base.Weapon.OnViewModelDrawn">
            <summary>Called when the view model starts being drawn</summary>
        </member>
        <member name="T:SWB.Base.WeaponParticleManager">
            <summary>
            Attach this component somewhere in the root of your scene.
            Manages particle spawning
            </summary>
        </member>
        <member name="P:SWB.Base.WeaponParticleManager.MaxDecals">
            <summary>Max total decals allowed at the same time</summary>
        </member>
        <member name="P:SWB.Base.WeaponParticleManager.MaxEject">
            <summary>Max total eject particles allowed at the same time</summary>
        </member>
        <member name="T:SWB.Base.WeaponRegistry">
            <summary>
            Attach this component somewhere in the root of your scene.
            Register all weapons that you want to use in here.
            A custom WeaponRegistry can be used by basing it off this one. 
            </summary>
        </member>
        <member name="T:SWB.Base.WeaponSettings">
            <summary>
            Attach this component somewhere in the root of your scene.
            Gives control over weapon settings (host only)
            </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.WeaponSettings.AimAssist">
            <summary>Enable controller aim assist</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.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="T:SWB.Base.PhysicalBulletInfo">
            <summary>
            A physical bullet that simulates a bullet travelling over time through the air
            </summary>
        </member>
        <member name="T:SWB.Base.AimInfo">
            <summary>
            Describes effects of aiming with a weapon
            Any value set to -1 implies "don't modify" or "use default"
            </summary>
        </member>
        <member name="P:SWB.Base.AimInfo.SpreadModifier">
            <summary>
            Spread modifier to apply when Aiming Down Sights (ADS).
            </summary>
        </member>
        <member name="P:SWB.Base.AimInfo.Sensitivity">
            <summary>
            Input sensitivity multiplier when aiming down sights (ADS). (lower is slower, 0 to disable)
            </summary>
        </member>
        <member name="P:SWB.Base.AimInfo.ViewModelFOV">
            <summary>
            FOV For the view model when aiming down sights.
            </summary>
        </member>
        <member name="P:SWB.Base.AimInfo.PlayerFOV">
            <summary>
            FOV for the player camera when aiming down sights.
            </summary>
        </member>
        <member name="P:SWB.Base.AimInfo.AimInFOVSpeed">
            <summary>
            FOV aim in speed
            </summary>
        </member>
        <member name="P:SWB.Base.AimInfo.AimOutFOVSpeed">
            <summary>
            FOV aim out speed
            </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.Sensitivity">
            <summary>Mouse sensitivity while scoping (lower is slower, 0 to use AimInfo.Sensitivity while scoped)</summary>
        </member>
        <member name="P:SWB.Base.ScopeInfo.Spread">
            <summary>Spread while scoping (lower is more accurate, 0 = perfect, 1 = normal )</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.BulletType">
            <summary>Bullet type (Hitscan/Physical)</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.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 (BulletEject + BulletTracer)</summary>
        </member>
        <member name="P:SWB.Base.ShootInfo.WMMuzzleParticleScale">
            <summary>World Model particle scale for the muzzle effects (MuzzleFlash + BarrelSmoke)</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.Player.CameraMovement.ShoulderOffset">
            <summary>Thirdperson shoulder offset</summary>
        </member>
        <member name="P:SWB.Player.PlayerBase.LadderClimbing">
            <summary>Enable the ability to climb ladders</summary>
        </member>
        <member name="P:SWB.Player.PlayerBase.JumpSpamPrevention">
            <summary>Blocks jump when jumping quickly in succession</summary>
        </member>
        <member name="M:SWB.Player.PlayerBase.OnGrounded(Vector3)">
            <summary>Called once when the player lands</summary>
        </member>
        <member name="T:SWB.Shared.Animations">
            <summary>
            Animations that SWB may trigger on the player object
            </summary>
        </member>
        <member name="T:SWB.Shared.DamageInfo">
            <summary>
            An extended version of Sandbox.DamageInfo with additional properties for SWB
            </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="P:SWB.Shared.IInventoryItem.Mobility">
            <summary>The movement speed modifier while this item is active</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="T:SWB.Shared.IPlayerBase">
            <summary>
            Implement this interface on a `Component` to integrate with SWB
            </summary>
        </member>
        <member name="P:SWB.Shared.IPlayerBase.Id">
            <summary>
            Unique identifier for the player
            Typically implemented by `Component`
            </summary>
        </member>
        <member name="P:SWB.Shared.IPlayerBase.GameObject">
            <summary>
            The game object that owns this component
            Typically implemented by `Component`
            </summary>
        </member>
        <member name="P:SWB.Shared.IPlayerBase.ViewModelCamera">
            <summary>
            The camera to use when renderering the weapon's view model on the client side
            If none is provided and first person mode is enabled, then a camera will be created
            </summary>
        </member>
        <member name="P:SWB.Shared.IPlayerBase.Camera">
            <summary>
            The camera used for rendering the player's first person view
            Used to calculate view model sway
            The Render exclude tag "viewmodel" will be automatically applied to prevent render issues
            </summary>
        </member>
        <member name="P:SWB.Shared.IPlayerBase.IsFirstPerson">
            <summary>
            Whether the player is in first person view
            </summary>
        </member>
        <member name="P:SWB.Shared.IPlayerBase.Velocity">
            <summary>
            The player's current velocity
            </summary>
        </member>
        <member name="P:SWB.Shared.IPlayerBase.IsCrouching">
            <summary>
            Whether the player is crouching, this will effect aim and recoil
            </summary>
        </member>
        <member name="P:SWB.Shared.IPlayerBase.IsRunning">
            <summary>
            Whether the player is running, this will effect aim and recoil
            </summary>
        </member>
        <member name="P:SWB.Shared.IPlayerBase.IsOnGround">
            <summary>
            Whether the player is on the ground, this will effect aim and recoil
            </summary>
        </member>
        <member name="P:SWB.Shared.IPlayerBase.IsClimbingLadder">
            <summary>
            Whether the player is actively climbing a ladder
            </summary>
        </member>
        <member name="P:SWB.Shared.IPlayerBase.IsAlive">
            <summary>
            Whether the player is alive.
            Damage will not be dealt to dead players.
            </summary>
        </member>
        <member name="P:SWB.Shared.IPlayerBase.IsBot">
            <summary>
            Is this player considered a bot
            Bots have input movement and other functionalities disabled
            </summary>
        </member>
        <member name="P:SWB.Shared.IPlayerBase.EyeAngles">
            <summary>
            View angle of the player, used to determine the direction to shoot a bullet
            </summary>
        </member>
        <member name="P:SWB.Shared.IPlayerBase.EyePos">
            <summary>
            View position of the player, used to determine the origin point of a fired bullet
            </summary>
        </member>
        <member name="P:SWB.Shared.IPlayerBase.InputSensitivity">
            <summary>
            Input sensitivity modifier based on player ADS (aim down sights) state
            </summary>
        </member>
        <member name="P:SWB.Shared.IPlayerBase.FieldOfView">
            <summary>
            The suggested FOV to be used by the player camera, affected by a weapon zoom
            This assumes a first-person perspective and will default to `Preferences.FieldOfView`
            </summary>
        </member>
        <member name="P:SWB.Shared.IPlayerBase.HoldType">
            <summary>
            The Hold Type for the currently equipped weapon
            </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.TriggerAnimation(SWB.Shared.Animations)">
            <summary>
            Called when the weapon wants to trigger an animation on the player object
            </summary>
            <param name="animation">The animation to trigger</param>
        </member>
        <member name="M:SWB.Shared.IPlayerBase.ApplyEyeAnglesOffset(Angles)">
            <summary>
            Triggered when the weapon wants to apply an angular offset to the player's view to simulate recoil.
            Called when a weapon is fired.
            </summary>
            <param name="offset">The suggested angular offset to apply</param>
        </member>
        <member name="M:SWB.Shared.IPlayerBase.ParentToBone(Sandbox.GameObject,System.String)">
            <summary>
            Called when the weapon object should be attached/parented to the player's body
            </summary>
            <param name="object">The game object to parent</param>
            <param name="boneName">The suggested bone to parent to</param>
        </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.ShakeScreen(SWB.Shared.ScreenShake)">
            <summary>
            Shakes the camera
            </summary>
            <param name="screenShake">Information about the shake</param>
        </member>
        <member name="F:SWB.Shared.MovementImpact.Amount">
            <summary>Modifies the velocity (WishVelocity *= Amount) [1 = none]</summary>
        </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>
        <member name="P:SWB.Shared.TimedDestroyComponent.Time">
            <summary>
            How long until we destroy the GameObject.
            </summary>
        </member>
        <member name="P:SWB.Shared.TimedDestroyComponent.TimeUntilDestroy">
            <summary>
            The real time until we destroy the GameObject.
            </summary>
        </member>
    </members>
</doc>
