<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.facepunch.sandbox</name>
    </assembly>
    <members>
        <member name="T:Sandbox.CleanupSystem">
            <summary>
            A system that tracks the baseline scene state and allows resetting the map to its original state.
            Removes all spawned props and restores destroyed map objects while leaving players untouched.
            </summary>
        </member>
        <member name="F:Sandbox.CleanupSystem._baselineObjectIds">
            <summary>
            Set of GameObjects that existed in the original scene baseline.
            </summary>
        </member>
        <member name="F:Sandbox.CleanupSystem._baselineObjectData">
            <summary>
            Serialized data of baseline objects so we can restore them if destroyed.
            </summary>
        </member>
        <member name="F:Sandbox.CleanupSystem._loadedScenePath">
            <summary>
            The resource path of the loaded scene, used to reload the baseline.
            </summary>
        </member>
        <member name="P:Sandbox.CleanupSystem.HasBaseline">
            <summary>
            Whether a baseline has been captured.
            </summary>
        </member>
        <member name="M:Sandbox.CleanupSystem.CaptureBaseline">
            <summary>
            Captures the current scene state as the baseline.
            All objects that exist at this point are considered part of the original map.
            </summary>
        </member>
        <member name="M:Sandbox.CleanupSystem.IsPlayerObject(Sandbox.GameObject)">
            <summary>
            Determines if a GameObject is a player or belongs to a player.
            </summary>
        </member>
        <member name="M:Sandbox.CleanupSystem.Cleanup">
            <summary>
            Cleans up the scene by removing all spawned objects and restoring destroyed baseline objects.
            Players and their belongings are preserved.
            </summary>
        </member>
        <member name="M:Sandbox.CleanupSystem.CleanupCommand">
            <summary>
            Console command to cleanup the map.
            </summary>
        </member>
        <member name="T:Sandbox.Npcs.Layers.AnimationLayer">
            <summary>
            Provides animation parameters and helpers for behaviors.
            Also handles look-at (eyes/head) and body turning via animator parameters.
            </summary>
        </member>
        <member name="P:Sandbox.Npcs.Layers.AnimationLayer.HeldProp">
            <summary>
            The prop currently being held, if any.
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.AnimationLayer.SetHeldProp(Sandbox.GameObject)">
             <summary>
             Pick up and hold a prop — disables physics
            
             holdtype_pose ranges:
               0-2 : close grip (~16u out), interpolates weight poses — used for heavy objects, but small enough to hold close
               2-4 : arms extend outwards — used for normal objects, mapped by width
               4-5 : above the head — used for large objects
             </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.AnimationLayer.ClearHeldProp">
            <summary>
            Drop the held prop — clears IK, holdtype, holdtype_pose, places the prop
            on the ground in front of the NPC, unparents, and re-enables physics.
            Safe to call when nothing is held.
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.AnimationLayer.UpdateHeldPropIk">
            <summary>
            Update IK hand targets each frame from the held prop's bounds.
            If the object is too wide to grip from the sides, support from below with palms up.
            </summary>
        </member>
        <member name="P:Sandbox.Npcs.Layers.AnimationLayer.LookTarget">
            <summary>
            Current world-space target the Npc is looking at (if any).
            Resolved each frame from either <see cref="P:Sandbox.Npcs.Layers.AnimationLayer.LookTargetObject"/> or a fixed position.
            </summary>
        </member>
        <member name="P:Sandbox.Npcs.Layers.AnimationLayer.LookTargetObject">
            <summary>
            The GameObject being tracked as the look target, if any.
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.AnimationLayer.SetLookTarget(Sandbox.GameObject)">
            <summary>
            Set a persistent look target that tracks a GameObject each frame.
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.AnimationLayer.SetLookTarget(Vector3)">
            <summary>
            Set a persistent look target at a fixed world position.
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.AnimationLayer.ClearLookTarget">
            <summary>
            Clear the persistent look target. The NPC will stop tracking.
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.AnimationLayer.LookAt(Vector3)">
            <summary>
            Command this layer to look at a target (one-shot, no tracking).
            Prefer <see cref="M:Sandbox.Npcs.Layers.AnimationLayer.SetLookTarget(Vector3)"/> or <see cref="M:Sandbox.Npcs.Layers.AnimationLayer.SetLookTarget(Sandbox.GameObject)"/> for persistent tracking.
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.AnimationLayer.StopLooking">
            <summary>
            Stop looking
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.AnimationLayer.IsFacingTarget">
            <summary>
            Check if we're facing the target sufficiently. Returns true if the target is within
            the head's comfortable range, since the head/eyes will handle the rest.
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.AnimationLayer.UpdateLookDirection(Vector3)">
            <summary>
            Update look direction - handles head/eye tracking and rotates the body only when the
            target is outside the comfortable head-turn range.
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.AnimationLayer.SetAim(Vector3)">
            <summary>
            Set both eye and head aim using a single local-space direction.
            </summary>
        </member>
        <member name="T:Sandbox.Npcs.Layers.BaseNpcLayer">
            <summary>
            A behavior layer provides specific services for tasks to use -- we don't use behavior layers for state, they are services.
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.BaseNpcLayer.OnStart">
            <summary>
            Called when the layer is created
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.BaseNpcLayer.OnUpdate">
            <summary>
            Called each frame to update the layer
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.BaseNpcLayer.Reset">
            <summary>
            Reset the layer state
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.BaseNpcLayer.GetDebugString">
            <summary>
            Optional debug string for the overlay. Return null to skip.
            </summary>
        </member>
        <member name="T:Sandbox.Npcs.Layers.NavigationLayer">
            <summary>
            Handles Npc navigation
            </summary>
        </member>
        <member name="P:Sandbox.Npcs.Layers.NavigationLayer.WishSpeed">
            <summary>
            The desired movement speed for the agent. Schedules can raise this to make the NPC run.
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.NavigationLayer.MoveTo(Vector3,System.Single)">
            <summary>
            Command this layer to move to a target
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.NavigationLayer.GetStatus">
            <summary>
            Current navigation status — reached target, still moving, or failed.
            </summary>
        </member>
        <member name="T:Sandbox.Npcs.Layers.SensesLayer">
            <summary>
            Handles awareness and environmental scanning
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.SensesLayer.ScanEnvironment">
            <summary>
            Scan for objects of interest
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.SensesLayer.HasLineOfSight(Sandbox.GameObject)">
            <summary>
            Check if we have line of sight to target
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.SensesLayer.GetNearestVisible">
            <summary>
            Get the nearest visible
            </summary>
        </member>
        <member name="T:Sandbox.Npcs.Layers.SpeechLayer">
            <summary>
            Manages NPC speech state, plays sound files, and renders subtitle text above their head.
            </summary>
        </member>
        <member name="P:Sandbox.Npcs.Layers.SpeechLayer.CurrentSpeech">
            <summary>
            The subtitle text currently being shown, if any.
            </summary>
        </member>
        <member name="P:Sandbox.Npcs.Layers.SpeechLayer.IsSpeaking">
            <summary>
            Whether the NPC is currently speaking.
            </summary>
        </member>
        <member name="P:Sandbox.Npcs.Layers.SpeechLayer.Cooldown">
            <summary>
            Minimum seconds between speeches.
            </summary>
        </member>
        <member name="P:Sandbox.Npcs.Layers.SpeechLayer.FallbackSound">
            <summary>
            A generic fallback sound (e.g. a grunt or mumble) played when we're talking without a specific sound.
            </summary>
        </member>
        <member name="P:Sandbox.Npcs.Layers.SpeechLayer.CanSpeak">
            <summary>
            Whether the cooldown has elapsed and the NPC can speak again.
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.SpeechLayer.Say(Sandbox.SoundEvent,System.Single)">
            <summary>
            Play a sound event and show its subtitle (if one exists) above the NPC.
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.SpeechLayer.Say(Sandbox.SoundEvent,System.String,System.Single)">
            <summary>
            Play a sound event with an explicit subtitle override.
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.SpeechLayer.Say(System.String,System.Single)">
            <summary>
            Say a string message using the fallback sound, with the string shown as a subtitle.
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.SpeechLayer.Stop">
            <summary>
            Stop any current speech and sound.
            </summary>
        </member>
        <member name="P:Sandbox.Npcs.Layers.SpeechLayer.IsFinished">
            <summary>
            Whether the sound has finished and the subtitle duration has elapsed.
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.SpeechLayer.DrawSpeech">
            <summary>
            Draw a simple speech bubble above the NPC.
            </summary>
        </member>
        <member name="P:Sandbox.Npcs.Npc.Layers">
            <summary>
            All layers in this npc
            </summary>
        </member>
        <member name="P:Sandbox.Npcs.Npc.Senses">
            <summary>
            Senses layer - handles environmental awareness and target detection
            </summary>
        </member>
        <member name="P:Sandbox.Npcs.Npc.Navigation">
            <summary>
            Navigation layer - handles pathfinding and movement
            </summary>
        </member>
        <member name="P:Sandbox.Npcs.Npc.Animation">
            <summary>
            Animation layer - handles look-at and animation parameters
            </summary>
        </member>
        <member name="P:Sandbox.Npcs.Npc.Speech">
            <summary>
            Speech layer - handles talking, lipsync, etc..
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Npc.AddLayer``1">
            <summary>
            Creates, initializes, and adds a new layer of the specified type to the collection of layers. Generally called
            in the constructor of the NPC.
            </summary>
        </member>
        <member name="P:Sandbox.Npcs.Npc.ActiveSchedule">
            <summary>
            The current running schedule for this NPC.
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Npc.GetSchedule``1">
            <summary>
            Get a schedule -- if it doesn't exist, one will be created
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Npc.TickSchedule">
            <summary>
            Updates a behavior, returns if there is an active schedule - this will stop lower priority behaviors from running
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Npc.EndCurrentSchedule">
            <summary>
            End the current schedule cleanly. Can be called by subclasses to interrupt
            the active schedule (e.g. when damaged).
            </summary>
        </member>
        <member name="T:Sandbox.Npcs.ScheduleBase">
            <summary>
            A schedule -- can be understood as a way to execute a sequence of tasks
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.ScheduleBase.InternalInit(Sandbox.Npcs.Npc)">
            <summary>
            Initialize the schedule with the Behavior context
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.ScheduleBase.OnCancelled">
            <summary>
            Called when task is ended because of ShouldCancel returning true
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.ScheduleBase.InternalUpdate">
            <summary>
            Called every frame while schedule is running
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.ScheduleBase.InternalEnd">
            <summary>
            Called once when schedule ends
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.ScheduleBase.OnStart">
            <summary>
            Called when this schedule starts -- this is where you can add tasks to run
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.ScheduleBase.OnEnd">
            <summary>
            Called when this schedule ends -- this is where you can clean stuff up
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.ScheduleBase.AddTask(Sandbox.Npcs.TaskBase)">
            <summary>
            Add a task to the sequence
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.ScheduleBase.StartCurrentTask">
            <summary>
            Start the current task in sequence
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.ScheduleBase.GetDebugString">
            <summary>
            Information about this schedule for debugging purposes
            </summary>
        </member>
        <member name="T:Sandbox.Npcs.Schedules.ScientistFleeSchedule">
            <summary>
            Panic flee — scream while sprinting away from the source.
            </summary>
        </member>
        <member name="P:Sandbox.Npcs.Schedules.ScientistFleeSchedule.PanicLevel">
            <summary>
            0–1 panic intensity. Higher values mean faster speed and longer flee distance.
            </summary>
        </member>
        <member name="T:Sandbox.Npcs.Schedules.ScientistIdleSchedule">
            <summary>
            Idle in place — glance around in a natural forward arc and occasionally mutter.
            </summary>
        </member>
        <member name="T:Sandbox.Npcs.Schedules.ScientistInspectPropSchedule">
            <summary>
            Walk to a nearby prop, look at it, and maybe comment on it.
            If the prop is small enough, pick it up, carry it around, then drop it.
            </summary>
        </member>
        <member name="T:Sandbox.Npcs.Schedules.ScientistWanderSchedule">
            <summary>
            Wander to a random nearby point, avoiding player directions.
            </summary>
        </member>
        <member name="P:Sandbox.Npcs.Scientist.ScientistNpc.AfraidLevel">
            <summary>
            Current fear level (0–1). Computed from peak fear and time since last hurt.
            </summary>
        </member>
        <member name="P:Sandbox.Npcs.Scientist.ScientistNpc.FearGracePeriod">
            <summary>
            Seconds at full fear before decay begins.
            </summary>
        </member>
        <member name="P:Sandbox.Npcs.Scientist.ScientistNpc.FearDecayRate">
            <summary>
            Fear units lost per second after the grace period.
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Scientist.ScientistNpc.GetIdleSchedule">
            <summary>
            Pick a random idle behavior so the scientist doesn't just stand around.
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Scientist.ScientistNpc.FindNearbyProp">
            <summary>
            Find the nearest prop within range to inspect.
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Scientist.ScientistNpc.GetAttackerVelocity(Sandbox.GameObject)">
            <summary>
            Resolve the attacker's current velocity from whatever movement source it has.
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Scientist.ScientistNpc.CreateRagdoll(Vector3)">
            <summary>
            Should this be a nice helper?
            </summary>
        </member>
        <member name="T:Sandbox.Npcs.SubtitleExtension">
            <summary>
            Extends a SoundFile to add subtitle text that will be shown when the sound is played. This is used for Npc speech.
            </summary>
        </member>
        <member name="P:Sandbox.Npcs.SubtitleExtension.Text">
            <summary>
            The text to show in the subtitle for this sound event. If empty, no subtitle will be shown.
            </summary>
        </member>
        <member name="T:Sandbox.Npcs.TaskBase">
            <summary>
            A task
            </summary>
        </member>
        <member name="P:Sandbox.Npcs.TaskBase.Status">
            <summary>
            What is the current status of this task?
            </summary>
        </member>
        <member name="T:Sandbox.Npcs.TaskStatus">
            <summary>
            Status returned by task execution
            </summary>
        </member>
        <member name="F:Sandbox.Npcs.TaskStatus.Running">
            <summary>
            Task is still running, continue executing
            </summary>
        </member>
        <member name="F:Sandbox.Npcs.TaskStatus.Success">
            <summary>
            Task completed successfully
            </summary>
        </member>
        <member name="F:Sandbox.Npcs.TaskStatus.Failed">
            <summary>
            Task failed or was cancelled
            </summary>
        </member>
        <member name="F:Sandbox.Npcs.TaskStatus.Interrupted">
            <summary>
            Task was interrupted by conditions
            </summary>
        </member>
        <member name="T:Sandbox.Npcs.Tasks.DropProp">
            <summary>
            Tells the AnimationLayer to drop the held prop.
            </summary>
        </member>
        <member name="T:Sandbox.Npcs.Tasks.LookAt">
            <summary>
            Sets a persistent look target on the AnimationLayer and waits until the NPC is facing it.
            The look target persists after this task completes — call <see cref="M:Sandbox.Npcs.Layers.AnimationLayer.ClearLookTarget"/>
            when you no longer need it (typically in <see cref="M:Sandbox.Npcs.ScheduleBase.OnEnd"/>).
            </summary>
        </member>
        <member name="T:Sandbox.Npcs.Tasks.MoveTo">
            <summary>
            Task that commands the NavigationLayer to move to a target position or GameObject.
            When tracking a GameObject, re-evaluates the path periodically.
            Does not override the NPC's look target — but will rotate the body to face the
            movement direction when the angle would otherwise cause silly walking
            </summary>
        </member>
        <member name="T:Sandbox.Npcs.Tasks.PickUpProp">
            <summary>
            Tells the AnimationLayer to pick up and hold a prop.
            </summary>
        </member>
        <member name="T:Sandbox.Npcs.Tasks.Say">
            <summary>
            Task that plays speech via the SpeechLayer. Waits for the speech to finish before completing.
            Accepts either a SoundEvent or a plain string (which uses the fallback sound).
            </summary>
        </member>
        <member name="T:Sandbox.Npcs.Tasks.Wait">
            <summary>
            Task that waits for a specified duration
            </summary>
        </member>
        <member name="P:Sandbox.SandboxVoice.MutedList">
            <summary>
            A list of muted users.
            </summary>
        </member>
        <member name="M:Sandbox.SandboxVoice.Mute(Sandbox.SteamId)">
            <summary>
            Toggles mute for a user
            </summary>
            <param name="id"></param>
        </member>
        <member name="M:Sandbox.SandboxVoice.IsMuted(Sandbox.SteamId)">
            <summary>
            Is this user muted?
            </summary>
            <param name="id"></param>
            <returns></returns>
        </member>
        <member name="T:Sandbox.ComponentHandle">
            <summary>
            This component has a kill icon that can be used in the killfeed, or somewhere else.
            </summary>
        </member>
        <member name="P:Sandbox.UI.NoticePanel.Manual">
            <summary>
            If true, the notice won't auto-dismiss. Call <see cref="M:Sandbox.UI.NoticePanel.Dismiss"/> to remove it.
            </summary>
        </member>
        <member name="M:Sandbox.UI.NoticePanel.Dismiss">
            <summary>
            Dismiss a manual notice, causing it to slide out and be deleted.
            </summary>
        </member>
        <member name="M:Sandbox.UI.Notices.SendNotice(Sandbox.Connection,System.String,Color,System.String,System.Single)">
            <summary>
            Send a notice to a specific connection. Must be called from the host.
            </summary>
        </member>
        <member name="M:Sandbox.UI.Inventory.Inventory.SelectSlot(System.Int32)">
            <summary>
            Pressing a number key directly switches to that slot's weapon.
            If the slot is empty or already active, holsters the current weapon.
            </summary>
        </member>
        <member name="M:Sandbox.UI.Nameplate.BuildHash">
            <summary>
            Rebuild if the owner connection changes
            </summary>
        </member>
        <member name="M:Sandbox.UI.Scoreboard.BuildHash">
            <summary>
            update every second
            </summary>
        </member>
        <member name="T:Sandbox.DragData">
            <summary>
            Data being dragged. Carries enough info for both the visual and the drop action.
            </summary>
        </member>
        <member name="P:Sandbox.DragData.Type">
            <summary>
            The spawner type, e.g. "prop", "entity", "dupe".
            </summary>
        </member>
        <member name="P:Sandbox.DragData.Path">
            <summary>
            The cloud ident or resource path.
            </summary>
        </member>
        <member name="P:Sandbox.DragData.Icon">
            <summary>
            The icon URL to display while dragging.
            </summary>
        </member>
        <member name="P:Sandbox.DragData.Title">
            <summary>
            Optional display title.
            </summary>
        </member>
        <member name="P:Sandbox.DragData.Source">
            <summary>
            The panel that initiated the drag, so we can ignore it as a drop target.
            </summary>
        </member>
        <member name="P:Sandbox.DragData.Handled">
            <summary>
            Set to true when a drop target has already handled this drag (e.g. slot-to-slot swap),
            so the source panel's OnDragEnd can skip secondary actions like dropping to the world.
            </summary>
        </member>
        <member name="T:Sandbox.SpawnlistItem">
            <summary>
            A spawnlist item -- lots of cleanup needed, docs, etc
            </summary>
        </member>
        <member name="T:Sandbox.SpawnlistsPage">
            <summary>
            Top-level spawn menu tab for user-created spawnlists.
            </summary>
        </member>
        <member name="M:Sandbox.SpawnlistsPage.FetchCloudSpawnlists">
            <summary>
            Query the cloud for the current user's published spawnlists
            and install them so they appear in the sidebar.
            </summary>
        </member>
        <member name="M:Sandbox.SpawnlistsPage.RefreshList">
            <summary>
            Call this to refresh the sidebar after creating or deleting a spawnlist.
            </summary>
        </member>
        <member name="T:Sandbox.CameraNoise.Recoil">
            <summary>
            Creates a bunch of other common effects
            </summary>
        </member>
        <member name="T:Sandbox.CameraNoise.RollShake">
            <summary>
            Shake the screen in a roll motion
            </summary>
        </member>
        <member name="P:Sandbox.DragHandler.Current">
            <summary>
            The data currently being dragged, or null.
            </summary>
        </member>
        <member name="P:Sandbox.DragHandler.IsDragging">
            <summary>
            True if something is actively being dragged.
            </summary>
        </member>
        <member name="M:Sandbox.DragHandler.StartDragging(Sandbox.DragData)">
            <summary>
            Start dragging with the given data.
            </summary>
        </member>
        <member name="M:Sandbox.DragHandler.StopDragging">
            <summary>
            Stop dragging and clear all state.
            </summary>
        </member>
        <member name="P:Sandbox.SpawnMenuIcon.WantsDrag">
            <summary>
            We want to drag from this panel
            </summary>
        </member>
        <member name="P:Sandbox.StringQueryPopup.Title">
            <summary>Title shown at the top of the popup.</summary>
        </member>
        <member name="P:Sandbox.StringQueryPopup.Prompt">
            <summary>Optional subtitle/prompt below the title.</summary>
        </member>
        <member name="P:Sandbox.StringQueryPopup.Placeholder">
            <summary>Placeholder text for the text entry.</summary>
        </member>
        <member name="P:Sandbox.StringQueryPopup.ConfirmLabel">
            <summary>Label for the confirm button.</summary>
        </member>
        <member name="P:Sandbox.StringQueryPopup.InitialValue">
            <summary>Pre-filled value in the text entry.</summary>
        </member>
        <member name="P:Sandbox.StringQueryPopup.OnConfirm">
            <summary>Called with the trimmed string when the user confirms.</summary>
        </member>
        <member name="P:Sandbox.VerticalMenu.Value">
            <summary>
            The currently selected value of any sub-menus
            </summary>
        </member>
        <member name="T:Ownable">
            <summary>
            Tracks which connection spawned this object
            </summary>
        </member>
        <member name="P:Ownable.Owner">
            <summary>
            I would fucking love to be able to Sync these..
            And it would just do this exact behaviour. Why not?
            </summary>
        </member>
        <member name="T:Doo.ArgumentHintAttribute">
            <summary>
            Specify a hint on a Doo explaining that we're going to be passing in an expected argument when calling it.
            </summary>
        </member>
        <member name="T:Doo.ArgumentHintAttribute`1">
            <summary>
            Specify a hint on a Doo explaining that we're going to be passing in an expected argument when calling it.
            </summary>
        </member>
        <member name="T:Doo.DelayBlock">
            <summary>
            Wait for a number of seconds
            </summary>
        </member>
        <member name="T:Doo.InvokeBlock">
            <summary>
            Call a global method or a method on a component.
            </summary>
        </member>
        <member name="P:Doo.InvokeBlock.ReturnVariable">
            <summary>
            Variable name to set to the returned value. Leave empty to ignore the return value.
            </summary>
        </member>
        <member name="T:Doo.SetBlock">
            <summary>
            Set a variable to a value.
            </summary>
        </member>
        <member name="M:Doo.Block.Reset">
            <summary>
            Reset this block to some sensible defaults. This is called when 
            the block is first added, so this is a good opportunity to set up default 
            values for properties.
            </summary>
        </member>
        <member name="M:Doo.DeleteBlock(Doo.Block)">
            <summary>
            Find and delete this block from the Doo tree.
            </summary>
        </member>
        <member name="M:Doo.RemoveFromList(System.Collections.Generic.List{Doo.Block},Doo.Block)">
            <summary>
            Remove a block from a list, searching recursively.
            </summary>
        </member>
        <member name="M:Doo.InsertBefore(Doo.Block,Doo.Block)">
            <summary>
            Insert a block before the target block.
            </summary>
        </member>
        <member name="M:Doo.InsertAfter(Doo.Block,Doo.Block)">
            <summary>
            Insert a block after the target block.
            </summary>
        </member>
        <member name="M:Doo.InsertRelative(System.Collections.Generic.List{Doo.Block},Doo.Block,Doo.Block,System.Int32)">
            <summary>
            Insert relative to target (offset 0 = before, offset 1 = after).
            </summary>
        </member>
        <member name="M:Doo.AddChild(Doo.Block,Doo.Block)">
            <summary>
            Add a block as a child of the target block's body.
            </summary>
        </member>
        <member name="M:ClientInput.GetAnalog">
            <summary>
            Returns an analog value between 0 and 1 representing how much the input is pressed
            </summary>
        </member>
        <member name="M:ClientInput.Down">
            <summary>
            Returns true if button is currently held down
            </summary>
        </member>
        <member name="M:ClientInput.Released">
            <summary>
            Returns true if button was released
            </summary>
        </member>
        <member name="M:ClientInput.Pressed">
            <summary>
            Returns true if button was pressed
            </summary>
        </member>
        <member name="P:ScriptedEntity.Category">
            <summary>
            Used to group this entity under a named category in the spawn menu (e.g. "Chair", "Weapon", "Npc", "World").
            Leave blank to place it under "Other".
            </summary>
        </member>
        <member name="P:ScriptedEntity.IncludeCode">
            <summary>
            If this entity uses code then you should enable this so the code is included when publishing.
            </summary>
        </member>
        <member name="T:CleanupFunction">
            <summary>
            Opens cleanup pages in the utility tab right panel.
            </summary>
        </member>
        <member name="M:UtilityFunction.Execute">
            <summary>
            Execute this utility function directly.
            Called when no <see cref="T:UtilityPage"/> types are registered for this function.
            </summary>
        </member>
        <member name="M:UtilityFunction.IsVisible">
            <summary>
            Return false to hide this function from the menu.
            </summary>
        </member>
        <member name="T:UtilityOfAttribute">
            <summary>
            Links a <see cref="T:UtilityPage"/> to the <see cref="T:UtilityFunction"/> it belongs to.
            </summary>
        </member>
        <member name="T:UtilityPage">
            <summary>
            Base class for pages opened in the utility tab right panel.
            Decorate subclasses with [Icon], [Title], [Order], and [UtilityOf(typeof(YourFunction))].
            </summary>
        </member>
        <member name="M:UtilityPage.IsVisible">
            <summary>
            Return false to hide this page from the option list.
            </summary>
        </member>
        <member name="M:BaseBulletWeapon.GetAimConeAmount(System.Single)">
            <summary>
            Returns 0 for no aim spread, 1 for full aim cone, based on time since last shot.
            </summary>
        </member>
        <member name="M:BaseBulletWeapon.GetAimConeAmount">
            <summary>
            Returns the aim cone amount using the configured recovery time
            </summary>
        </member>
        <member name="M:BaseBulletWeapon.ShootBullet(System.Single)">
            <inheritdoc cref="M:BaseBulletWeapon.ShootBullet(System.Single,BaseBulletWeapon.BulletConfiguration@)"/>
        </member>
        <member name="M:BaseBulletWeapon.ShootBullet(System.Single,BaseBulletWeapon.BulletConfiguration@)">
            <summary>
            Shoot a bullet out of the front of the gun
            </summary>
        </member>
        <member name="P:BaseCarryable.ItemPrefab">
            <summary>
            The prefab to spawn in the world when this item is dropped from the inventory.
            </summary>
        </member>
        <member name="P:BaseCarryable.InventoryIconOverride">
            <summary>
            Used for overriding the display icon
            </summary>
        </member>
        <member name="P:BaseCarryable.ShouldAvoid">
            <summary>
            Wether this weapon should be avoided when determining an item to swap to
            </summary>
        </member>
        <member name="P:BaseCarryable.WantsHideHud">
            <summary>
            If true the game should hide the hud when holding this weapon. Useful for cameras, or scopes.
            </summary>
        </member>
        <member name="P:BaseCarryable.Value">
            <summary>
            The value of this weapon, used for auto-switch.
            </summary>
        </member>
        <member name="P:BaseCarryable.WeaponModel">
            <summary>
            Gets a reference to the weapon model for this weapon - if there's a viewmodel, pick the viewmodel, if not, world model.
            </summary>
        </member>
        <member name="P:BaseCarryable.Owner">
            <summary>
            The owner of this carriable
            </summary>
        </member>
        <member name="P:BaseCarryable.MuzzleTransform">
            <summary>
            Where shoot effects come from. Either the point on the world model or the viewmodel, whichever is currently being used.
            </summary>
        </member>
        <member name="P:BaseCarryable.InventorySlot">
            <summary>
            The inventory slot this item is assigned to, or -1 if unassigned.
            Set at runtime when picked up.
            </summary>
        </member>
        <member name="M:BaseCarryable.CanSwitch">
            <summary>
            Can we switch to this?
            </summary>
            <returns></returns>
        </member>
        <member name="M:BaseCarryable.OnAdded(Player)">
            <summary>
            Called when added to the player's inventory
            </summary>
            <param name="player"></param>
        </member>
        <member name="M:BaseCarryable.OnFrameUpdate(Player)">
            <summary>
            Called every frame, when active
            </summary>
        </member>
        <member name="M:BaseCarryable.OnPlayerUpdate(Player)">
            <summary>
            Called every frame, on the owning player's client.
            </summary>
        </member>
        <member name="M:BaseCarryable.OnControl(Player)">
            <summary>
            Called every update, scoped to the owning player
            </summary>
            <param name="player"></param>
        </member>
        <member name="M:BaseCarryable.OnCameraSetup(Player,Sandbox.CameraComponent)">
            <summary>
            Called when setting up the camera - use this to apply effects on the camera based on this carriable
            </summary>
            <param name="player"></param>
            <param name="camera"></param>
        </member>
        <member name="M:BaseCarryable.OnCameraMove(Player,Angles@)">
            <summary>
            Can directly influence the player's eye angles here
            </summary>
            <param name="player"></param>
            <param name="angles"></param>
        </member>
        <member name="M:BaseCarryable.TraceAttack(TraceAttackInfo)">
            <summary>
            Run a trace related attack with some set information.
            This is targeted to the host who then does things.
            </summary>
            <param name = "attack"></param>
        </member>
        <member name="M:BaseCarryable.IsInUse">
            <summary>
            Is this item currently being used? When true, prevents auto-switching away on item pickup etc.
            </summary>
        </member>
        <member name="T:TraceAttackInfo">
            <summary>
            Info about a trace attack. It's a struct so we can add to it without updating params everywhere.
            </summary>
            <param name="Target"></param>
            <param name="Damage"></param>
            <param name="Tags"></param>
            <param name="Position"></param>
            <param name="Origin"></param>
        </member>
        <member name="M:TraceAttackInfo.#ctor(Sandbox.GameObject,System.Single,Sandbox.TagSet,Vector3,Vector3)">
            <summary>
            Info about a trace attack. It's a struct so we can add to it without updating params everywhere.
            </summary>
            <param name="Target"></param>
            <param name="Damage"></param>
            <param name="Tags"></param>
            <param name="Position"></param>
            <param name="Origin"></param>
        </member>
        <member name="P:TraceAttackInfo.Target">
            <summary></summary>
        </member>
        <member name="P:TraceAttackInfo.Damage">
            <summary></summary>
        </member>
        <member name="P:TraceAttackInfo.Tags">
            <summary></summary>
        </member>
        <member name="P:TraceAttackInfo.Position">
            <summary></summary>
        </member>
        <member name="P:TraceAttackInfo.Origin">
            <summary></summary>
        </member>
        <member name="M:TraceAttackInfo.From(Sandbox.SceneTraceResult,System.Single,Sandbox.TagSet,System.Boolean)">
            <summary>
            Constructs a <see cref="T:TraceAttackInfo"/> from a trace and input damage.
            </summary>
        </member>
        <member name="P:BaseWeapon.UsesAmmo">
            <summary>
            Does this weapon consume ammo at all?
            </summary>
        </member>
        <member name="P:BaseWeapon.UsesClips">
            <summary>
            Does this weapon use clips?
            </summary>
        </member>
        <member name="P:BaseWeapon.ClipMaxSize">
            <summary>
            When reloading, we'll take ammo from the reserve as much as we can to fill to this amount.
            </summary>
        </member>
        <member name="P:BaseWeapon.ClipContents">
            <summary>
            The default amount of bullets in a weapon's magazine on pickup.
            </summary>
        </member>
        <member name="P:BaseWeapon.MaxReserveAmmo">
            <summary>
            The maximum reserve ammo this weapon can hold.
            </summary>
        </member>
        <member name="P:BaseWeapon.ReserveAmmo">
            <summary>
            The current reserve ammo on this weapon.
            </summary>
        </member>
        <member name="P:BaseWeapon.StartingAmmo">
            <summary>
            How much reserve ammo this weapon starts with on pickup.
            </summary>
        </member>
        <member name="P:BaseWeapon.ReloadTime">
            <summary>
            How long does it take to reload?
            </summary>
        </member>
        <member name="M:BaseWeapon.CanSwitch">
            <summary>
            Can we switch to this gun?
            </summary>
        </member>
        <member name="M:BaseWeapon.TakeAmmo(System.Int32)">
            <summary>
            Takes ammo from the clip, or from reserve if not using clips.
            </summary>
        </member>
        <member name="M:BaseWeapon.HasAmmo">
            <summary>
            Do we have ammo?
            </summary>
        </member>
        <member name="M:BaseWeapon.AddReserveAmmo(System.Int32)">
            <summary>
            Adds reserve ammo to this weapon, clamped to max.
            </summary>
        </member>
        <member name="P:BaseWeapon.IncrementalReloading">
            <summary>
            Should we consume 1 bullet per reload instead of filling the clip?
            </summary>
        </member>
        <member name="P:BaseWeapon.CanCancelReload">
            <summary>
            Can we cancel reloads?
            </summary>
        </member>
        <member name="P:BaseWeapon.DeployTime">
            <summary>
            How long after deploying a weapon can you not shoot a gun?
            </summary>
        </member>
        <member name="F:BaseWeapon.TimeUntilNextShotAllowed">
            <summary>
            How long until we can shoot again
            </summary>
        </member>
        <member name="M:BaseWeapon.AddShootDelay(System.Single)">
            <summary>
            Adds a delay, making it so we can't shoot for the specified time
            </summary>
            <param name="seconds"></param>
        </member>
        <member name="F:BaseWeapon.DryFireSound">
            <summary>
            The dry fire sound if we have no ammo
            </summary>
        </member>
        <member name="M:BaseWeapon.DryFire">
            <summary>
            Play a dry fire sound. You should only call this on weapons that can't auto reload - if they can, use <see cref="M:BaseWeapon.TryAutoReload"/> instead.
            </summary>
        </member>
        <member name="M:BaseWeapon.TryAutoReload">
            <summary>
            Player has fired an empty gun - play dry fire sound and start reloading. You should only call this on weapons that can reload - if they can't, use <see cref="M:BaseWeapon.DryFire"/> instead.
            </summary>
        </member>
        <member name="M:BaseWeapon.PrimaryAttack">
            <summary>
            Override to perform the weapon's primary attack. Default no-op.
            </summary>
        </member>
        <member name="M:BaseWeapon.SecondaryAttack">
            <summary>
            Override to perform the weapon's secondary attack. Default no-op.
            </summary>
        </member>
        <member name="M:BaseWeapon.CanPrimaryAttack">
            <summary>
            Determines if the primary attack should trigger
            </summary>
        </member>
        <member name="M:BaseWeapon.CanSecondaryAttack">
            <summary>
            Determines if the secondary attack should trigger
            </summary>
        </member>
        <member name="M:BaseWeapon.GetPrimaryFireRate">
            <summary>
            Override the primary fire rate
            </summary>
        </member>
        <member name="M:BaseWeapon.GetSecondaryFireRate">
            <summary>
            Override the secondary fire rate
            </summary>
        </member>
        <member name="T:ViewModel.Throwable">
            <summary>
            Throwable type
            </summary>
        </member>
        <member name="P:ViewModel.IsThrowable">
            <summary>
            Is this a throwable?
            </summary>
        </member>
        <member name="P:ViewModel.ThrowableType">
            <summary>
            The throwable type
            </summary>
        </member>
        <member name="P:ViewModel.IsIncremental">
            <summary>
            Turns on incremental reloading parameters.
            </summary>
        </member>
        <member name="P:ViewModel.AnimationSpeed">
            <summary>
            Animation speed in general.
            </summary>
        </member>
        <member name="P:ViewModel.IncrementalAnimationSpeed">
            <summary>
            Animation speed for incremental reload sections.
            </summary>
        </member>
        <member name="P:ViewModel.InertiaScale">
            <summary>
            How much inertia should this weapon have?
            </summary>
        </member>
        <member name="M:ViewModel.OnReloadStart">
            <summary>
            Called when starting to reload a weapon.
            </summary>
        </member>
        <member name="M:ViewModel.OnIncrementalReload">
            <summary>
            Called when incrementally reloading a weapon.
            </summary>
        </member>
        <member name="M:GameManager.Sandbox#Component#INetworkListener#OnDisconnected(Sandbox.Connection)">
            <summary>
            Called when someone leaves the server. This will only be called for the host.
            </summary>
        </member>
        <member name="M:GameManager.FindSpawnLocation">
            <summary>
            Find the most appropriate place to respawn
            </summary>
        </member>
        <member name="M:GameManager.OnDeath(Player,Sandbox.DamageInfo)">
            <summary>
            Called on the host when a played is killed
            </summary>
        </member>
        <member name="M:GameManager.Spawn(System.String)">
            <summary>
            Spawn from a string identifier (e.g. "prop:path", "entity:path", "dupe.local:id", "dupe.workshop:id").
            </summary>
        </member>
        <member name="M:GameManager.FindDupe(System.String,System.String)">
            <summary>
            Resolve a dupe ident to a <see cref="T:DuplicatorSpawner"/>, this sucks a bit but okay, the DuplicatorSpawner should handle this
            </summary>
        </member>
        <member name="M:GameManager.ChangeProperty(Sandbox.Component,System.String,System.Object)">
            <summary>
            Change a property, remotely
            </summary>
        </member>
        <member name="T:GamePreferences">
            <summary>
            The local user's preferences in Deathmatch
            </summary>
        </member>
        <member name="P:GamePreferences.AutoSwitch">
            <summary>
            Enables automatic switching to better weapons on item pickup
            </summary>
        </member>
        <member name="P:GamePreferences.FastSwitch">
            <summary>
            Enables fast switching between inventory weapons
            </summary>
        </member>
        <member name="P:GamePreferences.ViewBobbing">
            <summary>
            Intensity of your camera's screenshake
            </summary>
        </member>
        <member name="P:GamePreferences.Screenshake">
            <summary>
            Intensity of your camera's screenshake
            </summary>
        </member>
        <member name="T:AmmoPickup">
            <summary>
            A pickup that gives the player reserve ammo for a matching weapon.
            </summary>
        </member>
        <member name="P:AmmoPickup.WeaponPrefab">
            <summary>
            The weapon prefab this ammo is for.
            </summary>
        </member>
        <member name="P:AmmoPickup.AmmoAmount">
            <summary>
            The quantity of ammo to give.
            </summary>
        </member>
        <member name="T:BasePickup">
            <summary>
            A weapon, or weapons, or ammo, that can be picked up
            </summary>
        </member>
        <member name="P:BasePickup.Collider">
            <summary>
            The pickup's collider, it is required
            </summary>
        </member>
        <member name="P:BasePickup.PickupSound">
            <summary>
            The sound to play when picking up this item
            </summary>
        </member>
        <member name="M:BasePickup.CanPickup(Player,PlayerInventory)">
            <summary>
            Check if the player can pick up this object
            </summary>
        </member>
        <member name="M:BasePickup.OnPickup(Player,PlayerInventory)">
            <summary>
            Give the player the effect of this pickup
            </summary>
            <returns>Should this object be consumed, eg on successful pickup</returns>
        </member>
        <member name="M:BasePickup.Sandbox#Component#ITriggerListener#OnTriggerEnter(Sandbox.GameObject)">
            <summary>
            Called when a gameobject enters the trigger.
            </summary>
        </member>
        <member name="M:BasePickup.Sandbox#Component#ICollisionListener#OnCollisionStart(Sandbox.Collision)">
            <summary>
            Called when a gameobject enters the trigger.
            </summary>
        </member>
        <member name="T:HealthPickup">
            <summary>
            A pickup that gives the player some health.
            </summary>
        </member>
        <member name="P:HealthPickup.HealthGive">
            <summary>
            How much health to give to the player
            </summary>
        </member>
        <member name="T:InventoryPickup">
            <summary>
            A pickup that gives an inventory item, like a weapon
            </summary>
        </member>
        <member name="P:InventoryPickup.Items">
            <summary>
            A list of prefabs (that have to be inventory items) that are given to the player
            </summary>
        </member>
        <member name="P:BaseToggle.OnStateChanged">
            <summary>
            The toggle state has changed
            </summary>
        </member>
        <member name="M:BaseToggle.StateHasChanged(System.Boolean)">
            <summary>
            The toggle state has changed
            </summary>
        </member>
        <member name="T:Button.ButtonMode">
            <summary>
            The button's behavior mode.
            </summary>
        </member>
        <member name="F:Button.ButtonMode.Toggle">
            <summary>
            Normal toggle button - click to turn on, click again to turn off.
            </summary>
        </member>
        <member name="F:Button.ButtonMode.Continuous">
            <summary>
            Button is only on while being held down.
            </summary>
        </member>
        <member name="F:Button.ButtonMode.Immediate">
            <summary>
            Button briefly turns on then immediately off when pressed.
            </summary>
        </member>
        <member name="P:Button.AnimationCurve">
            <summary>
            Animation curve to use, X is the time between 0-1 and Y is how much the button is pressed from 0-1.
            </summary>
        </member>
        <member name="P:Button.AnimationTime">
            <summary>
            How long in seconds should it take to animate this button.
            </summary>
        </member>
        <member name="P:Button.OnSound">
            <summary>
            Sound to play when the button is pressed.
            </summary>
        </member>
        <member name="P:Button.OffSound">
            <summary>
            Sound to play when the button is released.
            </summary>
        </member>
        <member name="P:Button.OnStateChanged">
            <summary>
            Called when the button's state changes.
            </summary>
        </member>
        <member name="P:Button.IsOn">
            <summary>
            True if the button is currently on
            </summary>
        </member>
        <member name="P:Button.IsAnimating">
            <summary>
            True if the button is currently animating
            </summary>
        </member>
        <member name="M:Button.TurnOn(Sandbox.GameObject)">
            <summary>
            Turns the button on. Does nothing if already on or animating.
            </summary>
        </member>
        <member name="M:Button.TurnOff">
            <summary>
            Turns the button off. Does nothing if already off or animating.
            </summary>
        </member>
        <member name="M:Button.Toggle(Sandbox.GameObject)">
            <summary>
            Toggles the button between on and off states.
            </summary>
        </member>
        <member name="P:Facepunch.Door.AnimationCurve">
            <summary>
            Animation curve to use, X is the time between 0-1 and Y is how much the door is open to its target angle from 0-1.
            </summary>
        </member>
        <member name="P:Facepunch.Door.OpenSound">
            <summary>
            Sound to play when a door is opened.
            </summary>
        </member>
        <member name="P:Facepunch.Door.LockedSound">
            <summary>
            Sound to play when a door is interacted with while locked.
            </summary>
        </member>
        <member name="P:Facepunch.Door.OpenFinishedSound">
            <summary>
            Sound to play when a door is fully opened.
            </summary>
        </member>
        <member name="P:Facepunch.Door.CloseSound">
            <summary>
            Sound to play when a door is closed.
            </summary>
        </member>
        <member name="P:Facepunch.Door.CloseFinishedSound">
            <summary>
            Sound to play when a door has finished closing.
            </summary>
        </member>
        <member name="P:Facepunch.Door.Pivot">
            <summary>
            Optional pivot point, origin will be used if not specified.
            </summary>
        </member>
        <member name="P:Facepunch.Door.TargetAngle">
            <summary>
            How far should the door rotate.
            </summary>
        </member>
        <member name="P:Facepunch.Door.OpenTime">
            <summary>
            How long in seconds should it take to open this door.
            </summary>
        </member>
        <member name="P:Facepunch.Door.OpenAwayFromPlayer">
            <summary>
            Open away from the person who uses this door.
            </summary>
        </member>
        <member name="T:Facepunch.Door.DoorState">
            <summary>
            The door's state
            </summary>
        </member>
        <member name="P:Facepunch.Door.IsLocked">
            <summary>
            Is this door locked?
            </summary>
        </member>
        <member name="P:Facepunch.Door.OnStateChanged">
            <summary>
            Called when the door's state changes. When it opens, closed, is closing, etc..
            </summary>
        </member>
        <member name="M:Facepunch.Door.Open(Sandbox.GameObject)">
            <summary>
            Opens the door. Does nothing if already open or opening.
            </summary>
        </member>
        <member name="M:Facepunch.Door.Close">
            <summary>
            Closes the door. Does nothing if already closed or closing.
            </summary>
        </member>
        <member name="M:Facepunch.Door.Toggle(Sandbox.GameObject)">
            <summary>
            Toggles the door between open and closed states.
            </summary>
        </member>
        <member name="T:FuncMover">
            <summary>
            Moves and Rotates an Object.
            </summary>
        </member>
        <member name="P:TriggerTeleport.Include">
            <summary>
            If not empty, the target must have one of these tags
            </summary>
        </member>
        <member name="P:TriggerTeleport.Exclude">
            <summary>
            If not empty, the target must not have one of these tags
            </summary>
        </member>
        <member name="P:NoclipMoveMode.EnableCollision">
            <summary>
            If true, the player will still collide with the world and other players. This probably
            means that the noclip mode is named wrong. But it's cool. It just becomes a fly around mode.
            </summary>
        </member>
        <member name="T:Player">
            <summary>
            Holds player information like health
            </summary>
        </member>
        <member name="M:Player.FindForConnection(Sandbox.Connection)">
            <summary>
            Find a player for this connection
            </summary>
        </member>
        <member name="M:Player.For(System.Guid)">
            <summary>
            Get player from a connecction id
            </summary>
            <param name="playerId"></param>
            <returns></returns>
        </member>
        <member name="M:Player.KillSelf(Sandbox.Connection)">
            <summary>
            Kill yourself
            </summary>
        </member>
        <member name="M:Player.ChangeMap(System.String)">
            <summary>
            Switch to another map
            </summary>
        </member>
        <member name="M:Player.RunUndo(Sandbox.Connection)">
            <summary>
            Switch to another map
            </summary>
        </member>
        <member name="P:Player.Undo">
            <summary>
            Access the undo system for this player
            </summary>
        </member>
        <member name="P:Player.WantsHideHud">
            <summary>
            True if the player wants the HUD not to draw right now
            </summary>
        </member>
        <member name="M:Player.CopyBoneScalesToRagdoll(Sandbox.GameObject)">
            <summary>
            Try to inherit transforms from the player onto its new ragdoll
            </summary>
            <param name="ragdoll"></param>
        </member>
        <member name="M:Player.CreateRagdoll">
            <summary>
            Creates a ragdoll but it isn't enabled
            </summary>
        </member>
        <member name="M:Player.NotifyDeath(IPlayerEvent.DiedParams)">
            <summary>
            Broadcasts death to other players
            </summary>
        </member>
        <member name="M:Player.Kill(Sandbox.DamageInfo@)">
            <summary>
            Called on the host when a player dies
            </summary>
        </member>
        <member name="T:PlayerData">
            <summary>
            Holds persistent player information like deaths, kills
            </summary>
        </member>
        <member name="P:PlayerData.PlayerId">
            <summary>
            Unique Id per each player and bot, equal to owning Player connection Id if it's a real player.
            </summary>
        </member>
        <member name="P:PlayerData.IsMe">
            <summary>
            Is this player data me?
            </summary>
        </member>
        <member name="P:PlayerData.Ping">
            <inheritdoc cref="P:Sandbox.Connection.Ping"/>
        </member>
        <member name="P:PlayerData.All">
            <summary>
            Data for all players
            </summary>
        </member>
        <member name="M:PlayerData.For(Sandbox.Connection)">
            <summary>
            Get player data for a player
            </summary>
            <param name="connection"></param>
            <returns></returns>
        </member>
        <member name="M:PlayerData.For(System.Guid)">
            <summary>
            Get player data for a player's id
            </summary>
            <param name="playerId"></param>
            <returns></returns>
        </member>
        <member name="M:PlayerData.AddStat(System.String,System.Int32)">
            <summary>
            Called on the host, calls a RPC on the player and adds a stat
            </summary>
            <param name="identifier"></param>
            <param name="amount"></param>
        </member>
        <member name="T:IPlayerEvent">
            <summary>
            Called only on the Player's GameObject for their actions or events
            </summary>
        </member>
        <member name="T:ILocalPlayerEvent">
            <summary>
            Broadcasted to the entire scene on the local player's actions or events
            </summary>
        </member>
        <member name="T:PlayerFallDamage">
            <summary>
            Apply fall damage to the player
            </summary>
        </member>
        <member name="P:PlayerFallDamage.FatalFallSpeed">
            <summary>
            Fatal fall speed, you will die if you fall at or above this speed
            </summary>
        </member>
        <member name="P:PlayerFallDamage.MaxSafeFallSpeed">
            <summary>
            Maximum safe fall speed, you won't take damage at or below this speed
            </summary>
        </member>
        <member name="P:PlayerFallDamage.DamageMultiplier">
            <summary>
            Multiply damage amount by this much
            </summary>
        </member>
        <member name="P:PlayerFallDamage.FallSound">
            <summary>
            Fall damage sound
            </summary>
        </member>
        <member name="T:PlayerGib">
            <summary>
            Describes a player gib.
            </summary>
        </member>
        <member name="P:PlayerInventory.Weapons">
            <summary>
            All weapons currently in the inventory, ordered by slot.
            </summary>
        </member>
        <member name="M:PlayerInventory.GetSlot(System.Int32)">
            <summary>
            Returns the weapon in the given slot, or null if the slot is empty.
            </summary>
        </member>
        <member name="M:PlayerInventory.FindEmptySlot">
            <summary>
            Returns the first empty slot index, or -1 if the inventory is full.
            </summary>
        </member>
        <member name="M:PlayerInventory.Drop(BaseCarryable)">
            <summary>
            Drops the given weapon from the inventory.
            </summary>
        </member>
        <member name="M:PlayerInventory.MoveSlot(System.Int32,System.Int32)">
            <summary>
            Moves the item in <paramref name="fromSlot"/> to <paramref name="toSlot"/>.
            If both slots are occupied the items are swapped; if <paramref name="toSlot"/> is
            empty the item is simply relocated.
            </summary>
        </member>
        <member name="M:PlayerInventory.DropActiveWeapon">
            <summary>
            Called by the owning client to drop their currently held weapon.
            </summary>
        </member>
        <member name="T:PlayerObserver">
            <summary>
            Dead players become these. They try to observe their last corpse. 
            </summary>
        </member>
        <member name="T:PlayerStats">
            <summary>
            Record stats for the local player
            </summary>
        </member>
        <member name="M:UndoSystem.For(System.Int64)">
            <summary>
            Get the undo stack for a specific SteamId
            </summary>
        </member>
        <member name="T:UndoSystem.PlayerStack">
            <summary>
            Per-player undo stack
            </summary>
        </member>
        <member name="M:UndoSystem.PlayerStack.Create">
            <summary>
            Create a new undo entry
            </summary>
        </member>
        <member name="M:UndoSystem.PlayerStack.Undo">
            <summary>
            Run the undo
            </summary>
        </member>
        <member name="T:UndoSystem.Entry">
            <summary>
            An undo entry
            </summary>
        </member>
        <member name="P:UndoSystem.Entry.Name">
            <summary>
            The name of the undo, should fit the format "Undo something". Like "Undo Spawn Prop".
            </summary>
        </member>
        <member name="M:UndoSystem.Entry.Add(Sandbox.GameObject)">
            <summary>
            Add a GameObject that should be destroyed when the undo is undone
            </summary>
        </member>
        <member name="M:UndoSystem.Entry.Add(System.Collections.Generic.IEnumerable{Sandbox.GameObject})">
            <summary>
            Add a collection of GameObjects that should be destroyed when the undo is undone
            </summary>
            <param name="gos"></param>
        </member>
        <member name="M:UndoSystem.Entry.Run(System.Boolean)">
            <summary>
            Run this undo
            </summary>
        </member>
        <member name="T:DuplicatorSpawner">
            <summary>
            Payload for spawning a duplicator contraption.
            </summary>
        </member>
        <member name="M:DuplicatorSpawner.FromJson(System.String,System.String,System.String)">
            <summary>
            Create from raw dupe JSON (e.g. from a storage entry). No icon.
            </summary>
        </member>
        <member name="M:DuplicatorSpawner.FromData(System.String)">
            <summary>
            Creates a duplicator spawner from the serialized data string. This is what gets synced to clients, so it includes the icon and raw JSON.
            </summary>
            <param name="data"></param>
            <returns></returns>
        </member>
        <member name="T:EntitySpawner">
            <summary>
            Payload for spawning a scripted entity prefab.
            </summary>
        </member>
        <member name="M:EntitySpawner.GetYawCorrection">
            <summary>
            Get a yaw correction so the longest horizontal axis of the bounds aligns with forward.
            </summary>
        </member>
        <member name="T:ISpawner">
            <summary>
            Describes something that can be spawned into the world
            Implementations handle their own preview rendering and spawn logic.
            </summary>
        </member>
        <member name="P:ISpawner.DisplayName">
            <summary>
            Display name shown in the HUD while holding this payload.
            </summary>
        </member>
        <member name="P:ISpawner.Icon">
            <summary>
            Icon path for this payload, used for inventory display via <c>thumb:path</c>.
            </summary>
        </member>
        <member name="P:ISpawner.Bounds">
            <summary>
            The local-space bounds of the thing being spawned, used to offset placement so it sits on surfaces.
            </summary>
        </member>
        <member name="P:ISpawner.IsReady">
            <summary>
            Whether all required resources (packages, models, etc.) are loaded and ready to place.
            </summary>
        </member>
        <member name="P:ISpawner.Loading">
            <summary>
            A task that completes with true when loading succeeds, or false if it fails.
            </summary>
        </member>
        <member name="P:ISpawner.Data">
            <summary>
            The raw data needed to reconstruct this spawner (e.g. a cloud ident, or JSON).
            </summary>
        </member>
        <member name="M:ISpawner.DrawPreview(Transform,Sandbox.Material)">
            <summary>
            Draw a ghost preview at the given world transform.
            </summary>
        </member>
        <member name="M:ISpawner.Spawn(Transform,Player)">
            <summary>
            Actually spawn the thing at the given transform. Called on the host.
            Returns the root GameObject(s) that were spawned so they can be added to undo.
            </summary>
        </member>
        <member name="T:PropSpawner">
            <summary>
            Payload for spawning a prop model from a cloud ident.
            </summary>
        </member>
        <member name="T:SpawnerWeapon">
            <summary>
            A weapon that previews and places objects into the world. 
            Accepts any <see cref="T:ISpawner"/> to define what to spawn.
            The spawn menu (or any other system) sets the payload, and this weapon handles
            aiming, previewing, and placement.
            </summary>
        </member>
        <member name="P:SpawnerWeapon.SpawnerData">
            <summary>
            Synced payload descriptor. When this changes on any client,
            <see cref = "M:SpawnerWeapon.OnPayloadDataChanged"/> reconstructs the <see cref = "T:ISpawner"/> locally.
            </summary>
        </member>
        <member name="P:SpawnerWeapon.Spawner">
            <summary>
            The local spawner, built from <see cref="P:SpawnerWeapon.SpawnerData"/>.
            </summary>
        </member>
        <member name="P:SpawnerWeapon.InventoryIconOverride">
            <summary>
            Override the inventory icon with the payload's cloud thumbnail.
            </summary>
        </member>
        <member name="F:SpawnerWeapon._isValidPlacement">
            <summary>
            Whether the current aim position is a valid placement target.
            </summary>
        </member>
        <member name="F:SpawnerWeapon._isRotating">
            <summary>
            True while the player is holding Use to rotate the preview.
            </summary>
        </member>
        <member name="F:SpawnerWeapon._rotationOffset">
            <summary>
            Accumulated rotation offset applied to the spawn preview.
            </summary>
        </member>
        <member name="M:SpawnerWeapon.SetSpawner(ISpawner)">
            <summary>
            Set what this spawner should spawn. Serializes the payload and syncs to all clients via <see cref="P:SpawnerWeapon.SpawnerData"/>.
            </summary>
        </member>
        <member name="M:SpawnerWeapon.ClearPayload">
            <summary>
            Clear the current payload, returning to an idle state.
            </summary>
        </member>
        <member name="M:SpawnerWeapon.OnPayloadDataChanged">
            <summary>
            Called on every client when <see cref="P:SpawnerWeapon.SpawnerData"/> changes.
            Reconstructs the <see cref="T:ISpawner"/> locally so each client can render the preview.
            </summary>
        </member>
        <member name="M:SpawnerWeapon.SerializeSpawner(ISpawner)">
            <summary>
            Serialize a spawner for networking to <c>type:data</c>
            </summary>
        </member>
        <member name="M:SpawnerWeapon.DeserializeSpawner(System.String)">
            <summary>
            Reconstruct an <see cref="T:ISpawner"/> from <c>type:data</c>
            </summary>
        </member>
        <member name="M:SpawnerWeapon.RemoveFromInventory">
            <summary>
            Remove this weapon from the player's inventory entirely.
            Holsters first, then destroys the game object.
            </summary>
        </member>
        <member name="T:IKillIcon">
            <summary>
            This component has a kill icon that can be used in the killfeed, or somewhere else.
            </summary>
        </member>
        <member name="T:DupesPage">
            <summary>
            This component has a kill icon that can be used in the killfeed, or somewhere else.
            </summary>
        </member>
        <member name="T:EntityPage">
            <summary>
            This component has a kill icon that can be used in the killfeed, or somewhere else.
            </summary>
        </member>
        <member name="T:MountsPage">
            <summary>
            This component has a kill icon that can be used in the killfeed, or somewhere else.
            </summary>
        </member>
        <member name="T:PropsPage">
            <summary>
            This component has a kill icon that can be used in the killfeed, or somewhere else.
            </summary>
        </member>
        <member name="T:CameraSetup">
            <summary>
            Creates a bunch of callbacks, allowing finer control over applying camera effects
            </summary>
        </member>
        <member name="T:PackageSortMode">
            <summary>
            A typed sort mode for finding packages.
            </summary>
        </member>
        <member name="M:PackageSortModeExtensions.ToIdentifier(PackageSortMode)">
            <summary>
            Returns the API supported string equivalent of this sort mode.
            </summary>
        </member>
        <member name="T:SelfCollisionSound">
            <summary>
            Only play the collision sound from this object's surface - not both the impacting surface and this surface.
            </summary>
        </member>
        <member name="M:CameraWeapon.OnCameraSetup(Player,Sandbox.CameraComponent)">
            <summary>
            We want to control the camera fov
            </summary>
        </member>
        <member name="T:HandGrenadeWeapon">
            <summary>
            A throwable grenade weapon
            Cooks while held — explodes in hand if held too long
            </summary>
        </member>
        <member name="P:HandGrenadeWeapon.Lifetime">
            <summary>
            Fuse time in seconds — grenade explodes after this, whether thrown or not.
            </summary>
        </member>
        <member name="P:HandGrenadeWeapon.Radius">
            <summary>
            Explosion damage radius.
            </summary>
        </member>
        <member name="P:HandGrenadeWeapon.MaxDamage">
            <summary>
            Maximum damage at the center.
            </summary>
        </member>
        <member name="P:HandGrenadeWeapon.Force">
            <summary>
            Physics force scale for the explosion.
            </summary>
        </member>
        <member name="T:TimedExplosive">
            <summary>
            Explodes after a set time. Spawns an explosion prefab with configurable radius, damage, and force.
            </summary>
        </member>
        <member name="P:Physgun.PullForce">
            <summary>
            The force applied to pull objects to us.
            </summary>
        </member>
        <member name="P:Physgun.LaunchForce">
            <summary>
            The force applied when launching grabbed objects.
            </summary>
        </member>
        <member name="P:Physgun.PullDistance">
            <summary>
            The distance at which we'll grab an object when pulling it towards us.
            </summary>
        </member>
        <member name="P:ScreenWeapon.ScreenMaterialName">
            <summary>
            Override to match a different model's screen material.
            </summary>
        </member>
        <member name="P:ScreenWeapon.ScreenMaterialPath">
            <summary>
            Override to use a different screen material
            </summary>
        </member>
        <member name="P:ScreenWeapon.ScreenRefreshInterval">
            <summary>
            Minimum time in seconds between screen redraws
            </summary>
        </member>
        <member name="M:ScreenWeapon.SpinCoil">
            <summary>
            Add energy to the coil spin (e.g. on fire).
            </summary>
        </member>
        <member name="M:ScreenWeapon.ApplyCoilSpin">
            <summary>
            Smoothly decays the coil spin and applies it to the viewmodel's "coil" object.
            </summary>
        </member>
        <member name="M:ScreenWeapon.UpdateJoystick(Angles)">
            <summary>
            Updates joystick_x and joystick_y on the viewmodel based on a per-frame look delta.
            </summary>
        </member>
        <member name="M:ScreenWeapon.UpdateViewmodelScreen">
            <summary>
            Updates the viewmodel screen render target and redraws it.
            </summary>
        </member>
        <member name="M:ScreenWeapon.DrawScreenContent(Sandbox.Rect,Sandbox.Rendering.HudPainter)">
            <summary>
            Override this to draw custom content onto the viewmodel screen.
            </summary>
        </member>
        <member name="T:SniperViewModel">
            <summary>
            Add to the sniper viewmodel prefab. Looks up the parent SniperWeapon
            and pushes the viewmodel down out of view when scoped.
            </summary>
        </member>
        <member name="M:BaseConstraintToolMode.FindConstraints(Sandbox.GameObject,Sandbox.GameObject)">
            <summary>
            Lets tools define what constraints should be removed when removing constraints from a game object.
            </summary>
            <param name="linked"></param>
            <param name="target"></param>
            <returns></returns>
        </member>
        <member name="T:DuplicationData">
            <summary>
            Holds a bunch of GameObject json, a bounding box, and some preview models for a
            duplication. This is what gets serialized to a string and stored in the Duplicator tool.
            The objects and the bounds are created in selection space. Where the user right clicked to 
            select is 0,0,0, and the player's view yaw is the rotation identity.
            </summary>
        </member>
        <member name="P:DuplicationData.Objects">
            <summary>
            An array of JsonObject objects, which are serialzed GameObjects
            </summary>
        </member>
        <member name="P:DuplicationData.Bounds">
            <summary>
            The bounds are used to work out where to place the duplication, so it
            doesn't clip through the floor.
            </summary>
        </member>
        <member name="T:DuplicationData.PreviewModel">
            <summary>
            Describes where to draw a model for the preview
            </summary>
        </member>
        <member name="M:DuplicationData.PreviewModel.#ctor(Sandbox.Model,Transform,Transform[],BBox)">
            <summary>
            Describes where to draw a model for the preview
            </summary>
        </member>
        <member name="P:DuplicationData.PreviewModels">
            <summary>
            A list of preview models to help visualze where the duplication will be placed
            </summary>
        </member>
        <member name="P:DuplicationData.Packages">
            <summary>
            Packages used in this
            </summary>
        </member>
        <member name="M:DuplicationData.CreateFromObjects(System.Collections.Generic.IEnumerable{Sandbox.GameObject},Transform)">
            <summary>
            Create DuplicationData from a bunch of objects.
            center is the transform to use as the origin for the duplication.
            The rotation of center should be the player's view yaw when they made the selection.
            </summary>
        </member>
        <member name="M:Duplicator.RenderIconToBitmap(System.String,Sandbox.Bitmap)">
            <summary>
            Render duplicator Json to a bitmap
            </summary>
        </member>
        <member name="P:Duplicator.CopiedJson">
            <summary>
            When we right click, to "copy" something, we create a Duplication object
            and serialize it to Json and store it here.
            </summary>
        </member>
        <member name="M:Duplicator.Save">
            <summary>
            Save the current dupe to storage.
            </summary>
        </member>
        <member name="M:LinkedGameObjectBuilder.Add(Sandbox.GameObject)">
            <summary>
            Adds a GameObject. Won't find connections.
            </summary>
        </member>
        <member name="M:LinkedGameObjectBuilder.AddConnected(Sandbox.GameObject)">
            <summary>
            Add a GameObject with all connected GameObjects
            </summary>
        </member>
        <member name="T:BallSocketPair">
            <summary>
            A pair of ball sockets, we try to align the balls towards eachother.
            </summary>
        </member>
        <member name="P:HydraulicEntity.Activate">
            <summary>
            While the client input is active we'll apply thrust
            </summary>
        </member>
        <member name="T:Propeller">
            <summary>
            Attach to a thruster GameObject to spin a target model based on thrust output.
            The model spins around its local up axis proportional to ThrustAmount.
            </summary>
        </member>
        <member name="P:Propeller.Target">
            <summary>
            The model renderer to spin.
            </summary>
        </member>
        <member name="P:Propeller.SpinSpeed">
            <summary>
            Spin speed in full rotations per second at maximum thrust.
            </summary>
        </member>
        <member name="P:ThrusterEntity.Activate">
            <summary>
            While the client input is active we'll apply thrust
            </summary>
        </member>
        <member name="P:ThrusterEntity.ThrustAmount">
            <summary>
            Current thrust output, 0-1. Updated every control frame.
            </summary>
        </member>
        <member name="M:Weld.SnapSelectionPoint(ToolMode.SelectionPoint)">
            <summary>
            Overrides a SelectionPoint's local position to the nearest snap grid corner
            </summary>
        </member>
        <member name="M:Weld.RotateStage">
            <summary>
            Stage 2: mouse controls rotation, shift snaps to 15° grid, attack1 confirms, attack2 cancels.
            </summary>
        </member>
        <member name="M:Weld.TryEnterRotateStage">
            <summary>
            Intercept the Stage 1 click to enter rotation stage instead of finalizing.
            </summary>
        </member>
        <member name="M:Weld.UpdateRotationInput">
            <summary>
            Accumulate mouse yaw into rotation, with optional shift-to-snap.
            </summary>
        </member>
        <member name="M:Weld.DrawEasyModePreview(Transform)">
            <summary>
            Draw a ghost preview of the source object and all its connected objects at the given placement.
            </summary>
        </member>
        <member name="T:SnapGrid">
            <summary>
            Manages a world-space snap grid overlay projected onto a surface plane.
            </summary>
        </member>
        <member name="P:SnapGrid.GridSize">
            <summary>
            Fallback half-extent used when the hovered object has no usable bounds.
            </summary>
        </member>
        <member name="P:SnapGrid.LastSnapWorldPos">
            <summary>
            The snapped world-space position of the highlighted corner
            </summary>
        </member>
        <member name="M:SnapGrid.ComputeSnap(Vector3,Vector3,Vector3,System.Single,Vector3)">
            <summary>
            Returns the nearest grid corner index (cx, cy) and its world-space position,
            given the face plane in world space and the aim world position.
            </summary>
        </member>
        <member name="M:SnapGrid.Update(Sandbox.SceneWorld,Sandbox.GameObject,Vector3,Vector3)">
            <summary>
            Called every frame when the weld tool hovers a valid object.
            After calling, read <see cref="P:SnapGrid.LastSnapWorldPos"/> for a snapped position
            </summary>
        </member>
        <member name="M:SnapGrid.Hide">
            <summary>
            Hide the overlay
            </summary>
        </member>
        <member name="M:SnapGrid.GetObjectOBB(Sandbox.GameObject)">
            <summary>
            Returns the OBB (oriented bounding box) of <paramref name="go"/> in world space.
            Prefers model-local bounds (tight, rotation-aware) over collider world AABB.
            </summary>
        </member>
        <member name="M:SnapGrid.ProjectOntoPlane(Vector3,Vector3,Vector3)">
            <summary>
            Projects <paramref name="point"/> onto the plane defined by <paramref name="planePoint"/> and <paramref name="normal"/>.
            </summary>
        </member>
        <member name="M:SnapGrid.ProjectedHalfExtents(Vector3,Rotation,Vector3,Vector3)">
            <summary>
            Returns the half-extents of an OBB projected along <paramref name="right"/> and <paramref name="up"/>.
            Uses the OBB support function, which correctly handles rotated objects.
            </summary>
        </member>
        <member name="M:SnapGrid.Destroy">
            <summary>
            Destroys the underlying scene object.
            </summary>
        </member>
        <member name="T:ToolMode.SelectionPoint">
            <summary>
            A point in the world selected by the current player's toolgun. We try to keep this as minimal as possible
            while catering for as much as possible.
            </summary>
        </member>
        <member name="M:ToolMode.SelectionPoint.IsValid">
            <summary>
            Returns true if GameObject is valid - which means we hit something
            </summary>
        </member>
        <member name="M:ToolMode.SelectionPoint.WorldPosition">
            <summary>
            Returns the position of the hit - in the world space. This is the transformed position of the LocalTransform relative to the GameObject.
            </summary>
            <returns></returns>
        </member>
        <member name="M:ToolMode.SelectionPoint.WorldTransform">
            <summary>
            Returns the transform of the hit
            </summary>
            <returns></returns>
        </member>
        <member name="P:ToolMode.SelectionPoint.IsWorld">
            <summary>
            Returns true if this object is a part of the static map
            </summary>
        </member>
        <member name="P:ToolMode.SelectionPoint.IsPlayer">
            <summary>
            Returns true if this object is a player
            </summary>
        </member>
        <member name="M:ToolMode.TraceSelect">
            <summary>
            Get a SelectionPoint from the tool gun owner's eyes.
            </summary>
        </member>
        <member name="M:ToolMode.GetEasyModePlacement(ToolMode.SelectionPoint,ToolMode.SelectionPoint)">
            <summary>
            Given a clicked point on a, and a clicked point on b, return a transform that places the objects so the points are touching
            </summary>
        </member>
        <member name="P:ToolMode.UseSnapGrid">
            <summary>
            When true (default), a SnapGrid overlay is shown on the hovered object surface.
            Override to return false to opt out.
            </summary>
        </member>
        <member name="P:ToolMode.SnapGrid">
            <summary>
            The active snap grid, updated every frame in <see cref="M:ToolMode.OnControl"/>.
            Null when snap grid is disabled or the tool is inactive.
            </summary>
        </member>
        <member name="M:ToolMode.OnCameraMove(Player,Angles@)">
            <summary>
            While hovering an object, hold E to lock the camera aim onto the nearest snap corner.
            </summary>
        </member>
        <member name="P:ToolMode.IsValidState">
            <summary>
            The mode should set this true or false in OnControl to indicate if the current state is valid for performing actions.
            </summary>
        </member>
        <member name="P:ToolMode.AbsorbMouseInput">
            <summary>
            When true, the toolgun will absorb mouse input so the camera doesn't move.
            The mode can then read <see cref="P:Sandbox.Input.AnalogLook"/> to use the mouse for rotation etc.
            </summary>
        </member>
        <member name="P:ToolMode.Name">
            <summary>
            Display name for the tool, defaults to the TypeDescription title.
            </summary>
        </member>
        <member name="P:ToolMode.Description">
            <summary>
            Description of what this tool does.
            </summary>
        </member>
        <member name="P:ToolMode.PrimaryAction">
            <summary>
            Label for the primary action (attack1), or null if none.
            </summary>
        </member>
        <member name="P:ToolMode.SecondaryAction">
            <summary>
            Label for the secondary action (attack2), or null if none.
            </summary>
        </member>
        <member name="P:ToolMode.ReloadAction">
            <summary>
            Label for the reload action, or null if none.
            </summary>
        </member>
    </members>
</doc>
