<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.facepunch.sandbox</name>
    </assembly>
    <members>
        <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: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.LookTarget">
            <summary>
            Current world-space target the Npc is looking at (if any).
            </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="M:Sandbox.Npcs.Layers.AnimationLayer.LookAt(Vector3)">
            <summary>
            Command this layer to look at a target
            </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.
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Layers.AnimationLayer.UpdateLookDirection(Vector3)">
            <summary>
            Update look direction - handles head/eye tracking and rotates the body when needed.
            </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="T:Sandbox.Npcs.Layers.NavigationLayer">
            <summary>
            Handles Npc navigation
            </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.HasReachedTarget">
            <summary>
            Check if we've reached our target
            </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="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="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
            </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>
            Simple flee - just move away quickly, then complete
            </summary>
        </member>
        <member name="M:Sandbox.Npcs.Scientist.ScientistNpc.CreateRagdoll">
            <summary>
            Should this be a nice helper?
            </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.LookAt">
            <summary>
            Tells the AnimationLayer to face a target position or object
            </summary>
        </member>
        <member name="T:Sandbox.Npcs.Tasks.MoveTo">
            <summary>
            Task that commands the NavigationLayer to move to a target
            </summary>
        </member>
        <member name="T:Sandbox.Npcs.Tasks.Wait">
            <summary>
            Task that waits for a specified duration
            </summary>
        </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.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.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.VerticalMenu.Value">
            <summary>
            The currently selected value of any sub-menus
            </summary>
        </member>
        <member name="P:AmmoResource.AmmoType">
            <summary>
            The type of ammo this resource represents
            </summary>
        </member>
        <member name="P:AmmoResource.MaxAmount">
            <summary>
            The maximum amount of ammo that can be held
            </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.IncludeCode">
            <summary>
            If this entity uses code then you should enable this so the code is included when publishing.
            </summary>
        </member>
        <member name="T:AdminCleanupFunction">
            <summary>
            Cleans up all spawned props and entities from every player. Admin only.
            </summary>
        </member>
        <member name="T:UserCleanupFunction">
            <summary>
            Cleans up all props and entities spawned by the local player.
            </summary>
        </member>
        <member name="M:UtilityFunction.Execute">
            <summary>
            Execute this utility function for the given player.
            </summary>
        </member>
        <member name="M:UtilityFunction.IsVisible">
            <summary>
            Return false to hide this function from the menu.
            </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="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.OnEquipped(Player)">
            <summary>
            Called when this is pulled out
            </summary>
        </member>
        <member name="M:BaseCarryable.OnHolstered(Player)">
            <summary>
            Called when this is put away
            </summary>
        </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.IsSelfAmmo">
            <summary>
            Is this weapon ammo for itself? eg tripmine, grenades
            </summary>
        </member>
        <member name="P:BaseWeapon.AmmoResource">
            <summary>
            The <see cref="P:BaseWeapon.AmmoResource"/> for this weapon
            </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 player 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. This can differ to the max size.
            </summary>
        </member>
        <member name="P:BaseWeapon.StartingAmmo">
            <summary>
            StartingAmmo defines how much ammo we'll give to the player 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>
            <returns></returns>
        </member>
        <member name="M:BaseWeapon.TakeAmmo(System.Int32)">
            <summary>
            Takes ammo from the player's inventory
            </summary>
            <param name="count"></param>
            <returns></returns>
        </member>
        <member name="M:BaseWeapon.TakeAmmo(System.Int32,AmmoResource)">
            <summary>
            Takes ammo from the player's inventory
            </summary>
            <param name="count"></param>
            <param name="ammoType"></param>
            <returns></returns>
        </member>
        <member name="M:BaseWeapon.HasAmmo">
            <summary>
            Do we have ammo for the weapon's ammo type?
            </summary>
            <returns></returns>
        </member>
        <member name="M:BaseWeapon.HasAmmo(AmmoResource)">
            <summary>
            Do we have ammo for a specific ammo type? Useful if a weapon has an alt fire.
            </summary>
            <param name="ammoType"></param>
            <returns></returns>
        </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="P:GameManager.EditorSpawnLocation">
            <summary>
            In the editor, spawn the player where they're looking
            </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.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 ammo.
            </summary>
        </member>
        <member name="P:AmmoPickup.AmmoResource">
            <summary>
            Which ammo <see cref="P:AmmoPickup.AmmoResource"/> we give the player
            </summary>
        </member>
        <member name="P:AmmoPickup.AmmoAmount">
            <summary>
            The quantity of ammo
            </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="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.GiveAll(Sandbox.Connection)">
            <summary>
            Give all items (sv_cheats should be 1)
            </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="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.Run(System.Boolean)">
            <summary>
            Run this undo
            </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="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="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="F:Duplicator.dupe">
            <summary>
            This is created in JsonChanged.
            </summary>
        </member>
        <member name="F:Duplicator.packagesReady">
            <summary>
            Have all packaged finished loading.
            </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="P:HydraulicEntity.Activate">
            <summary>
            While the client input is active we'll apply thrust
            </summary>
        </member>
        <member name="P:ThrusterEntity.Activate">
            <summary>
            While the client input is active we'll apply thrust
            </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.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.Hint">
            <summary>
            Current tool info that we'll show on the HUD
            </summary>
        </member>
        <member name="T:ToolHint">
            <summary>
            Used for hints in the UI, describes how to use a tool mode.
            </summary>
        </member>
        <member name="M:ToolHint.#ctor(System.String,System.String,System.String,System.String)">
            <summary>
            Used for hints in the UI, describes how to use a tool mode.
            </summary>
        </member>
    </members>
</doc>
