<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.apetavern.grubs</name>
    </assembly>
    <members>
        <member name="T:Grubs.Common.DamageType">
            <summary>
            Encapsulates all the ways a grub can be damaged.
            </summary>
        </member>
        <member name="F:Grubs.Common.DamageType.None">
            <summary>
            Just nothing.
            </summary>
        </member>
        <member name="F:Grubs.Common.DamageType.Explosion">
            <summary>
            An explosion.
            </summary>
        </member>
        <member name="F:Grubs.Common.DamageType.Fire">
            <summary>
            A fire.
            </summary>
        </member>
        <member name="F:Grubs.Common.DamageType.Fall">
            <summary>
            Falling from a great height.
            </summary>
        </member>
        <member name="F:Grubs.Common.DamageType.HitScan">
            <summary>
            Shot by a HitScan weapon.
            </summary>
        </member>
        <member name="F:Grubs.Common.DamageType.KillZone">
            <summary>
            Touching an instant kill zone.
            </summary>
        </member>
        <member name="F:Grubs.Common.DamageType.Melee">
            <summary>
            Killed by a melee weapon.
            </summary>
        </member>
        <member name="F:Grubs.Common.DamageType.Admin">
            <summary>
            Admin abuse.
            </summary>
        </member>
        <member name="F:Grubs.Common.DamageType.Disconnect">
            <summary>
            The player disconnected.
            </summary>
        </member>
        <member name="T:Grubs.Common.DeathReason">
            <summary>
            Holds the data needed to find out how a grub has died.
            </summary>
        </member>
        <member name="F:Grubs.Common.DeathReason.GrubGuid">
            <summary>
            The GUID of the Grub that died.
            </summary>
        </member>
        <member name="F:Grubs.Common.DeathReason.GrubName">
            <summary>
            The name of the Grub that died.
            </summary>
        </member>
        <member name="F:Grubs.Common.DeathReason.FirstInfo">
            <summary>
            The first damage info responsible for the death.
            </summary>
        </member>
        <member name="F:Grubs.Common.DeathReason.FirstReason">
            <summary>
            The first reason for the death.
            </summary>
        </member>
        <member name="F:Grubs.Common.DeathReason.SecondInfo">
            <summary>
            The second damage info responsible for the death.
            </summary>
        </member>
        <member name="F:Grubs.Common.DeathReason.SecondReason">
            <summary>
            The second reason for the death.
            </summary>
        </member>
        <member name="P:Grubs.Common.DeathReason.FromKillTrigger">
            <summary>
            Whether or not the grub was killed by hitting a kill trigger.
            </summary>
        </member>
        <member name="P:Grubs.Common.DeathReason.FromDisconnect">
            <summary>
            Whether or not the grub was killed from their player disconnecting.
            </summary>
        </member>
        <member name="M:Grubs.Common.DeathReason.FindReason(Grubs.Systems.Pawn.Grubs.Grub,System.Collections.Generic.List{Grubs.Common.GrubsDamageInfo})">
            <summary>
            Parses a set of damage info and creates a reason for a grubs death.
            </summary>
            <param name="grub">The grub that is dying.</param>
            <param name="damageInfos">The damage info the grub received.</param>
            <returns></returns>
        </member>
        <member name="M:Grubs.Common.Health.ApplyDamage">
            <summary>
            Will dequeue DamageQueue until empty and apply any damage to CurrentHealth.
            </summary>
        </member>
        <member name="T:Grubs.Common.LocalComponent`1">
            <summary>
            A wrapper for components to store a local reference to that component.
            Set the static Local property to this instance in OnStart. Do not forget an IsProxy check!
            </summary>
            <typeparam name="T">The component type to keep a local instance of.</typeparam>
        </member>
        <member name="M:Grubs.Common.Stats.IncrementGamesWon(System.String)">
            <summary>
            Increment "gamemode-games-won" stat.
            </summary>
        </member>
        <member name="M:Grubs.Common.Stats.IncrementGamesPlayed(System.String)">
            <summary>
            Increment "gamemode-games-played" stat.
            </summary>
        </member>
        <member name="M:Grubs.Common.Stats.IncrementGrubsKilled(System.Guid)">
            <summary>
            Increment "x-grubs-killed" stat.
            </summary>
        </member>
        <member name="P:Grubs.Equipment.Equipment.Data">
            <summary>
            Data from the GameResource for this Equipment.
            </summary>
        </member>
        <member name="P:Grubs.Equipment.EquipmentResource.HideHatWhenDeployed">
            <summary>
            Whether the player's hat should be hidden while this equipment is deployed.
            </summary>
        </member>
        <member name="P:Grubs.Equipment.EquipmentResource.DefaultAmmo">
            <summary>
            The default amount of ammo a piece of equipment has.
            -1 represents unlimited ammo.
            </summary>
        </member>
        <member name="P:Grubs.Equipment.EquipmentResource.DropChance">
            <summary>
            The chance of receiving this equipment in a crate.
            A chance of zero means it will not spawn from a crate.
            </summary>
        </member>
        <member name="P:Grubs.Equipment.Gadgets.Projectiles.PhysicsProjectile.RotateTowardsVelocity">
            <summary>
            Whether this projectile should rotate towards the velocity over time.
            </summary>
        </member>
        <member name="P:Grubs.Equipment.Tools.JetpackTool.FBFlame">
            <summary>
            Forward/Back flame
            </summary>
        </member>
        <member name="P:Grubs.Equipment.Tools.JetpackTool.UDFlame1">
            <summary>
            Up/Down flame 1
            </summary>
        </member>
        <member name="P:Grubs.Equipment.Tools.JetpackTool.UDFlame2">
            <summary>
            Up/Down flame 2
            </summary>
        </member>
        <member name="P:Grubs.Equipment.Weapons.MultiHitMeleeWeapon.BaseHitForce">
            Force
        </member>
        <member name="T:Grubs.Equipment.Weapons.ProjectileLauncher">
            <summary>
            Drop-in replacement for the Action Graph OnFire delegate on Weapon.
            Add this component alongside a Weapon component on any weapon prefab,
            set the properties to match what the old graph did, and remove the graph.
            </summary>
        </member>
        <member name="F:Grubs.Equipment.Weapons.ProjectileLauncher.FireFinishedMode.WhenProjectileResolved">
            <summary>Let the projectile resolve itself (e.g. grenade, bazooka).</summary>
        </member>
        <member name="F:Grubs.Equipment.Weapons.ProjectileLauncher.FireFinishedMode.Immediately">
            <summary>Call FireFinished immediately after spawning (e.g. landmine, dynamite).</summary>
        </member>
        <member name="P:Grubs.Equipment.Weapons.ProjectileLauncher.ProjectilePrefab">
            <summary>The projectile prefab to clone when fired.</summary>
        </member>
        <member name="P:Grubs.Equipment.Weapons.ProjectileLauncher.ProjectileCount">
            <summary>
            How many projectiles to spawn per fire. Each additional spawn is delayed
            by <see cref="P:Grubs.Equipment.Weapons.ProjectileLauncher.SpawnDelay"/> seconds. Skips spawning if the weapon is no
            longer deployed between shots (matches elemental missile behaviour).
            </summary>
        </member>
        <member name="P:Grubs.Equipment.Weapons.ProjectileLauncher.SpawnDelay">
            <summary>Seconds between each spawned projectile when ProjectileCount > 1.</summary>
        </member>
        <member name="P:Grubs.Equipment.Weapons.ProjectileLauncher.ShareTargetData">
            <summary>
            If true, the spawned projectile is expected to be a <see cref="!:TargetedProjectile"/>
            and <c>ShareData()</c> is called on it, then <c>ResetParameters()</c> is called on
            the <see cref="T:Grubs.Equipment.Weapons.TargetingWeapon"/> (airstrike, bazooka homing, bunker buster, concrete garry).
            </summary>
        </member>
        <member name="P:Grubs.Equipment.Weapons.ProjectileLauncher.SendToRemoteDetonate">
            <summary>
            If true, the spawned projectile is passed to
            <see cref="M:Grubs.Equipment.Weapons.RemoteDetonateWeapon.ReceiveProjectile(Sandbox.GameObject)"/> (goat).
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.Gamemode">
            <summary>
            The Grubs gamemode to play.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.MinimumPlayers">
            <summary>
            The minimum amount of players needed to start the game.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.SpawnLateJoiners">
            <summary>
            If late joiners get a worm spawned in to play with.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.TurnDuration">
            <summary>
            The max time in seconds that a player has to make their turn.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.SuddenDeathEnabled">
            <summary>
            Whether or not sudden death is enabled.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.SuddenDeathDelay">
            <summary>
            The amount of rounds to be played before Sudden Death begins.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.SuddenDeathOneHealth">
            <summary>
            Should all Grubs have their health set to 1 when Sudden Death begins?
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.SuddenDeathAggression">
            <summary>
            How harshly Sudden Death affects the terrain.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.InfiniteAmmo">
            <summary>
            Should all weapons have infinite ammo and be immediately unlocked?
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.WindEnabled">
            <summary>
            Whether or not wind is enabled.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.WindForce">
            <summary>
            The step force of wind.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.WindSteps">
            <summary>
            Determines the range of how weak or strong the wind will be each turn.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.WeaponCrateChancePerTurn">
            <summary>
            The percent chance that a Weapon Crate will spawn every turn.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.ToolCrateChancePerTurn">
            <summary>
            The percent chance that a Tools Crate will spawn every turn.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.HealthCrateChancePerTurn">
            <summary>
            The percent chance that a Health Crate will spawn every turn.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.LandmineSpawnCount">
            <summary>
            The number of landmines to attempt to spawn at the start
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.BarrelChancePerTurn">
            <summary>
            The percent chance that a barrel will spawn.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.MovementGracePeriod">
            <summary>
            The time in seconds to give <see cref = "!:Grub"/>s after using their turn.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.TerrainLength">
            <summary>
            The length of the terrain grid.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.TerrainHeight">
            <summary>
            The height of the terrain grid.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.TerrainNoiseZoom">
            <summary>
            The zoom amount for the Perlin noise.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.TerrainCavernPockets">
            <summary>
            The zoom amount for the Perlin noise.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.TerrainCavernPocketMinSize">
            <summary>
            The zoom amount for the Perlin noise.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.TerrainCavernPocketMaxSize">
            <summary>
            The zoom amount for the Perlin noise.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.KeepGameAlive">
            <summary>
            If true, we do not end the game when only one player is remaining.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.WorldTerrainEnvironmentType">
            <summary>
            The environment type for the terrain (affects the materials used).
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.WorldTerrainType">
            <summary>
            The type of terrain to use.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.WorldTerrainTexture">
            <summary>
            If texture is selected for TerrainType, TerrainTexture is used for determine which
            prefabricated texture is used to build the terrain.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.TerrainAmplitude">
            <summary>
            The strength of the curves in the terrain's heightmap.
            </summary>
        </member>
        <member name="P:Grubs.GrubsConfig.TerrainFrequency">
            <summary>
            The frequency of the curves in the terrain's heightmap.
            </summary>
        </member>
        <member name="F:Grubs.GrubsConfig.PresetTeamColors">
            <summary>
            The preset list of colors that players can pick from (TODO)
            For now, duplicate the list and random select from it
            </summary>
        </member>
        <member name="M:Grubs.Helpers.ArcTrace.RunTowards(Sandbox.Scene,Vector3,Vector3,System.Single,System.Single)">
            <summary>
            Run a trace specifying the origin, direction, force and wind force.
            </summary>
        </member>
        <member name="M:Grubs.Systems.GameMode.BaseGameMode.OnPlayerJoined(Grubs.Systems.Pawn.Player)">
            <summary>
            Called after the player is added to the Players list.
            </summary>
        </member>
        <member name="M:Grubs.Systems.GameMode.BaseGameMode.OnPlayerLeft(Grubs.Systems.Pawn.Player)">
            <summary>
            Called after the player disconnects from the lobby.
            </summary>
        </member>
        <member name="M:Grubs.Systems.GameMode.BaseGameMode.GrubDamaged(Grubs.Systems.Pawn.Grubs.Grub)">
            <summary>
            Call for when a Grub is damaged.
            </summary>
        </member>
        <member name="M:Grubs.Systems.GameMode.BaseGameMode.GrubDied(Grubs.Systems.Pawn.Grubs.Grub)">
            <summary>
            Call for when a Grub dies.
            </summary>
            <param name="grub">The dead grub :sob:</param>
        </member>
        <member name="M:Grubs.Systems.GameMode.BaseGameMode.EquipmentUsed(Grubs.Equipment.Equipment)">
            <summary>
            Call when Equipment is used.
            </summary>
        </member>
        <member name="P:Grubs.Systems.GameMode.FreeForAll.TimeSinceTurnChangeStarted">
            <summary>
            The amount of time elapsed since we started changing turns.
            Used to check for the minimum and maximum turn change wait.
            </summary>
        </member>
        <member name="P:Grubs.Systems.GameMode.FreeForAll.TimeSinceGameOverStateStarted">
            <summary>
            The amount of time elapsed since moving to GameOver state.
            </summary>
        </member>
        <member name="P:Grubs.Systems.GameMode.FreeForAll.TimeSinceResolveAttempted">
            <summary>
            The amount of time elapsed since we tried resolving in turn change.
            </summary>
        </member>
        <member name="M:Grubs.Systems.Pawn.Grubs.Controller.GrubCharacterController.Accelerate(Vector3)">
            <summary>
            Add acceleration to the current velocity.
            No need to scale by time delta - it will be done inside.
            </summary>
        </member>
        <member name="M:Grubs.Systems.Pawn.Grubs.Controller.GrubCharacterController.ApplyFriction(System.Single,System.Single)">
            <summary>
                Apply an amount of friction to the current velocity.
                No need to scale by time delta - it will be done inside.
            </summary>
        </member>
        <member name="M:Grubs.Systems.Pawn.Grubs.Controller.GrubCharacterController.Punch(Vector3@)">
            <summary>
            Disconnect from ground and punch our velocity. This is useful if you want the player to jump or something.
            </summary>
        </member>
        <member name="M:Grubs.Systems.Pawn.Grubs.Controller.GrubCharacterController.Move">
            <summary>
            Move a character, with this velocity
            </summary>
        </member>
        <member name="M:Grubs.Systems.Pawn.Grubs.Controller.GrubCharacterController.MoveTo(Vector3,System.Boolean)">
            <summary>
            Move from our current position to this target position, but using tracing an sliding.
            This is good for different control modes like ladders and stuff.
            </summary>
        </member>
        <member name="P:Grubs.Systems.Wind.WindSystem.WindForce">
            <summary>
            Current wind force. Negative = left, positive = right. Range: -1 to 1.
            </summary>
        </member>
        <member name="P:Grubs.Systems.Wind.WindSystem.MaxWindForce">
            <summary>
            Maximum wind speed, in the same units as arc trace wind force.
            </summary>
        </member>
        <member name="M:Grubs.Systems.Wind.WindSystem.Randomize">
            <summary>
            Picks a new random wind value. Should only be called on host.
            </summary>
        </member>
        <member name="T:Grubs.Terrain.SdfMemoryDiagnostics">
            <summary>
            Console-command-driven diagnostics for SDF terrain memory usage.
            Off by default – use <c>sdf_diag_dump</c> for a one-shot snapshot, or
            <c>sdf_diag_interval &lt;seconds&gt;</c> to enable periodic logging.
            </summary>
        </member>
        <member name="P:Grubs.Terrain.SdfMemoryDiagnostics.Interval">
            <summary>
            How often (in seconds) the periodic logger fires. 0 = disabled (default).
            </summary>
        </member>
        <member name="P:Grubs.Terrain.SdfMemoryDiagnostics.Verbose">
            <summary>
            When true, the periodic logger also prints a per-layer breakdown.
            </summary>
        </member>
        <member name="M:Grubs.Terrain.SdfMemoryDiagnostics.Tick">
            <summary>
            Call once per frame (e.g. from GrubsTerrain.OnUpdate) to drive periodic logging.
            Does nothing when <see cref="P:Grubs.Terrain.SdfMemoryDiagnostics.Interval"/> is zero.
            </summary>
        </member>
        <member name="M:Grubs.Terrain.SdfMemoryDiagnostics.DumpCmd(System.Int32)">
            <summary>
            Print a one-shot SDF memory snapshot to the console.
            Usage: <c>sdf_diag_dump</c>  or  <c>sdf_diag_dump 1</c> for verbose.
            </summary>
        </member>
        <member name="M:Grubs.Terrain.GrubsTerrain.SubtractCircle(Vector2,System.Single,System.Int32,System.Boolean)">
            <summary>
            Wrapper for a standard circle subtraction.
            </summary>
            <param name = "center">The Vector2 center of the subtraction.</param>
            <param name = "radius">The radius of the subtraction.</param>
            <param name = "matCode">The Sdf2dMaterials and offsets of the subtraction.</param>
            <param name = "worldOffset">Whether or not to use an offset from the Sdf to the world (for terrain generation).</param>
        </member>
        <member name="M:Grubs.Terrain.GrubsTerrain.ScorchCircle(Vector2,System.Single)">
            <summary>
            Scorches a circle shape.
            </summary>
            <param name = "center">The Vector2 center of the scorch.</param>
            <param name = "radius">The radius of the scorch.</param>
        </member>
        <member name="M:Grubs.Terrain.GrubsTerrain.SubtractBox(Vector2,Vector2,System.Int32,System.Single,System.Boolean)">
            <summary>
            Wrapper for a standard box subtraction.
            </summary>
            <param name = "mins">The minimum bounds for the box.</param>
            <param name = "maxs">The maximum bounds for the box.</param>
            <param name = "materials">The Sdf2dMaterials and offsets of the subtraction.</param>
            <param name = "cornerRadius">The corner radius of the box.</param>
            <param name = "worldOffset">Whether or not to use an offset from the Sdf to the world (for terrain generation).</param>
        </member>
        <member name="M:Grubs.Terrain.GrubsTerrain.SubtractLine(Vector2,Vector2,System.Single,System.Int32,System.Boolean)">
            <summary>
            Wrapper for a standard line subtraction.
            </summary>
            <param name = "start">The start point of the line.</param>
            <param name = "end">The end point of the line.</param>
            <param name = "radius">The radius of the line.</param>
            <param name = "materials">The Sdf2dMaterials and offsets of the subtraction.</param>
            <param name = "worldOffset">Whether or not to use an offset from the Sdf to the world (for terrain generation).</param>
        </member>
        <member name="M:Grubs.Terrain.GrubsTerrain.AddTexture(Sandbox.Texture,System.Int32,System.Single,Vector2,Sandbox.Sdf.Rotation2D,System.Int32)">
            <summary>
            Wrapper for a texture addition.
            </summary>
            <param name = "texture">The Texture to add to the world.</param>
            <param name = "gradientWidth">The gradient width of the texture.</param>
            <param name = "worldWidth">The width of the texture.</param>
            <param name = "position">The position of the Sdf.</param>
            <param name = "rotation">The rotation of the Sdf.</param>
            <param name = "materials">The Sdf2dMaterials and offsets of the subtraction.</param>
        </member>
        <member name="M:Grubs.Terrain.GrubsTerrain.AddWorldBox(System.Int32,System.Int32)">
            <summary>
            Creates the standard world box for generated terrain.
            </summary>
            <param name = "length">The length of the world.</param>
            <param name = "height">The height of the world.</param>
            <param name = "fgMaterial">The material for the foreground of the world.</param>
            <param name = "bgMaterial">The material for the background of the world.</param>
        </member>
        <member name="M:Grubs.Terrain.GrubsTerrain.Add(Sandbox.Sdf.Sdf2DWorld,Sandbox.Sdf.ISdf2D,Sandbox.Sdf.Sdf2DLayer)">
            <summary>
            Wrapper for a standard Sdf addition.
            </summary>
            <param name="world">The world to subtract from.</param>
            <param name="sdf">The Sdf to apply.</param>
            <param name="material">The material to apply.</param>
        </member>
        <member name="M:Grubs.Terrain.GrubsTerrain.Subtract(Sandbox.Sdf.Sdf2DWorld,Sandbox.Sdf.ISdf2D,Sandbox.Sdf.Sdf2DLayer,System.Boolean)">
            <summary>
            Wrapper for a standard Sdf subtraction.
            </summary>
            <param name="world">The world to subtract from.</param>
            <param name="sdf">The Sdf to apply.</param>
            <param name="material">The material to apply.</param>
            <param name="offset">Whether to apply the offset of the Sdf to world position.</param>
        </member>
        <member name="M:Grubs.Terrain.GrubsTerrain.IsDistanceValid(System.Collections.Generic.List{Sandbox.GameObject},Vector3,System.Single)">
            <summary>
            Given a list of GameObjects to check against, determine if a position is valid to spawn at.
            </summary>
        </member>
        <member name="P:Grubs.UI.GameHud.WindIndicator.ArrowCount">
            <summary>
            Number of arrows shown, 1 at minimum wind up to 8 at max.
            </summary>
        </member>
    </members>
</doc>
