<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.fish.sp</name>
    </assembly>
    <members>
        <member name="T:ShrimplePawns.Client">
            <summary>
            The base client that you should inherit off of.
            </summary>
        </member>
        <member name="M:ShrimplePawns.Client.TryGetPawn``1(``0@)">
            <summary>
            Get the pawn only if it is valid.
            </summary>
        </member>
        <member name="M:ShrimplePawns.Client.GetPawn``1">
            <summary>
            Get the pawn.
            </summary>
        </member>
        <member name="M:ShrimplePawns.Client.GetPawn">
            <summary>
            Get the pawn.
            </summary>
        </member>
        <member name="M:ShrimplePawns.Client.AssignConnection(Sandbox.Connection)">
            <summary>
            Assigns the given connection as the client's current connection.
            This connection will be used to give ownership to any future assigned pawns.
            This must be called on the host!
            </summary>
            <param name="connection">The connection to assign to the client.</param>
        </member>
        <member name="M:ShrimplePawns.Client.AssignPawn(Sandbox.PrefabFile)">
            <summary>
            Creates a <see cref="T:Sandbox.GameObject" /> from the given prefab file and assigns it as the client's current pawn.
            This must be called on the host!
            </summary>
            <param name="prefabFile">The prefab file that is used to create the pawn.</param>
        </member>
        <member name="M:ShrimplePawns.Client.AssignPawn``1">
            <summary>
            Assigns the given pawn type as the client's current pawn.
            The pawn type must have a <see cref="T:ShrimplePawns.PawnAttribute" /> defined in order to use this method.
            This must be called on the host!
            </summary>
            <returns>The pawn component that the client was assigned to.</returns>
        </member>
        <member name="M:ShrimplePawns.Client.AssignPawn(Sandbox.GameObject)">
            <summary>
            Takes a <see cref="T:Sandbox.GameObject" /> that already exists, networked spawns it, and assigns it to the client.
            This must be called on the host!
            </summary>
            <param name="obj">The pawn game object that will be networked spawned and assigned to the client.</param>
        </member>
        <member name="T:ShrimplePawns.Pawn">
            <summary>
            The base pawn that you should inherit off of.
            </summary>
        </member>
        <member name="M:ShrimplePawns.Pawn.OnAssign(ShrimplePawns.Client)">
            <summary>
            Called when the pawn has been assigned.
            </summary>
        </member>
        <member name="M:ShrimplePawns.Pawn.OnUnassign">
            <summary>
            Called when the pawn has been unassigned.
            </summary>
        </member>
        <member name="T:ShrimplePawns.PawnAttribute">
            <summary>
            This attribute should be given to any class that derives Pawn.cs
            </summary>
            <param name="prefabPath">The path to the prefab that contains the derived pawn component.</param>
        </member>
        <member name="M:ShrimplePawns.PawnAttribute.#ctor(System.String)">
            <summary>
            This attribute should be given to any class that derives Pawn.cs
            </summary>
            <param name="prefabPath">The path to the prefab that contains the derived pawn component.</param>
        </member>
    </members>
</doc>
