<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.darklands.dlfortwars</name>
    </assembly>
    <members>
        <member name="M:Fortwars.Gamemode.ClearInventoryOnClassSelect">
            <summary>
            When the class is selected, should the inventory be cleared?
            </summary>
        </member>
        <member name="M:Fortwars.Gamemode.GiveGravGunInClassSelect">
            <summary>
            When we select a class, should we give the gravgun?
            </summary>
        </member>
        <member name="M:Fortwars.Gamemode.GiveWeaponInClassSelect">
            <summary>
            Should we give a weapon in the class select menu?
            </summary>
        </member>
        <member name="M:Fortwars.Gamemode.UseTeamSpawnPoints">
            <summary>
            Should we use team spawn points?
            </summary>
        </member>
        <member name="M:Fortwars.Gamemode.FriendlyFireEnabled">
            <summary>
            Is friendly fire enabled?
            </summary>
        </member>
        <member name="M:Fortwars.Gamemode.UseTeams">
            <summary>
            Does this gamemode use teams?
            </summary>
        </member>
        <member name="M:Fortwars.Gamemode.DestroySpawnPointIfSet">
            <summary>
            If our spawn point is set, should we destroy it?
            </summary>
        </member>
        <member name="M:Fortwars.Gamemode.AllowSpawnPointSelection">
            <summary>
            Should we allow the player to select a spawn point?
            </summary>
        </member>
        <member name="M:Fortwars.Gamemode.GetTimerText">
            <summary>
            Returns the text to display in the timer.
            </summary>
        </member>
        <member name="M:Fortwars.Gamemode.GetStateText">
            <summary>
            Returns the text to display in the state text.
            </summary>
        </member>
        <member name="M:Fortwars.Gamemode.OnPlayerClassSelect(Fortwars.Inventory)">
            <summary>
            Called when the player class is selected.
            Called at the start of the select class method
            </summary>
        </member>
        <member name="M:Fortwars.Gamemode.AfterPlayerClassSelect(Fortwars.Inventory)">
            <summary>
            Called after the player has selected a class.
            Called at the end of the seleted class menthod
            </summary>
        </member>
        <member name="P:Fortwars.GunGame.WeaponProgression">
            <summary>
            The progression of weapons players must get kills with to win
            </summary>
        </member>
        <member name="F:Fortwars.GunGame.playerWeaponLevels">
            <summary>
            Tracks each player's current weapon level keyed by stable GameObject ID,
            not by PlayerController reference, to survive re-networking across state changes.
            </summary>
        </member>
        <member name="M:Fortwars.GunGame.Sandbox#Events#IGameEventHandler{Fortwars#PlayerDeath}#OnGameEvent(Fortwars.PlayerDeath)">
            <summary>
            Handle player death events to progress weapon levels
            </summary>
        </member>
        <member name="M:Fortwars.GunGame.GiveWeaponForLevel(Fortwars.PlayerController,System.Int32)">
            <summary>
            Gives a player the weapon for their current level
            </summary>
        </member>
        <member name="M:Fortwars.GunGame.GetMaxLevel">
            <summary>
            Gets the total number of weapon levels
            </summary>
        </member>
        <member name="P:Fortwars.ClassAbility.AbilityConsumeAmount">
            <summary>
            How much the ability consumes when activated.
            </summary>
        </member>
        <member name="M:Fortwars.ClassAbility.OnActivate(Fortwars.PlayerController)">
            <summary>
            Called when the ability is activated by the player.
            Such as when the player presses a key to use the ability.
            </summary>
        </member>
        <member name="M:Fortwars.ClassAbility.OnPlayerUpdate(Fortwars.PlayerController)">
            <summary>
            Called every frame while the ability is on the player.
            </summary>
        </member>
        <member name="T:Fortwars.KillStreakEvent">
            <summary>
            Event dispatched when a player achieves a kill streak
            </summary>
        </member>
        <member name="M:Fortwars.KillStreakEvent.#ctor(Fortwars.PlayerController,System.Int32,System.String)">
            <summary>
            Event dispatched when a player achieves a kill streak
            </summary>
        </member>
        <member name="M:Fortwars.KillStreakTracker.Sandbox#Events#IGameEventHandler{Fortwars#PlayerDeath}#OnGameEvent(Fortwars.PlayerDeath)">
            <summary>
            Reset the kill streak when player dies
            </summary>
        </member>
        <member name="M:Fortwars.KillStreakTracker.GetStreakStatus">
            <summary>
            Get a description of the current streak status
            </summary>
        </member>
        <member name="M:Fortwars.KillStreakTracker.ResetAllStreaks">
            <summary>
            Reset all streak data (for new round/match)
            </summary>
        </member>
        <member name="M:Fortwars.Propgun.CanTeamPlaceCustomProp(Fortwars.Team)">
            <summary>
            Check if the local player can place a prop based on the custom spawn limit
            </summary>
        </member>
        <member name="M:Fortwars.Avatar.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="P:Fortwars.Crosshair.Csize">
            <summary>
            Size parameter for the component (Units)
            </summary>
        </member>
        <member name="M:Fortwars.Crosshair.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="M:Fortwars.CustomCrosshair.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="M:Fortwars.HUD.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="M:Fortwars.MainMenu.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="M:Fortwars.MapVoting.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="M:Fortwars.NameTag.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="M:Fortwars.PauseMenu.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="P:Fortwars.Toolgunscreen.size">
            <summary>
            Size parameter (Units)
            </summary>
        </member>
        <member name="M:Fortwars.Toolgunscreen.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
    </members>
</doc>
