Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Enums.cs
2023-01-31 18:08:26 +02:00

229 lines
5.6 KiB
C#

using System;
namespace Barotrauma
{
public enum TransitionMode
{
Linear,
Smooth,
Smoother,
EaseIn,
EaseOut,
Exponential
}
public enum ActionType
{
Always = 0, OnPicked = 1, OnUse = 2, OnSecondaryUse = 3,
OnWearing = 4, OnContaining = 5, OnContained = 6, OnNotContained = 7,
OnActive = 8, OnFailure = 9, OnBroken = 10,
OnFire = 11, InWater = 12, NotInWater = 13,
OnImpact = 14,
OnEating = 15,
OnDamaged = 16,
OnSevered = 17,
OnProduceSpawned = 18,
OnOpen = 19, OnClose = 20,
OnSpawn = 21,
OnSuccess = 22,
OnAbility = 23,
OnDeath = OnBroken
}
public enum AbilityEffectType
{
Undefined,
None,
OnAttack,
OnAttackResult,
OnAttacked,
OnAttackedResult,
OnGainSkillPoint,
OnAllyGainSkillPoint,
OnRepairComplete,
OnItemFabricationSkillGain,
OnItemFabricatedAmount,
OnItemFabricatedIngredients,
OnAllyItemFabricatedAmount,
OnOpenItemContainer,
OnUseRangedWeapon,
OnReduceAffliction,
OnAddDamageAffliction,
OnRagdoll,
OnRoundEnd,
OnLootCharacter,
OnAnyMissionCompleted,
OnAllMissionsCompleted,
OnGiveOrder,
OnCrewKillCharacter,
OnKillCharacter,
OnDieToCharacter,
OnAllyGainMissionExperience,
OnGainMissionExperience,
OnGainMissionMoney,
OnLocationDiscovered,
OnItemDeconstructed,
OnItemDeconstructedByAlly,
OnItemDeconstructedMaterial,
OnItemDeconstructedInventory,
OnStopTinkering,
OnItemPicked,
OnGeneticMaterialCombinedOrRefined,
OnCrewGeneticMaterialCombinedOrRefined,
AfterSubmarineAttacked,
OnApplyTreatment,
OnStatusEffectIdentifier,
}
public enum StatTypes
{
None,
// Skills
ElectricalSkillBonus,
HelmSkillBonus,
HelmSkillOverride,
MedicalSkillOverride,
WeaponsSkillOverride,
ElectricalSkillOverride,
MechanicalSkillOverride,
MechanicalSkillBonus,
MedicalSkillBonus,
WeaponsSkillBonus,
// Character attributes
MaximumHealthMultiplier,
MovementSpeed,
WalkingSpeed,
SwimmingSpeed,
BuffDurationMultiplier,
DebuffDurationMultiplier,
MedicalItemEffectivenessMultiplier,
FlowResistance,
// Combat
AttackMultiplier,
TeamAttackMultiplier,
RangedAttackSpeed,
TurretAttackSpeed,
TurretPowerCostReduction,
TurretChargeSpeed,
MeleeAttackSpeed,
MeleeAttackMultiplier,
RangedAttackMultiplier,
RangedSpreadReduction,
// Utility
RepairSpeed,
MechanicalRepairSpeed,
DeconstructorSpeedMultiplier,
RepairToolStructureRepairMultiplier,
RepairToolStructureDamageMultiplier,
RepairToolDeattachTimeMultiplier,
MaxRepairConditionMultiplierMechanical,
MaxRepairConditionMultiplierElectrical,
IncreaseFabricationQuality,
GeneticMaterialRefineBonus,
GeneticMaterialTaintedProbabilityReductionOnCombine,
SkillGainSpeed,
ExtraLevelGain,
HelmSkillGainSpeed,
WeaponsSkillGainSpeed,
MedicalSkillGainSpeed,
ElectricalSkillGainSpeed,
MechanicalSkillGainSpeed,
MedicalItemApplyingMultiplier,
MedicalItemDurationMultiplier,
PoisonMultiplier,
// Tinker
TinkeringDuration,
TinkeringStrength,
TinkeringDamage,
// Misc
ReputationGainMultiplier,
ReputationLossMultiplier,
MissionMoneyGainMultiplier,
ExperienceGainMultiplier,
MissionExperienceGainMultiplier,
ExtraMissionCount,
ExtraSpecialSalesCount,
StoreSellMultiplier,
StoreBuyMultiplierAffiliated,
StoreBuyMultiplier,
MaxAttachableCount,
ExplosionRadiusMultiplier,
ExplosionDamageMultiplier,
FabricationSpeed,
BallastFloraDamageMultiplier,
HoldBreathMultiplier,
Apprenticeship,
Affiliation,
CPRBoost
}
internal enum ItemTalentStats
{
None,
DetoriationSpeed,
BatteryCapacity,
EngineSpeed,
EngineMaxSpeed,
PumpSpeed,
PumpMaxFlow,
ReactorMaxOutput,
ReactorFuelConsumption,
DeconstructorSpeed,
FabricationSpeed
}
[Flags]
public enum AbilityFlags
{
None = 0,
MustWalk = 0x1,
ImmuneToPressure = 0x2,
IgnoredByEnemyAI = 0x4,
MoveNormallyWhileDragging = 0x8,
CanTinker = 0x10,
CanTinkerFabricatorsAndDeconstructors = 0x20,
TinkeringPowersDevices = 0x40,
GainSkillPastMaximum = 0x80,
RetainExperienceForNewCharacter = 0x100,
AllowSecondOrderedTarget = 0x200,
AlwaysStayConscious = 0x400,
CanNotDieToAfflictions = 0x800,
}
[Flags]
public enum CharacterType
{
Bot = 0b01,
Player = 0b10,
Both = Bot | Player
}
public enum StartingBalanceAmount
{
Low,
Medium,
High,
}
public enum GameDifficulty
{
Easy,
Medium,
Hard,
Hellish
}
public enum NumberType
{
Int,
Float
}
public enum ChatMode
{
None,
Local,
Radio
}
}