Table of Contents

Class PlayerRagdoll

Namespace
DefaultNamespace
Assembly
Assembly-CSharp.dll
public class PlayerRagdoll : MonoBehaviour
Inheritance
PlayerRagdoll
Inherited Members
Extension Methods

Constructors

PlayerRagdoll()

public PlayerRagdoll()

Fields

RagdollIfFellForLongerThan

public static float RagdollIfFellForLongerThan

Field Value

float

addOpposingForce

public bool addOpposingForce

Field Value

bool

angularDrag

public float angularDrag

Field Value

float

bodypartDict

public Dictionary<BodypartType, Bodypart> bodypartDict

Field Value

Dictionary<BodypartType, Bodypart>

bodypartList

public List<Bodypart> bodypartList

Field Value

List<Bodypart>

clearSavedCollisionsMarker

public ProfilerMarker clearSavedCollisionsMarker

Field Value

ProfilerMarker

colliders

public Collider[] colliders

Field Value

Collider[]

collisionAction

public Action<Collision, Bodypart> collisionAction

Field Value

Action<Collision, Bodypart>

collisionsToHandle

public List<BodyPartCollision> collisionsToHandle

Field Value

List<BodyPartCollision>

drag

public float drag

Field Value

float

dragMarker

public ProfilerMarker dragMarker

Field Value

ProfilerMarker

followAnimMarker

public ProfilerMarker followAnimMarker

Field Value

ProfilerMarker

force

public float force

Field Value

float

groundRaycastMarker

public ProfilerMarker groundRaycastMarker

Field Value

ProfilerMarker

handleCollisionsMarker

public ProfilerMarker handleCollisionsMarker

Field Value

ProfilerMarker

isSplit

public bool isSplit

Field Value

bool

player

public Player player

Field Value

Player

ragdollSound

public SFX_Instance[] ragdollSound

Field Value

SFX_Instance[]

ragdollSoundTime

public float ragdollSoundTime

Field Value

float

rigList

public List<Rigidbody> rigList

Field Value

List<Rigidbody>

simplifiedFollowAnimMarker

public ProfilerMarker simplifiedFollowAnimMarker

Field Value

ProfilerMarker

torque

public float torque

Field Value

float

Methods

AddForce(Vector3, ForceMode)

public void AddForce(Vector3 force, ForceMode forceMode)

Parameters

force Vector3
forceMode ForceMode

AddForce(Vector3, ForceMode, Vector3, float)

public void AddForce(Vector3 force, ForceMode forceMode, Vector3 position, float radius)

Parameters

force Vector3
forceMode ForceMode
position Vector3
radius float

AddItem(ItemInstance)

public void AddItem(ItemInstance item)

Parameters

item ItemInstance

BodyChanged()

public void BodyChanged()

BodyPartCollision(Collision, Bodypart)

public void BodyPartCollision(Collision collision, Bodypart bodypart)

Parameters

collision Collision
bodypart Bodypart

CallFall(float)

public void CallFall(float seconds)

Parameters

seconds float

ClearSavedCollisions()

public void ClearSavedCollisions()

DoInit()

public void DoInit()

Drag()

public void Drag()

ExtraDrag(float)

public void ExtraDrag(float extraDrag)

Parameters

extraDrag float

Fall(float)

public void Fall(float fallTime)

Parameters

fallTime float

FixedUpdateHandled()

public void FixedUpdateHandled()

FollowAnim()

public void FollowAnim()

FollowAnimSimplified()

public void FollowAnimSimplified()

GetBodyPartID(Bodypart)

public int GetBodyPartID(Bodypart part)

Parameters

part Bodypart

Returns

int

GetBodyPartID(BodypartType)

public int GetBodyPartID(BodypartType part)

Parameters

part BodypartType

Returns

int

GetBodypart(BodypartType)

public Bodypart GetBodypart(BodypartType bodypartType)

Parameters

bodypartType BodypartType

Returns

Bodypart

GetBodypartFromCollider(Collider)

public Bodypart GetBodypartFromCollider(Collider col)

Parameters

col Collider

Returns

Bodypart

GetBodypartFromID(int)

public Bodypart GetBodypartFromID(int bodyPartID)

Parameters

bodyPartID int

Returns

Bodypart

GetBodypartIDFromCollider(Collider)

public int GetBodypartIDFromCollider(Collider col)

Parameters

col Collider

Returns

int

GetRandomBodypart()

public Bodypart GetRandomBodypart()

Returns

Bodypart

GetRandomBodypartID()

public object GetRandomBodypartID()

Returns

object

GroundRaycast(bool, bool, bool)

public RaycastHit GroundRaycast(bool justChecking = false, bool justTryingToGetTheRaycastHit = false, bool ignoreAngle = false)

Parameters

justChecking bool
justTryingToGetTheRaycastHit bool
ignoreAngle bool

Returns

RaycastHit

HandleCollisions()

public void HandleCollisions()

HandleGroundCollision(BodyPartCollision)

public void HandleGroundCollision(BodyPartCollision bestGroundCollision)

Parameters

bestGroundCollision BodyPartCollision

MoveAllRigsInDirection(Vector3)

public void MoveAllRigsInDirection(Vector3 delta)

Parameters

delta Vector3

MoveAllRigsTo(Vector3)

public void MoveAllRigsTo(Vector3 targetPos)

Parameters

targetPos Vector3

OnDisable()

public void OnDisable()

OnEnable()

public void OnEnable()

RPCA_Fall(float)

[PunRPC]
public void RPCA_Fall(float seconds)

Parameters

seconds float

RaycastHitToBodyPartCollision(RaycastHit, Bodypart)

public BodyPartCollision RaycastHitToBodyPartCollision(RaycastHit hit, Bodypart bodypart)

Parameters

hit RaycastHit
bodypart Bodypart

Returns

BodyPartCollision

RegCollision(BodyPartCollision)

public void RegCollision(BodyPartCollision col)

Parameters

col BodyPartCollision

RegisterGroundRaycast(RaycastHit, Bodypart)

public void RegisterGroundRaycast(RaycastHit hit, Bodypart bodypart)

Parameters

hit RaycastHit
bodypart Bodypart

RemoveItem(ItemInstance)

public void RemoveItem(ItemInstance item)

Parameters

item ItemInstance

SetColliderLayer(int)

public void SetColliderLayer(int setLayer)

Parameters

setLayer int

StripRagdoll()

public void StripRagdoll()

TaseShock(float)

public void TaseShock(float shockSeconds)

Parameters

shockSeconds float

ToggleGravity(bool)

public void ToggleGravity(bool setGrav)

Parameters

setGrav bool

ToggleSimplifiedRagdoll(bool)

public void ToggleSimplifiedRagdoll(bool setSimple)

Parameters

setSimple bool

Update()

public void Update()