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Survivalcraft API 1.8.2.3 v1.8.2.3
Survivalcraft 2.4
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成员的完整列表,这些成员属于 Game.JsModLoader,包括所有继承而来的类成员
| __ModInitialize() | Game.ModLoader | virtual |
| AfterWidgetUpdate(Widget widget) | Game.ModLoader | virtual |
| ApplyArmorProtection(ComponentClothing componentClothing, float attackPower, bool appliedByOtherMods, out bool applied) | Game.ModLoader | virtual |
| ApplyProtectionAfterClothes(ComponentClothing componentClothing, Attackment attackment, List< int > listAfterProtection, ref float attackPowerAfterProtection) | Game.ModLoader | virtual |
| ApplyProtectionBeforeClothes(ComponentClothing componentClothing, Attackment attackment, ref float attackPowerAfterProtection) | Game.ModLoader | virtual |
| AttackBody(ComponentBody target, ComponentCreature attacker, Vector3 hitPoint, Vector3 hitDirection, ref float attackPower, bool isMeleeAttack) | Game.ModLoader | virtual |
| AttackPowerParameter(ComponentBody target, ComponentCreature attacker, Vector3 hitPoint, Vector3 hitDirection, ref float impulseFactor, ref float stunTimeFactor, ref bool recalculate) | Game.ModLoader | virtual |
| BeforeGameLoading(PlayScreen playScreen, object item) | Game.ModLoader | virtual |
| BeforeMinerPlace(ComponentMiner componentMiner, TerrainRaycastResult terrainRaycastResult, int x, int y, int z, BlockPlacementData placementData, out bool placementNotAllowed) | Game.ModLoader | virtual |
| BeforeWidgetDrawItemRender(Widget.DrawItem drawItem, out bool skipVanillaDraw, out Action afterWidgetDraw, ref Rectangle scissorRectangle, Widget.DrawContext drawContext) | Game.ModLoader | virtual |
| BeforeWidgetUpdate(Widget widget) | Game.ModLoader | virtual |
| BlocksInitalized() | Game.ModLoader | virtual |
| BodyCountInRaycast(ComponentBody componentBody, Ray3 ray, out bool skip) | Game.ModLoader | virtual |
| CalculateCreatureInjuryAmount(Injury injury) | Game.JsModLoader | virtual |
| CalculateExplosionPower(SubsystemExplosions subsystemExplosions, ref float explosionPower) | Game.ModLoader | virtual |
| CalculateFallDamage(ComponentHealth componentHealth, ref float damage) | Game.ModLoader | virtual |
| CalculateLighting(ref float brightness) | Game.ModLoader | virtual |
| CalculateSmoothLight(SubsystemTerrain subsystemTerrain, Vector3 p, ref float num) | Game.ModLoader | virtual |
| CallNearbyCreaturesHelp(ComponentHerdBehavior herdBehavior, ComponentCreature target, float maxRange, float maxChaseTime, bool isPersistent, out bool skipVanilla) | Game.ModLoader | virtual |
| ChangeGameTimeDelta(SubsystemTime subsystemTime, ref float dt) | Game.ModLoader | virtual |
| ChangeSkyColor(Color oldColor, Vector3 direction, float timeOfDay, int temperature) | Game.ModLoader | virtual |
| ChangeVisualEffectOnInjury(ComponentHealth componentHealth, float lastHealth, ref float redScreenFactor, ref bool playPainSound, ref int healthBarFlashCount, ref float creatureModelRedFactor) | Game.ModLoader | virtual |
| ChaseBehaviorScoreTarget(ComponentChaseBehavior chaseBehavior, ComponentCreature creatureToBeTarget, ref float score) | Game.ModLoader | virtual |
| ClothingProcessSlotItems(ComponentPlayer componentPlayer, Block block, int slotIndex, int value, int count) | Game.ModLoader | virtual |
| ClothingProcessSlotItems(ComponentClothing componentClothing, int slotIndex, ref int inputValue, ref int inputCount, ref int processedValue, ref int processedCount, bool skippedByOtherMods, out bool skipVanilla) | Game.ModLoader | virtual |
| ClothingProcessSlotItems(ComponentPlayer componentPlayer, int slotIndex, ref int inputValue, ref int inputCount, ref int processedValue, ref int processedCount, bool skippedByOtherMods, out bool skipVanilla) | Game.ModLoader | virtual |
| ClothingSlotProcessCapacity(ComponentClothing componentClothing, int slotIndex, int blockValue, ref bool notToProcessVanilla, out int capacity) | Game.ModLoader | virtual |
| ClothingWidgetOpen(ComponentGui componentGui, ClothingWidget clothingWidget) | Game.ModLoader | virtual |
| CompareModVersion(string currentVersion, string lastVersion) | Game.ModLoader | virtual |
| CraftingRecipesManagerInitialize(List< CraftingRecipe > recipes, ref bool sort) | Game.ModLoader | virtual |
| CraftingRecipesManagerInitialized() | Game.ModLoader | virtual |
| DamageItem(Block block, int oldValue, int damageCount, Entity owner, out bool skipVanilla) | Game.ModLoader | virtual |
| DeadBeforeDrops(ComponentHealth componentHealth, ref KillParticleSystem killParticleSystem, ref bool dropAllItems) | Game.ModLoader | virtual |
| DecideArmorProtectionSequence(ComponentClothing componentClothing, Attackment attackment, float randomNumber, List< int > clothesList) | Game.ModLoader | virtual |
| DecideLoot(ComponentLoot componentLoot, List< BlockDropValue > dropValues) | Game.ModLoader | virtual |
| DecodeIngredient(string ingredient, out string craftingId, out int? data, out bool decoded) | Game.ModLoader | virtual |
| DecodeResult(string result, out bool decoded) | Game.ModLoader | virtual |
| DispenserChooseItemToDispense(ComponentDispenser componentDispenser, ref int slot, ref int value, out bool chosen) | Game.ModLoader | virtual |
| DrawToScreen(ViewWidget viewWidget, Widget.DrawContext dc) | Game.ModLoader | virtual |
| EditBlockDescriptionScreen(Dictionary< string, string > blockProperties) | Game.ModLoader | virtual |
| EditBlockDescriptionScreen(Dictionary< string, string > blockProperties, int blockValue) | Game.ModLoader | virtual |
| EditRecipeScreenWidget(RecipaediaRecipesScreen screen) | Game.ModLoader | virtual |
| Entity | Game.ModLoader | |
| EntityComponentsInitialized(Entity entity, List< KeyValuePair< int, Component > > componentList) | Game.ModLoader | virtual |
| FindCoarseSpawnPosition(ITerrainContentsGenerator terrainContentsGenerator, ref Vector3 spawnPosition) | Game.ModLoader | virtual |
| FindHerdCenter(ComponentCreature componentCreature, out Vector3? herdCenter, out bool skipVanilla) | Game.ModLoader | virtual |
| GenerateChunkLightSources(DynamicArray< TerrainUpdater.LightSource > lightSources, TerrainChunk chunk) | Game.ModLoader | virtual |
| GenerateChunkVertices(TerrainChunk chunk, bool even) | Game.ModLoader | virtual |
| GetCameraList() | Game.ModLoader | virtual |
| GetGamepadMappings() | Game.ModLoader | virtual |
| GetKeyboardMappings() | Game.ModLoader | virtual |
| GetMaxInstancesCount() | Game.ModLoader | virtual |
| GetModFile(string filename, Action< Stream > stream, out bool skip, out bool fileFound) | Game.ModLoader | virtual |
| GetModFiles(string extension, Action< string, Stream > action, out bool skip) | Game.ModLoader | virtual |
| GrowPlant(SubsystemPlantBlockBehavior subsystemPlantBlockBehavior, int x, int y, int z, int pollPass, out bool skipVanilla) | Game.ModLoader | virtual |
| GuiDraw(ComponentGui componentGui, Camera camera, int drawOrder) | Game.ModLoader | virtual |
| GuiUpdate(ComponentGui componentGui) | Game.ModLoader | virtual |
| HandleInventoryDragMove(InventorySlotWidget inventorySlotWidget, IInventory sourceInventory, int sourceSlotIndex, IInventory targetInventory, int targetSlotIndex, bool skippedByOtherMods, out bool skip) | Game.ModLoader | virtual |
| HandleInventoryDragProcess(InventorySlotWidget inventorySlotWidget, IInventory sourceInventory, int sourceSlotIndex, IInventory targetInventory, int targetSlotIndex, ref int processCapacity) | Game.ModLoader | virtual |
| HandleMoveInventoryItem(InventorySlotWidget inventorySlotWidget, IInventory sourceInventory, int sourceSlotIndex, IInventory targetInventory, int targetSlotIndex, ref int count, out bool moved) | Game.ModLoader | virtual |
| InitializeClothingSlots() | Game.ModLoader | virtual |
| InitializeCreatureTypes(SubsystemCreatureSpawn spawn, List< SubsystemCreatureSpawn.CreatureType > creatureTypes) | Game.ModLoader | virtual |
| InitKeyCompatibleGroups() | Game.ModLoader | virtual |
| InventorySlotWidgetMeasureOverride(InventorySlotWidget inventorySlotWidget, Vector2 parentAvailableSize) | Game.ModLoader | virtual |
| IsCrosshairVisible(ComponentAimingSights componentAimingSights, ref bool isVisible) | Game.ModLoader | virtual |
| IsLevelSufficientForTool(ComponentMiner miner, int toolValue, ref bool canUse, out bool skip) | Game.ModLoader | virtual |
| IsPredator(ComponentFlyAwayBehavior flyAwayBehavior, Entity target, out bool isPredator, out bool skipVanilla) | Game.ModLoader | virtual |
| IsTerrainSafeToGo(ComponentPilot componentPilot, Vector3 position, Vector3 direction, out bool isTerrainSafeToGo, out bool skipVanilla) | Game.ModLoader | virtual |
| LoadCreatureInfoInBestiaryScreen(BestiaryScreen bestiaryScreen, ContainerWidget creatureInfoWidget, BestiaryCreatureInfo bestiaryCreatureInfo, ValuesDictionary entityValuesDictionary) | Game.ModLoader | virtual |
| LoadSettings(XElement xElement) | Game.ModLoader | virtual |
| LoadWorldInfoWidget(WorldInfo worldInfo, XElement savedWorldItemNode, ref ContainerWidget worldInfoWidget) | Game.ModLoader | virtual |
| ManageCameras(GameWidget gameWidget) | Game.ModLoader | virtual |
| MatchRecipe(string[] requiredIngredients, string[] actualIngredient, out bool matched) | Game.ModLoader | virtual |
| MenuPlayMusic(out string contentMusicPath) | Game.ModLoader | virtual |
| ModDispose() | Game.ModLoader | virtual |
| ModelShaderParameter(Shader shader, Camera camera, List< SubsystemModelsRenderer.ModelData > modelsData, float? alphaThreshold) | Game.ModLoader | virtual |
| ModifyLogColor(string text, ref Color color) | Game.ModLoader | virtual |
| OnAnimateModel(ComponentModel componentModel, out bool skip) | Game.ModLoader | virtual |
| OnAppendModelMesh(BlockMesh blockMesh, BlockMesh blockMesh1, out bool skip) | Game.ModLoader | virtual |
| OnAppendModelMeshPart(BlockMesh blockMesh, ModelMeshPart meshPart, Matrix matrix, bool makeEmissive, bool flipWindingOrder, bool doubleSided, bool flipNormals, Color color, out bool skip) | Game.ModLoader | virtual |
| OnBlockDug(ComponentMiner componentMiner, BlockPlacementData digValue, int cellValue, ref int durabilityReduction, ref bool mute, ref int playerDataDugAdd) | Game.ModLoader | virtual |
| OnBlockExploded(SubsystemTerrain subsystemTerrain, int x, int y, int z, int value) | Game.ModLoader | virtual |
| OnCameraChange(ComponentPlayer m_componentPlayer, ComponentGui componentGui) | Game.ModLoader | virtual |
| OnCapture() | Game.ModLoader | virtual |
| OnChaseBehaviorAttacked(ComponentChaseBehavior componentChaseBehavior, float chaseTimeBefore, ref float chaseTime, ref bool hitBody, ref bool playAttackSound) | Game.ModLoader | virtual |
| OnChaseBehaviorAttackFailed(ComponentChaseBehavior componentChaseBehavior, ref float chaseTime) | Game.ModLoader | virtual |
| OnChaseBehaviorStartChasing(ComponentChaseBehavior chaseBehavior) | Game.ModLoader | virtual |
| OnChaseBehaviorStopChasing(ComponentChaseBehavior chaseBehavior) | Game.ModLoader | virtual |
| OnComponentBodyExploded(ComponentBody componentBody, ref Injury explosionInjury, ref Vector3 impulse, ref bool setOnFire, ref float fluctuation) | Game.ModLoader | virtual |
| OnComponentBodyExplodedStart(ComponentBody componentBody, Vector3 explosionCenter, float explosionPressure, ref float shakeStrength) | Game.ModLoader | virtual |
| OnComponentLocomotionLoaded(ComponentLocomotion componentLocomotion, ref float mobWalkSpeedFactor, ref float mobFlySpeedFactor, ref float mobSwimSpeedFactor, ref bool disableCreativeFlyInSurvivalMode) | Game.ModLoader | virtual |
| OnCraftingRecipeDecode(List< CraftingRecipe > m_recipes, XElement element, out bool decoded) | Game.ModLoader | virtual |
| OnCreatureDied(ComponentHealth componentHealth, Injury injury, ref int experienceOrbDrop, ref bool calculateInKill) | Game.ModLoader | virtual |
| OnCreatureDying(ComponentHealth componentHealth, Injury injury) | Game.ModLoader | virtual |
| OnCreatureInjure(ComponentHealth componentHealth, float amount, ComponentCreature attacker, bool ignoreInvulnerability, string cause, out bool skip) | Game.ModLoader | virtual |
| OnCreatureSpiked(ComponentHealth componentHealth, SubsystemBlockBehavior spikeBlockBehavior, CellFace cellFace, float velocity, ref Injury blockInjury) | Game.ModLoader | virtual |
| OnDespawned(Entity entity, ComponentSpawn componentSpawn) | Game.ModLoader | virtual |
| OnDispenserDispensePickable(ComponentDispenser componentDispenser, ref Pickable pickable, ref int removeSlotCount) | Game.ModLoader | virtual |
| OnDispenserShoot(ComponentDispenser componentDispenser, ref Projectile projectile, ref bool canDispensePickable, ref int removeSlotCount) | Game.ModLoader | virtual |
| OnDrawItemAssigned(Widget.DrawContext drawContext) | Game.ModLoader | virtual |
| OnEatPickable(ComponentEatPickableBehavior eatPickableBehavior, Pickable eatPickable, out bool dealed) | Game.ModLoader | virtual |
| OnEntityAdd(Entity entity) | Game.ModLoader | virtual |
| OnEntityBehaviorBlockInteracted(object raycastResult, bool isInitialNull, ref ComponentBlockEntity componentBlockEntity) | Game.ModLoader | virtual |
| OnEntityRemove(Entity entity) | Game.ModLoader | virtual |
| OnFactorsGenerate(ComponentFactors componentFactors) | Game.ModLoader | virtual |
| OnFactorsUpdate(ComponentFactors componentFactors, float dt) | Game.ModLoader | virtual |
| OnFirstPersonModelDrawing(ComponentFirstPersonModel componentFirstPersonModel, Camera camera, int itemValue, ref Matrix matrix, out bool skip) | Game.ModLoader | virtual |
| OnFurnitureDesigned(FurnitureDesign furnitureDesign, bool designedFromExistingFurniture, ref int pickableCount, ref bool destroyDesignBlocks, ref int toolDamageCount) | Game.ModLoader | virtual |
| OnIDrawableAdded(SubsystemDrawing subsystemDrawing, IDrawable drawable, bool skippedByOtherMods, out bool skip) | Game.ModLoader | virtual |
| OnInventorySlotWidgetCalculateSplitCount(InventorySlotWidget inventorySlotWidget, int totalItemCount, DragMode dragMode, ref int splitCount) | Game.ModLoader | virtual |
| OnInventorySlotWidgetDefined(InventorySlotWidget inventorySlotWidget, out List< Widget > childrenWidgetsToAdd) | Game.ModLoader | virtual |
| OnIUpdateableAddOrRemove(SubsystemUpdate subsystemUpdate, IUpdateable updateable, bool toAdd1OrRemove0, bool skippedByOtherMods, out bool skip) | Game.ModLoader | virtual |
| OnLevelUpdate(ComponentLevel level) | Game.ModLoader | virtual |
| OnLightningStrike(SubsystemSky subsystemSky, ref Vector3 targetPosition, ref bool strike, ref float explosionPressure, ref bool setBodyOnFire) | Game.ModLoader | virtual |
| OnLoadingFinished(List< Action > actions) | Game.ModLoader | virtual |
| OnLoadingStart(List< Action > actions) | Game.ModLoader | virtual |
| OnLocomotionStopped(ComponentLocomotion componentLocomotion, ref bool fallsOnDeathOrStun) | Game.ModLoader | virtual |
| OnMainMenuScreenCreated(MainMenuScreen mainMenuScreen, StackPanelWidget leftBottomBar, StackPanelWidget rightBottomBar) | Game.ModLoader | virtual |
| OnMainMenuScreenUpdate(MainMenuScreen mainMenuScreen, StackPanelWidget leftBottomBar, StackPanelWidget rightBottomBar) | Game.ModLoader | virtual |
| OnMinerDig(ComponentMiner miner, TerrainRaycastResult raycastResult, ref float DigProgress, out bool Digged) | Game.JsModLoader | virtual |
| OnMinerHit(ComponentMiner miner, ComponentBody componentBody, Vector3 hitPoint, Vector3 hitDirection, ref float attackPower, ref float playerProbability, ref float creatureProbability, out bool hitted) | Game.ModLoader | virtual |
| OnMinerHit2(ComponentMiner componentMiner, ComponentBody componentBody, Vector3 hitPoint, Vector3 hitDirection, ref int durabilityReduction, ref Attackment attackment) | Game.ModLoader | virtual |
| OnMinerPlace(ComponentMiner miner, TerrainRaycastResult raycastResult, int x, int y, int z, int value, out bool Placed) | Game.JsModLoader | virtual |
| Game::ModLoader.OnMinerPlace(ComponentMiner miner, TerrainRaycastResult raycastResult, int x, int y, int z, int value, BlockPlacementData placementData, out bool placed) | Game.ModLoader | virtual |
| OnModalPanelWidgetSet(ComponentGui componentGui, Widget oldWidget, Widget newWidget) | Game.ModLoader | virtual |
| OnModelAnimate(ComponentCreatureModel componentCreatureModel, out bool skip) | Game.ModLoader | virtual |
| OnModelCalculateBones(ComponentModel componentModel, Camera camera, out bool skip) | Game.ModLoader | virtual |
| OnModelCalculateIsVisible(ComponentModel componentModel, Camera camera, out bool skip) | Game.ModLoader | virtual |
| OnModelDataDrawing(SubsystemModelsRenderer.ModelData modelData, ModelShader modelShader, Camera camera, SubsystemModelsRenderer subsystemModelsRenderer, out bool skip) | Game.ModLoader | virtual |
| OnModelDrawExtra(ComponentModel componentModel, Camera camera, out bool skip) | Game.ModLoader | virtual |
| OnModelRendererDrawExtra(SubsystemModelsRenderer modelsRenderer, SubsystemModelsRenderer.ModelData modelData, Camera camera, float? alphaThreshold) | Game.ModLoader | virtual |
| OnMovingBlockSetAdded(ref SubsystemMovingBlocks.MovingBlockSet movingBlockSet, SubsystemMovingBlocks subsystemMovingBlocks, ref bool testCollision, out bool doNotAdd) | Game.ModLoader | virtual |
| OnMovingBlockSetRemoved(IMovingBlockSet movingBlockSet, SubsystemMovingBlocks subsystemMovingBlocks) | Game.ModLoader | virtual |
| OnMovingBlockSetUpdate(IMovingBlockSet movingBlockSet, SubsystemMovingBlocks subsystemMovingBlocks, bool skippedByOtherMods, out bool skipVanilla) | Game.ModLoader | virtual |
| OnPickableAdded(SubsystemPickables subsystemPickables, ref Pickable pickable, ValuesDictionary loadValuesDictionary) | Game.ModLoader | virtual |
| OnPickableDraw(Pickable pickable, SubsystemPickables subsystemPickables, Camera camera, int drawOrder, ref bool shouldDrawBlock, ref float drawBlockSize, ref Color drawBlockColor) | Game.ModLoader | virtual |
| OnPlayerControlBoat(ComponentPlayer componentPlayer, bool skippedByOtherMods, out bool skipVanilla) | Game.ModLoader | virtual |
| OnPlayerControlOtherMount(ComponentPlayer componentPlayer, bool skippedByOtherMods, out bool skipVanilla) | Game.ModLoader | virtual |
| OnPlayerControlSteed(ComponentPlayer componentPlayer, bool skippedByOtherMods, out bool skipVanilla) | Game.ModLoader | virtual |
| OnPlayerControlWalk(ComponentPlayer componentPlayer, bool skippedByOtherMods, out bool skipVanilla) | Game.ModLoader | virtual |
| OnPlayerDead(PlayerData playerData) | Game.JsModLoader | virtual |
| OnPlayerInputDrop(ComponentPlayer componentPlayer, bool skippedByOtherMods, out bool skipVanilla) | Game.ModLoader | virtual |
| OnPlayerInputHit(ComponentPlayer componentPlayer, ref bool playerOperated, ref double timeIntervalHit, ref float meleeAttackRange, bool skippedByOtherMods, out bool skipVanilla) | Game.ModLoader | virtual |
| OnPlayerInputInteract(ComponentPlayer componentPlayer, ref bool playerOperated, ref double timeIntervalLastActionTime, ref int priorityUse, ref int priorityInteract, ref int priorityPlace) | Game.ModLoader | virtual |
| OnPlayerModelWidgetMeasureOverride(PlayerModelWidget playerModelWidget) | Game.ModLoader | virtual |
| OnPlayerSpawned(PlayerData.SpawnMode spawnMode, ComponentPlayer componentPlayer, Vector3 position) | Game.JsModLoader | virtual |
| OnProjectDisposed() | Game.JsModLoader | virtual |
| OnProjectileAdded(SubsystemProjectiles subsystemProjectiles, ref Projectile projectile, ValuesDictionary loadValuesDictionary) | Game.ModLoader | virtual |
| OnProjectileDraw(Projectile projectile, SubsystemProjectiles subsystemProjectiles, Camera camera, int drawOrder, ref bool shouldDrawBlock, ref float drawBlockSize, ref Color drawBlockColor) | Game.ModLoader | virtual |
| OnProjectileFlyOutOfLoadedChunks(Projectile projectile) | Game.ModLoader | virtual |
| OnProjectileHitBody(Projectile projectile, BodyRaycastResult bodyRaycastResult, ref Attackment attackment, ref Vector3 velocityAfterAttack, ref Vector3 angularVelocityAfterAttack, ref bool ignoreBody) | Game.ModLoader | virtual |
| OnProjectileHitTerrain(Projectile projectile, TerrainRaycastResult terrainRaycastResult, ref bool triggerBlocksBehavior, ref bool destroyCell, ref float impactSoundLoudness, ref bool projectileGetStuck, ref Vector3 velocityAfterHit, ref Vector3 angularVelocityAfterHit) | Game.ModLoader | virtual |
| OnProjectileRaycastBody(ComponentBody componentBody, Projectile projectile, float distance, out bool ignore) | Game.ModLoader | virtual |
| OnProjectileTurnIntoPickable(Projectile projectile, ref Pickable pickable) | Game.ModLoader | virtual |
| OnProjectLoaded(Project project) | Game.JsModLoader | virtual |
| OnProjectXmlSaved(XElement xElement) | Game.ModLoader | virtual |
| OnReadSpawnData(Entity entity, SpawnEntityData spawnEntityData) | Game.ModLoader | virtual |
| OnSaveSpawnData(ComponentSpawn spawn, SpawnEntityData spawnEntityData) | Game.ModLoader | virtual |
| OnScreenEntered(Screen screen, object[] screenParameters) | Game.ModLoader | virtual |
| OnScreenLeaved(Screen screen) | Game.ModLoader | virtual |
| OnSetModel(ComponentModel componentModel, Model model, out bool isSet) | Game.ModLoader | virtual |
| OnSettingsScreenCreated(SettingsScreen settingsScreen, out Dictionary< ButtonWidget, Action > buttonsToAdd) | Game.ModLoader | virtual |
| OnTerrainBrushesCreated() | Game.ModLoader | virtual |
| OnTerrainContentsGenerated(TerrainChunk chunk) | Game.ModLoader | virtual |
| OnTreasureGenerate(SubsystemTerrain subsystemTerrain, int x, int y, int z, int neighborX, int neighborY, int neighborZ, ref int blockValue, ref int count, out bool isGenerate) | Game.ModLoader | virtual |
| OnVitalStatsEat(ComponentVitalStats vitalStats, ref int value, ref bool skipVanilla, out bool eatSuccess) | Game.ModLoader | virtual |
| OnVitalStatsUpdateFood(ComponentVitalStats vitalStats, ref float food, ref float gameTimeDelta, ref bool skipVanilla) | Game.ModLoader | virtual |
| OnVitalStatsUpdateSleep(ComponentVitalStats vitalStats, ref float sleep, ref float gameTimeDelta, ref bool skipVanilla) | Game.ModLoader | virtual |
| OnVitalStatsUpdateStamina(ComponentVitalStats vitalStats, ref float stamina, ref float gameTimeDelta, ref bool skipVanilla) | Game.ModLoader | virtual |
| OnVitalStatsUpdateTemperature(ComponentVitalStats vitalStats, ref float temperature, ref float gameTimeDelta, ref bool skipVanilla) | Game.ModLoader | virtual |
| OnVitalStatsUpdateWetness(ComponentVitalStats vitalStats, ref float wetness, ref float gameTimeDelta, ref bool skipVanilla) | Game.ModLoader | virtual |
| OnWidgetConstruct(ref Widget widget) | Game.ModLoader | virtual |
| OnWidgetContentsLoaded(Widget widget) | Game.ModLoader | virtual |
| OnXdbLoad(XElement xElement) | Game.ModLoader | virtual |
| PlayerDataFirstUpdate(PlayerData playerData) | Game.ModLoader | virtual |
| PlayInGameMusic() | Game.ModLoader | virtual |
| PrepareModels(SubsystemModelsRenderer subsystemModelsRenderer, Camera camera, bool skippedByOtherMods, out bool skip) | Game.ModLoader | virtual |
| ProcessAttackment(Attackment attackment) | Game.JsModLoader | virtual |
| ProjectBeforeSubsystemsAndEntitiesLoad(Project project) | Game.ModLoader | virtual |
| ProjectXmlLoad(XElement xElement) | Game.ModLoader | virtual |
| ProjectXmlLoad(XElement xElement, WorldInfo worldInfo, ContainerWidget gameWidget) | Game.ModLoader | virtual |
| ProjectXmlSave(XElement xElement) | Game.ModLoader | virtual |
| RecalculateCameraProjection(Camera camera, ref Matrix projectionMatrix) | Game.ModLoader | virtual |
| RecalculateModelEyePosition(ComponentModel componentModel, ref Vector3 eyePosition) | Game.ModLoader | virtual |
| RecalculateModelEyeRotation(ComponentModel componentModel, ref Quaternion eyeRotation) | Game.ModLoader | virtual |
| RenderModels(SubsystemModelsRenderer subsystemModelsRenderer, Camera camera, int drawOrder, bool skippedByOtherMods, out bool skip) | Game.ModLoader | virtual |
| ResetOptionsForNonCreativeMode(WorldSettings worldSettings, EnvironmentBehaviorMode environmentBehaviorModeBefore, TimeOfDayMode timeOfDayModeBefore, bool areWeatherEffectsEnabledBefore, bool areSurvivalMechanicsEnabledBefore) | Game.ModLoader | virtual |
| SavePickable(SubsystemPickables subsystemPickables, Pickable pickable, ref ValuesDictionary valuesDictionary) | Game.ModLoader | virtual |
| SaveProjectile(SubsystemProjectiles subsystemProjectiles, Projectile projectile, ref ValuesDictionary valuesDictionary) | Game.ModLoader | virtual |
| SaveSettings(XElement xElement) | Game.ModLoader | virtual |
| ScoreMount(ComponentRider componentRider, ComponentMount componentMount, out float? score) | Game.ModLoader | virtual |
| SetClothes(ComponentClothing componentClothing, ClothingSlot slot, IEnumerable< int > clothes) | Game.ModLoader | virtual |
| SetFurnitureDesignColor(FurnitureDesign design, Block block, int value, ref int faceTextureSlot, ref Color color) | Game.ModLoader | virtual |
| SetHitInterval(ComponentMiner miner, ref double hitInterval) | Game.ModLoader | virtual |
| SetHitValueParticleSystem(HitValueParticleSystem hitValueParticleSystem, Attackment attackment) | Game.ModLoader | virtual |
| SetRainAndSnowColor(ref Color rainColor, ref Color snowColor) | Game.ModLoader | virtual |
| SetShaderParameter(Shader shader, Camera camera) | Game.ModLoader | virtual |
| SkyDrawExtra(SubsystemSky subsystemSky, Camera camera) | Game.ModLoader | virtual |
| SpawnEntity(SubsystemSpawn spawn, Entity entity, SpawnEntityData spawnEntityData, out bool spawned) | Game.ModLoader | virtual |
| SubsystemUpdate(float dt) | Game.ModLoader | virtual |
| SubsystemUpdate(SubsystemUpdate subsystemUpdate, float dt) | Game.ModLoader | virtual |
| TerrainChangeCell(SubsystemTerrain subsystemTerrain, int x, int y, int z, int value, out bool skip) | Game.ModLoader | virtual |
| TerrainContentsGenerator23Initialize(ITerrainContentsGenerator terrainContentsGenerator, SubsystemTerrain subsystemTerrain) | Game.ModLoader | virtual |
| TerrainContentsGenerator24Initialize(ITerrainContentsGenerator terrainContentsGenerator, SubsystemTerrain subsystemTerrain) | Game.ModLoader | virtual |
| ToAllocateChunks(TerrainUpdater terrainUpdater, TerrainUpdater.UpdateLocation[] locations) | Game.ModLoader | virtual |
| ToFreeChunks(TerrainUpdater terrainUpdater, TerrainChunk chunk, out bool keepWorking) | Game.ModLoader | virtual |
| UpdateChaseBehaviorChasing(ComponentChaseBehavior chaseBehavior) | Game.ModLoader | virtual |
| UpdateChaseBehaviorLookingForTarget(ComponentChaseBehavior chaseBehavior) | Game.ModLoader | virtual |
| UpdateComponentBody(ComponentBody componentBody, float dt, bool skippedByOtherMods, out bool skipVanilla) | Game.ModLoader | virtual |
| UpdateCreaturePropertiesInBestiaryDescriptionScreen(BestiaryDescriptionScreen bestiaryDescriptionScreen, BestiaryCreatureInfo bestiaryCreatureInfo, ValuesDictionary entityValuesDictionary) | Game.ModLoader | virtual |
| UpdateDeathCameraWidget(PlayerData playerData, ref bool disableVanillaTapToRespawnAction, ref bool respawn) | Game.ModLoader | virtual |
| UpdateInput(ComponentInput componentInput, WidgetInput widgetInput) | Game.ModLoader | virtual |
| UpdatePlayerInputAim(ComponentPlayer componentPlayer, bool aiming, ref bool playerOperated, ref float timeIntervalAim, bool skippedByOtherMods, out bool skipVanilla) | Game.ModLoader | virtual |
| UpdatePlayerInputDig(ComponentPlayer componentPlayer, bool digging, ref bool playerOperated, ref double timeIntervalDig, bool skippedByOtherMods, out bool skipVanilla) | Game.ModLoader | virtual |
| ViewFogColor(float viewUnderWaterDepth, float viewUnderMagmaDepth, ref Color viewFogColor) | Game.ModLoader | virtual |
| WindowModeChanged(WindowMode mode) | Game.ModLoader | virtual |