#nullable enable
Kiln.AttributeIds
Kiln.AttributeIds.AttributeIds() -> void
Kiln.AttributeIds.AttributeIds(Kiln.GameAttribute Kind, uint CurrentId, uint MinId, uint MaxId, uint ComponentHash, bool GameClamp) -> void
Kiln.AttributeIds.ComponentHash.get -> uint
Kiln.AttributeIds.ComponentHash.init -> void
Kiln.AttributeIds.CurrentId.get -> uint
Kiln.AttributeIds.CurrentId.init -> void
Kiln.AttributeIds.Deconstruct(out Kiln.GameAttribute Kind, out uint CurrentId, out uint MinId, out uint MaxId, out uint ComponentHash, out bool GameClamp) -> void
Kiln.AttributeIds.Equals(Kiln.AttributeIds other) -> bool
Kiln.AttributeIds.GameClamp.get -> bool
Kiln.AttributeIds.GameClamp.init -> void
Kiln.AttributeIds.Kind.get -> Kiln.GameAttribute
Kiln.AttributeIds.Kind.init -> void
Kiln.AttributeIds.MaxId.get -> uint
Kiln.AttributeIds.MaxId.init -> void
Kiln.AttributeIds.MinId.get -> uint
Kiln.AttributeIds.MinId.init -> void
Kiln.AttributeReading
Kiln.AttributeReading.AttributeReading() -> void
Kiln.AttributeReading.AttributeReading(uint Id, Kiln.GameAttribute Kind, int Value, int Current, int? Min, int? Max, bool IsCurrent, uint CurrentId, uint MaxId) -> void
Kiln.AttributeReading.Current.get -> int
Kiln.AttributeReading.Current.init -> void
Kiln.AttributeReading.CurrentId.get -> uint
Kiln.AttributeReading.CurrentId.init -> void
Kiln.AttributeReading.Deconstruct(out uint Id, out Kiln.GameAttribute Kind, out int Value, out int Current, out int? Min, out int? Max, out bool IsCurrent, out uint CurrentId, out uint MaxId) -> void
Kiln.AttributeReading.Equals(Kiln.AttributeReading other) -> bool
Kiln.AttributeReading.Fraction.get -> double
Kiln.AttributeReading.Id.get -> uint
Kiln.AttributeReading.Id.init -> void
Kiln.AttributeReading.IsCurrent.get -> bool
Kiln.AttributeReading.IsCurrent.init -> void
Kiln.AttributeReading.Kind.get -> Kiln.GameAttribute
Kiln.AttributeReading.Kind.init -> void
Kiln.AttributeReading.Max.get -> int?
Kiln.AttributeReading.Max.init -> void
Kiln.AttributeReading.MaxId.get -> uint
Kiln.AttributeReading.MaxId.init -> void
Kiln.AttributeReading.Min.get -> int?
Kiln.AttributeReading.Min.init -> void
Kiln.AttributeReading.Value.get -> int
Kiln.AttributeReading.Value.init -> void
Kiln.Attributes
Kiln.Combat
Kiln.CombatOrigin
Kiln.CombatOrigin.Game = 0 -> Kiln.CombatOrigin
Kiln.CombatOrigin.Kiln = 1 -> Kiln.CombatOrigin
Kiln.CombatOrigin.Other = 2 -> Kiln.CombatOrigin
Kiln.CombatStatus
Kiln.CombatStatus.<Clone>$() -> Kiln.CombatStatus!
Kiln.CombatStatus.AttributeHeals.get -> bool
Kiln.CombatStatus.AttributeHeals.init -> void
Kiln.CombatStatus.AttributeHealsCorrected.get -> ulong
Kiln.CombatStatus.AttributeHealsCorrected.init -> void
Kiln.CombatStatus.AttributeHealsSeen.get -> ulong
Kiln.CombatStatus.AttributeHealsSeen.init -> void
Kiln.CombatStatus.CombatStatus(bool Health, bool Hits, bool Deaths, bool Holding, uint Interest, ulong HitsSeen, ulong HitsHeld, ulong HitsReleased, ulong HitsCanceled, ulong HitsModified, ulong KilnHits, ulong GodBlocked, ulong GodRestored, ulong DeathsSeen, ulong EventsDelivered, uint Invulnerable, ulong GameDiedEvents, ulong HitsDeferred, ulong DropsSeen, ulong DropsCanceled, ulong RepeatHits) -> void
Kiln.CombatStatus.Deaths.get -> bool
Kiln.CombatStatus.Deaths.init -> void
Kiln.CombatStatus.DeathsSeen.get -> ulong
Kiln.CombatStatus.DeathsSeen.init -> void
Kiln.CombatStatus.Deconstruct(out bool Health, out bool Hits, out bool Deaths, out bool Holding, out uint Interest, out ulong HitsSeen, out ulong HitsHeld, out ulong HitsReleased, out ulong HitsCanceled, out ulong HitsModified, out ulong KilnHits, out ulong GodBlocked, out ulong GodRestored, out ulong DeathsSeen, out ulong EventsDelivered, out uint Invulnerable, out ulong GameDiedEvents, out ulong HitsDeferred, out ulong DropsSeen, out ulong DropsCanceled, out ulong RepeatHits) -> void
Kiln.CombatStatus.DropsCanceled.get -> ulong
Kiln.CombatStatus.DropsCanceled.init -> void
Kiln.CombatStatus.DropsSeen.get -> ulong
Kiln.CombatStatus.DropsSeen.init -> void
Kiln.CombatStatus.Equals(Kiln.CombatStatus? other) -> bool
Kiln.CombatStatus.EventsDelivered.get -> ulong
Kiln.CombatStatus.EventsDelivered.init -> void
Kiln.CombatStatus.Falls.get -> bool
Kiln.CombatStatus.Falls.init -> void
Kiln.CombatStatus.FallsCanceled.get -> ulong
Kiln.CombatStatus.FallsCanceled.init -> void
Kiln.CombatStatus.FallsModified.get -> ulong
Kiln.CombatStatus.FallsModified.init -> void
Kiln.CombatStatus.FallsSeen.get -> ulong
Kiln.CombatStatus.FallsSeen.init -> void
Kiln.CombatStatus.GameDiedEvents.get -> ulong
Kiln.CombatStatus.GameDiedEvents.init -> void
Kiln.CombatStatus.GodBlocked.get -> ulong
Kiln.CombatStatus.GodBlocked.init -> void
Kiln.CombatStatus.GodRestored.get -> ulong
Kiln.CombatStatus.GodRestored.init -> void
Kiln.CombatStatus.Health.get -> bool
Kiln.CombatStatus.Health.init -> void
Kiln.CombatStatus.Hits.get -> bool
Kiln.CombatStatus.Hits.init -> void
Kiln.CombatStatus.HitsCanceled.get -> ulong
Kiln.CombatStatus.HitsCanceled.init -> void
Kiln.CombatStatus.HitsDeferred.get -> ulong
Kiln.CombatStatus.HitsDeferred.init -> void
Kiln.CombatStatus.HitsHeld.get -> ulong
Kiln.CombatStatus.HitsHeld.init -> void
Kiln.CombatStatus.HitsModified.get -> ulong
Kiln.CombatStatus.HitsModified.init -> void
Kiln.CombatStatus.HitsReleased.get -> ulong
Kiln.CombatStatus.HitsReleased.init -> void
Kiln.CombatStatus.HitsSeen.get -> ulong
Kiln.CombatStatus.HitsSeen.init -> void
Kiln.CombatStatus.Holding.get -> bool
Kiln.CombatStatus.Holding.init -> void
Kiln.CombatStatus.Interest.get -> uint
Kiln.CombatStatus.Interest.init -> void
Kiln.CombatStatus.Invulnerable.get -> uint
Kiln.CombatStatus.Invulnerable.init -> void
Kiln.CombatStatus.KilnHits.get -> ulong
Kiln.CombatStatus.KilnHits.init -> void
Kiln.CombatStatus.KnockbacksModified.get -> ulong
Kiln.CombatStatus.KnockbacksModified.init -> void
Kiln.CombatStatus.KnockbacksSeen.get -> ulong
Kiln.CombatStatus.KnockbacksSeen.init -> void
Kiln.CombatStatus.RegenCanceled.get -> ulong
Kiln.CombatStatus.RegenCanceled.init -> void
Kiln.CombatStatus.RegenSeen.get -> ulong
Kiln.CombatStatus.RegenSeen.init -> void
Kiln.CombatStatus.Regeneration.get -> bool
Kiln.CombatStatus.Regeneration.init -> void
Kiln.CombatStatus.RepeatHits.get -> ulong
Kiln.CombatStatus.RepeatHits.init -> void
Kiln.DamageOptions
Kiln.DamageOptions.<Clone>$() -> Kiln.DamageOptions!
Kiln.DamageOptions.Aggro.get -> float
Kiln.DamageOptions.Aggro.init -> void
Kiln.DamageOptions.AsGameHit.get -> bool
Kiln.DamageOptions.AsGameHit.init -> void
Kiln.DamageOptions.DamageOptions() -> void
Kiln.DamageOptions.Equals(Kiln.DamageOptions? other) -> bool
Kiln.DamageOptions.ForceInterrupt.get -> bool
Kiln.DamageOptions.ForceInterrupt.init -> void
Kiln.DamageOptions.NoCredit.get -> bool
Kiln.DamageOptions.NoCredit.init -> void
Kiln.DamageOptions.PushBack.get -> byte
Kiln.DamageOptions.PushBack.init -> void
Kiln.DamageOptions.Reaction.get -> Kiln.HitReaction
Kiln.DamageOptions.Reaction.init -> void
Kiln.DamageOptions.Silent.get -> bool
Kiln.DamageOptions.Silent.init -> void
Kiln.DamageOptions.Source.get -> Kiln.EntityId
Kiln.DamageOptions.Source.init -> void
Kiln.EntityDamagedEvent
Kiln.EntityDamagedEvent.Amount.get -> int
Kiln.EntityDamagedEvent.Attacker.get -> Kiln.EntityId
Kiln.EntityDamagedEvent.Flags.get -> Kiln.HitFlags
Kiln.EntityDamagedEvent.HealthAfter.get -> int
Kiln.EntityDamagedEvent.HealthBefore.get -> int
Kiln.EntityDamagedEvent.HealthMax.get -> int
Kiln.EntityDamagedEvent.IsPlayer.get -> bool
Kiln.EntityDamagedEvent.KillingBlow.get -> bool
Kiln.EntityDamagedEvent.Origin.get -> Kiln.CombatOrigin
Kiln.EntityDamagedEvent.Position.get -> Kiln.WorldPosition
Kiln.EntityDamagedEvent.PushBack.get -> int
Kiln.EntityDamagedEvent.Reaction.get -> Kiln.HitReaction
Kiln.EntityDamagedEvent.Source.get -> Kiln.EntityId
Kiln.EntityDamagedEvent.Step.get -> ulong
Kiln.EntityDamagedEvent.Target.get -> Kiln.EntityId
Kiln.EntityDeathEvent
Kiln.EntityDeathEvent.Flags.get -> Kiln.HitFlags
Kiln.EntityDeathEvent.Health.get -> int
Kiln.EntityDeathEvent.IsPlayer.get -> bool
Kiln.EntityDeathEvent.Killer.get -> Kiln.EntityId
Kiln.EntityDeathEvent.Origin.get -> Kiln.CombatOrigin
Kiln.EntityDeathEvent.Position.get -> Kiln.WorldPosition
Kiln.EntityDeathEvent.Source.get -> Kiln.EntityId
Kiln.EntityDeathEvent.Step.get -> ulong
Kiln.EntityDeathEvent.Victim.get -> Kiln.EntityId
Kiln.EntityDropsEvent
Kiln.EntityDropsEvent.Container.get -> Kiln.EntityId
Kiln.EntityDropsEvent.Killer.get -> Kiln.EntityId
Kiln.EntityDropsEvent.Position.get -> Kiln.WorldPosition
Kiln.EntityDropsEvent.Step.get -> ulong
Kiln.EntityDropsEvent.Victim.get -> Kiln.EntityId
Kiln.EntityFallEvent
Kiln.EntityFallEvent.Damage.get -> int
Kiln.EntityFallEvent.Damage.set -> void
Kiln.EntityFallEvent.DamageFraction.get -> float
Kiln.EntityFallEvent.Distance.get -> float
Kiln.EntityFallEvent.Entity.get -> Kiln.EntityId
Kiln.EntityFallEvent.HealthBefore.get -> int
Kiln.EntityFallEvent.HealthMax.get -> int
Kiln.EntityFallEvent.IsPlayer.get -> bool
Kiln.EntityFallEvent.Lethal.get -> bool
Kiln.EntityFallEvent.OriginalDamage.get -> int
Kiln.EntityFallEvent.Position.get -> Kiln.WorldPosition
Kiln.EntityFallEvent.Step.get -> ulong
Kiln.EntityHealEvent
Kiln.EntityHealEvent.Cause.get -> Kiln.HealCause
Kiln.EntityHurtEvent
Kiln.EntityHurtEvent.Lethal.get -> bool
Kiln.EntityKnockbackEvent
Kiln.EntityKnockbackEvent.Attacker.get -> Kiln.EntityId
Kiln.EntityKnockbackEvent.Direction.get -> System.Numerics.Vector3
Kiln.EntityKnockbackEvent.Direction.set -> void
Kiln.EntityKnockbackEvent.Flags.get -> Kiln.HitFlags
Kiln.EntityKnockbackEvent.ImpactId.get -> uint
Kiln.EntityKnockbackEvent.IsPlayer.get -> bool
Kiln.EntityKnockbackEvent.Origin.get -> Kiln.CombatOrigin
Kiln.EntityKnockbackEvent.OriginalDirection.get -> System.Numerics.Vector3
Kiln.EntityKnockbackEvent.OriginalReaction.get -> Kiln.HitReaction
Kiln.EntityKnockbackEvent.OriginalStrength.get -> int
Kiln.EntityKnockbackEvent.Part.get -> Kiln.EntityId
Kiln.EntityKnockbackEvent.Position.get -> Kiln.WorldPosition
Kiln.EntityKnockbackEvent.Reaction.get -> Kiln.HitReaction
Kiln.EntityKnockbackEvent.Reaction.set -> void
Kiln.EntityKnockbackEvent.Source.get -> Kiln.EntityId
Kiln.EntityKnockbackEvent.Step.get -> ulong
Kiln.EntityKnockbackEvent.Strength.get -> int
Kiln.EntityKnockbackEvent.Strength.set -> void
Kiln.EntityKnockbackEvent.Target.get -> Kiln.EntityId
Kiln.GameAttribute
Kiln.GameAttribute.BodyHeat = 4 -> Kiln.GameAttribute
Kiln.GameAttribute.Health = 1 -> Kiln.GameAttribute
Kiln.GameAttribute.Mana = 3 -> Kiln.GameAttribute
Kiln.GameAttribute.Oxygen = 5 -> Kiln.GameAttribute
Kiln.GameAttribute.Stamina = 2 -> Kiln.GameAttribute
Kiln.HealCause
Kiln.HealCause.Attribute = 3 -> Kiln.HealCause
Kiln.HealCause.Hit = 0 -> Kiln.HealCause
Kiln.HealCause.Kiln = 1 -> Kiln.HealCause
Kiln.HealCause.Regeneration = 2 -> Kiln.HealCause
Kiln.Health
Kiln.Health.Current.get -> int
Kiln.Health.Current.init -> void
Kiln.Health.Dead.get -> bool
Kiln.Health.Dead.init -> void
Kiln.Health.Deconstruct(out int Current, out int Max, out bool Dead, out bool HasActor, out bool Invulnerable) -> void
Kiln.Health.Equals(Kiln.Health other) -> bool
Kiln.Health.Fraction.get -> double
Kiln.Health.HasActor.get -> bool
Kiln.Health.HasActor.init -> void
Kiln.Health.Health() -> void
Kiln.Health.Health(int Current, int Max, bool Dead, bool HasActor, bool Invulnerable) -> void
Kiln.Health.Invulnerable.get -> bool
Kiln.Health.Invulnerable.init -> void
Kiln.Health.Max.get -> int
Kiln.Health.Max.init -> void
Kiln.HitFlags
Kiln.HitFlags.Backstab = 32 -> Kiln.HitFlags
Kiln.HitFlags.BlockBroken = 4 -> Kiln.HitFlags
Kiln.HitFlags.Blocked = 1 -> Kiln.HitFlags
Kiln.HitFlags.Building = 65536 -> Kiln.HitFlags
Kiln.HitFlags.Crit = 8 -> Kiln.HitFlags
Kiln.HitFlags.ForceInterrupt = 8388608 -> Kiln.HitFlags
Kiln.HitFlags.Healing = 16384 -> Kiln.HitFlags
Kiln.HitFlags.Immune = 512 -> Kiln.HitFlags
Kiln.HitFlags.Ineffective = 1024 -> Kiln.HitFlags
Kiln.HitFlags.KillingBlow = 8192 -> Kiln.HitFlags
Kiln.HitFlags.None = 0 -> Kiln.HitFlags
Kiln.HitFlags.Parried = 2 -> Kiln.HitFlags
Kiln.HitFlags.Resistance = 256 -> Kiln.HitFlags
Kiln.HitFlags.SkillShot = 128 -> Kiln.HitFlags
Kiln.HitFlags.Terrain = 32768 -> Kiln.HitFlags
Kiln.HitFlags.Visceral = 16 -> Kiln.HitFlags
Kiln.HitFlags.Weakspot = 64 -> Kiln.HitFlags
Kiln.HitReaction
Kiln.HitReaction.Boss = 5 -> Kiln.HitReaction
Kiln.HitReaction.Heavy = 4 -> Kiln.HitReaction
Kiln.HitReaction.Light = 2 -> Kiln.HitReaction
Kiln.HitReaction.LongStun = 6 -> Kiln.HitReaction
Kiln.HitReaction.Medium = 3 -> Kiln.HitReaction
Kiln.HitReaction.None = 0 -> Kiln.HitReaction
Kiln.HitReaction.ThrowIntoAir = 9 -> Kiln.HitReaction
Kiln.HitReaction.TrapStun = 7 -> Kiln.HitReaction
Kiln.HitReaction.VeryLight = 1 -> Kiln.HitReaction
Kiln.HitResult
Kiln.HitResult.<Clone>$() -> Kiln.HitResult!
Kiln.HitResult.Amount.get -> int
Kiln.HitResult.Amount.init -> void
Kiln.HitResult.Applied.get -> bool
Kiln.HitResult.Deconstruct(out Kiln.HitState State, out Kiln.EntityId Target, out int Amount, out int HealthBefore, out int HealthAfter, out bool KillingBlow, out int Steps) -> void
Kiln.HitResult.Equals(Kiln.HitResult? other) -> bool
Kiln.HitResult.HealthAfter.get -> int
Kiln.HitResult.HealthAfter.init -> void
Kiln.HitResult.HealthBefore.get -> int
Kiln.HitResult.HealthBefore.init -> void
Kiln.HitResult.HitResult(Kiln.HitState State, Kiln.EntityId Target, int Amount, int HealthBefore, int HealthAfter, bool KillingBlow, int Steps) -> void
Kiln.HitResult.KillingBlow.get -> bool
Kiln.HitResult.KillingBlow.init -> void
Kiln.HitResult.State.get -> Kiln.HitState
Kiln.HitResult.State.init -> void
Kiln.HitResult.Steps.get -> int
Kiln.HitResult.Steps.init -> void
Kiln.HitResult.Target.get -> Kiln.EntityId
Kiln.HitResult.Target.init -> void
Kiln.HitState
Kiln.HitState.Applied = 2 -> Kiln.HitState
Kiln.HitState.Dropped = 3 -> Kiln.HitState
Kiln.HitState.Pending = 0 -> Kiln.HitState
Kiln.PendingHitEvent
Kiln.PendingHitEvent.Amount.get -> int
Kiln.PendingHitEvent.Amount.set -> void
Kiln.PendingHitEvent.AttackCategory.get -> byte
Kiln.PendingHitEvent.Attacker.get -> Kiln.EntityId
Kiln.PendingHitEvent.DamageTypes.get -> ushort
Kiln.PendingHitEvent.Flags.get -> Kiln.HitFlags
Kiln.PendingHitEvent.HealthBefore.get -> int
Kiln.PendingHitEvent.HealthMax.get -> int
Kiln.PendingHitEvent.ImpactId.get -> uint
Kiln.PendingHitEvent.IsPlayer.get -> bool
Kiln.PendingHitEvent.Origin.get -> Kiln.CombatOrigin
Kiln.PendingHitEvent.OriginalAmount.get -> int
Kiln.PendingHitEvent.Part.get -> Kiln.EntityId
Kiln.PendingHitEvent.Position.get -> Kiln.WorldPosition
Kiln.PendingHitEvent.Reaction.get -> Kiln.HitReaction
Kiln.PendingHitEvent.Source.get -> Kiln.EntityId
Kiln.PendingHitEvent.Step.get -> ulong
Kiln.PendingHitEvent.Target.get -> Kiln.EntityId
Kiln.PendingHitEvent.WeaponCategory.get -> byte
Kiln.PlayerRespawnEvent
Kiln.PlayerRespawnEvent.Health.get -> int
Kiln.PlayerRespawnEvent.HealthMax.get -> int
Kiln.PlayerRespawnEvent.Player.get -> Kiln.EntityId
Kiln.PlayerRespawnEvent.Position.get -> Kiln.WorldPosition
Kiln.PlayerRespawnEvent.Step.get -> ulong
override Kiln.AttributeIds.GetHashCode() -> int
override Kiln.AttributeReading.GetHashCode() -> int
override Kiln.AttributeReading.ToString() -> string!
override Kiln.CombatStatus.Equals(object? obj) -> bool
override Kiln.CombatStatus.GetHashCode() -> int
override Kiln.CombatStatus.ToString() -> string!
override Kiln.DamageOptions.Equals(object? obj) -> bool
override Kiln.DamageOptions.GetHashCode() -> int
override Kiln.DamageOptions.ToString() -> string!
override Kiln.Health.GetHashCode() -> int
override Kiln.Health.ToString() -> string!
override Kiln.HitResult.Equals(object? obj) -> bool
override Kiln.HitResult.GetHashCode() -> int
override Kiln.HitResult.ToString() -> string!
static Kiln.AttributeIds.operator !=(Kiln.AttributeIds left, Kiln.AttributeIds right) -> bool
static Kiln.AttributeIds.operator ==(Kiln.AttributeIds left, Kiln.AttributeIds right) -> bool
static Kiln.AttributeReading.operator !=(Kiln.AttributeReading left, Kiln.AttributeReading right) -> bool
static Kiln.AttributeReading.operator ==(Kiln.AttributeReading left, Kiln.AttributeReading right) -> bool
static Kiln.Attributes.Add(Kiln.EntityId entity, Kiln.GameAttribute attribute, int delta) -> int
static Kiln.Attributes.Add(Kiln.EntityId entity, uint attributeId, int delta) -> int
static Kiln.Attributes.Available.get -> bool
static Kiln.Attributes.Get(Kiln.EntityId entity, Kiln.GameAttribute attribute) -> Kiln.AttributeReading?
static Kiln.Attributes.Get(Kiln.EntityId entity, uint attributeId) -> Kiln.AttributeReading?
static Kiln.Attributes.Ids(Kiln.GameAttribute attribute) -> Kiln.AttributeIds?
static Kiln.Attributes.Set(Kiln.EntityId entity, Kiln.GameAttribute attribute, int value) -> int
static Kiln.Attributes.Set(Kiln.EntityId entity, uint attributeId, int value) -> int
static Kiln.Attributes.TryAdd(Kiln.EntityId entity, Kiln.GameAttribute attribute, int delta, out Kiln.AttributeReading result) -> bool
static Kiln.Attributes.TrySet(Kiln.EntityId entity, Kiln.GameAttribute attribute, int value, out Kiln.AttributeReading result) -> bool
static Kiln.Combat.Available.get -> bool
static Kiln.Combat.Damage(Kiln.EntityId target, int amount, Kiln.EntityId attacker = default(Kiln.EntityId), Kiln.DamageOptions? options = null) -> System.Threading.Tasks.Task<Kiln.HitResult!>!
static Kiln.Combat.GetHealth(Kiln.EntityId entity) -> Kiln.Health?
static Kiln.Combat.Heal(Kiln.EntityId entity, int amount) -> int
static Kiln.Combat.HitsAvailable.get -> bool
static Kiln.Combat.IsInvulnerable(Kiln.EntityId entity) -> bool
static Kiln.Combat.Kill(Kiln.EntityId target, Kiln.EntityId attacker = default(Kiln.EntityId), Kiln.DamageOptions? options = null) -> System.Threading.Tasks.Task<Kiln.HitResult!>!
static Kiln.Combat.SetHealth(Kiln.EntityId entity, int value) -> int
static Kiln.Combat.SetInvulnerable(Kiln.EntityId entity, bool on = true) -> void
static Kiln.Combat.Status.get -> Kiln.CombatStatus?
static Kiln.Combat.TryGetHealth(Kiln.EntityId entity, out Kiln.Health health) -> bool
static Kiln.CombatStatus.operator !=(Kiln.CombatStatus? left, Kiln.CombatStatus? right) -> bool
static Kiln.CombatStatus.operator ==(Kiln.CombatStatus? left, Kiln.CombatStatus? right) -> bool
static Kiln.DamageOptions.operator !=(Kiln.DamageOptions? left, Kiln.DamageOptions? right) -> bool
static Kiln.DamageOptions.operator ==(Kiln.DamageOptions? left, Kiln.DamageOptions? right) -> bool
static Kiln.Health.operator !=(Kiln.Health left, Kiln.Health right) -> bool
static Kiln.Health.operator ==(Kiln.Health left, Kiln.Health right) -> bool
static Kiln.HitResult.operator !=(Kiln.HitResult? left, Kiln.HitResult? right) -> bool
static Kiln.HitResult.operator ==(Kiln.HitResult? left, Kiln.HitResult? right) -> bool
static readonly Kiln.DamageOptions.Default -> Kiln.DamageOptions!
~override Kiln.AttributeIds.Equals(object obj) -> bool
~override Kiln.AttributeIds.ToString() -> string
~override Kiln.AttributeReading.Equals(object obj) -> bool
~override Kiln.Health.Equals(object obj) -> bool
