#nullable enable
Kiln.ExperienceSource
Kiln.ExperienceSource.Combat = 4 -> Kiln.ExperienceSource
Kiln.ExperienceSource.Exploration = 1 -> Kiln.ExperienceSource
Kiln.ExperienceSource.ItemSetCompleted = 6 -> Kiln.ExperienceSource
Kiln.ExperienceSource.Lore = 2 -> Kiln.ExperienceSource
Kiln.ExperienceSource.Mining = 5 -> Kiln.ExperienceSource
Kiln.ExperienceSource.None = 0 -> Kiln.ExperienceSource
Kiln.ExperienceSource.Quest = 3 -> Kiln.ExperienceSource
Kiln.Player
Kiln.Player.<Clone>$() -> Kiln.Player!
Kiln.Player.AccountId.get -> ulong
Kiln.Player.AccountId.init -> void
Kiln.Player.Buffs.get -> System.Collections.Generic.IReadOnlyList<Kiln.PlayerBuff!>!
Kiln.Player.Can(Kiln.PlayerPermissions p) -> bool
Kiln.Player.CharacterId.get -> System.Guid
Kiln.Player.Check(Kiln.PlayerStateId state) -> bool?
Kiln.Player.CurrentAction.get -> Kiln.PlayerAction?
Kiln.Player.Entity.get -> Kiln.EntityId
Kiln.Player.Entity.init -> void
Kiln.Player.Equals(Kiln.Player? other) -> bool
Kiln.Player.Equipment.get -> Kiln.PlayerEquipment?
Kiln.Player.Handle.get -> uint
Kiln.Player.Handle.init -> void
Kiln.Player.Health.get -> int?
Kiln.Player.HealthMax.get -> int?
Kiln.Player.HeldItem.get -> Kiln.PlayerItem
Kiln.Player.InGame.get -> bool
Kiln.Player.Is(Kiln.PlayerStateId state) -> bool
Kiln.Player.IsAdmin.get -> bool
Kiln.Player.IsAdmin.init -> void
Kiln.Player.IsAdminKnown.get -> bool
Kiln.Player.IsAdminKnown.init -> void
Kiln.Player.IsAirborne.get -> bool
Kiln.Player.IsAttacking.get -> bool
Kiln.Player.IsBlocking.get -> bool
Kiln.Player.IsCasting.get -> bool
Kiln.Player.IsClimbing.get -> bool
Kiln.Player.IsCrouching.get -> bool
Kiln.Player.IsDead.get -> bool
Kiln.Player.IsDiving.get -> bool
Kiln.Player.IsDodging.get -> bool
Kiln.Player.IsFalling.get -> bool
Kiln.Player.IsGliding.get -> bool
Kiln.Player.IsGrappling.get -> bool
Kiln.Player.IsGrounded.get -> bool
Kiln.Player.IsInBase.get -> bool
Kiln.Player.IsInCombat.get -> bool
Kiln.Player.IsInShroud.get -> bool
Kiln.Player.IsJumping.get -> bool
Kiln.Player.IsSitting.get -> bool
Kiln.Player.IsSleeping.get -> bool
Kiln.Player.IsSprinting.get -> bool
Kiln.Player.IsSwimming.get -> bool
Kiln.Player.IsUnderwater.get -> bool
Kiln.Player.IsUsingItem.get -> bool
Kiln.Player.JoinedStep.get -> ulong
Kiln.Player.JoinedStep.init -> void
Kiln.Player.Mana.get -> int?
Kiln.Player.ManaMax.get -> int?
Kiln.Player.Name.get -> string!
Kiln.Player.Name.init -> void
Kiln.Player.Permissions.get -> Kiln.PlayerPermissions
Kiln.Player.Permissions.init -> void
Kiln.Player.PermissionsKnown.get -> bool
Kiln.Player.PermissionsKnown.init -> void
Kiln.Player.Player() -> void
Kiln.Player.Position.get -> Kiln.WorldPosition?
Kiln.Player.Position.init -> void
Kiln.Player.Progression.get -> Kiln.PlayerProgression!
Kiln.Player.ShroudTimeLeft.get -> System.TimeSpan?
Kiln.Player.Slot.get -> int
Kiln.Player.Slot.init -> void
Kiln.Player.Snapshot() -> Kiln.PlayerSnapshot?
Kiln.Player.Stamina.get -> int?
Kiln.Player.StaminaMax.get -> int?
Kiln.Player.State.get -> Kiln.PlayerState
Kiln.Player.State.init -> void
Kiln.Player.SteamId.get -> ulong
Kiln.Player.SteamId.init -> void
Kiln.Player.UserGroupId.get -> uint
Kiln.Player.UserGroupId.init -> void
Kiln.PlayerAction
Kiln.PlayerAction.<Clone>$() -> Kiln.PlayerAction!
Kiln.PlayerAction.Ammunition.get -> Kiln.PlayerItem
Kiln.PlayerAction.Ammunition.init -> void
Kiln.PlayerAction.CostItem.get -> Kiln.PlayerItem
Kiln.PlayerAction.CostItem.init -> void
Kiln.PlayerAction.Deconstruct(out uint Sequence, out string! SequenceName, out Kiln.PlayerStateId Trigger, out Kiln.PlayerStateId Input, out Kiln.PlayerItem Item, out Kiln.PlayerItem Ammunition, out Kiln.PlayerItem CostItem, out ulong Slot, out Kiln.EntityId Host, out long TriggerTime, out System.TimeSpan Played, out System.TimeSpan Length) -> void
Kiln.PlayerAction.Equals(Kiln.PlayerAction? other) -> bool
Kiln.PlayerAction.Host.get -> Kiln.EntityId
Kiln.PlayerAction.Host.init -> void
Kiln.PlayerAction.Input.get -> Kiln.PlayerStateId
Kiln.PlayerAction.Input.init -> void
Kiln.PlayerAction.Item.get -> Kiln.PlayerItem
Kiln.PlayerAction.Item.init -> void
Kiln.PlayerAction.Length.get -> System.TimeSpan
Kiln.PlayerAction.Length.init -> void
Kiln.PlayerAction.Played.get -> System.TimeSpan
Kiln.PlayerAction.Played.init -> void
Kiln.PlayerAction.PlayerAction(uint Sequence, string! SequenceName, Kiln.PlayerStateId Trigger, Kiln.PlayerStateId Input, Kiln.PlayerItem Item, Kiln.PlayerItem Ammunition, Kiln.PlayerItem CostItem, ulong Slot, Kiln.EntityId Host, long TriggerTime, System.TimeSpan Played, System.TimeSpan Length) -> void
Kiln.PlayerAction.Sequence.get -> uint
Kiln.PlayerAction.Sequence.init -> void
Kiln.PlayerAction.SequenceName.get -> string!
Kiln.PlayerAction.SequenceName.init -> void
Kiln.PlayerAction.Slot.get -> ulong
Kiln.PlayerAction.Slot.init -> void
Kiln.PlayerAction.SlotIndex.get -> int
Kiln.PlayerAction.SlotInventory.get -> Kiln.EntityId
Kiln.PlayerAction.Trigger.get -> Kiln.PlayerStateId
Kiln.PlayerAction.Trigger.init -> void
Kiln.PlayerAction.TriggerTime.get -> long
Kiln.PlayerAction.TriggerTime.init -> void
Kiln.PlayerActionEndedEvent
Kiln.PlayerActionEndedEvent.Action.get -> Kiln.PlayerAction!
Kiln.PlayerActionEndedEvent.Canceled.get -> bool
Kiln.PlayerActionEndedEvent.Duration.get -> System.TimeSpan
Kiln.PlayerActionEndedEvent.Player.get -> Kiln.Player!
Kiln.PlayerActionEvent
Kiln.PlayerActionEvent.Action.get -> Kiln.PlayerAction!
Kiln.PlayerActionEvent.CanCancel.get -> bool
Kiln.PlayerActionEvent.Input.get -> Kiln.PlayerStateId
Kiln.PlayerActionEvent.Item.get -> Kiln.PlayerItem
Kiln.PlayerActionEvent.Player.get -> Kiln.Player!
Kiln.PlayerActionEvent.SequenceName.get -> string!
Kiln.PlayerActionEvent.Step.get -> ulong
Kiln.PlayerActionEvent.Trigger.get -> Kiln.PlayerStateId
Kiln.PlayerBuff
Kiln.PlayerBuff.<Clone>$() -> Kiln.PlayerBuff!
Kiln.PlayerBuff.Deconstruct(out uint Id, out string! Slot, out System.TimeSpan? Remaining, out int Level) -> void
Kiln.PlayerBuff.Equals(Kiln.PlayerBuff? other) -> bool
Kiln.PlayerBuff.Id.get -> uint
Kiln.PlayerBuff.Id.init -> void
Kiln.PlayerBuff.Is(string! idText) -> bool
Kiln.PlayerBuff.Is(uint id) -> bool
Kiln.PlayerBuff.Level.get -> int
Kiln.PlayerBuff.Level.init -> void
Kiln.PlayerBuff.PlayerBuff(uint Id, string! Slot, System.TimeSpan? Remaining = null, int Level = 0) -> void
Kiln.PlayerBuff.Remaining.get -> System.TimeSpan?
Kiln.PlayerBuff.Remaining.init -> void
Kiln.PlayerBuff.Slot.get -> string!
Kiln.PlayerBuff.Slot.init -> void
Kiln.PlayerCharacters
Kiln.PlayerCharactersStatus
Kiln.PlayerCharactersStatus.<Clone>$() -> Kiln.PlayerCharactersStatus!
Kiln.PlayerCharactersStatus.Deconstruct(out bool Resolved, out bool Records, out bool Simulated, out ulong Scans, out int Known, out int RecordOffset) -> void
Kiln.PlayerCharactersStatus.Equals(Kiln.PlayerCharactersStatus? other) -> bool
Kiln.PlayerCharactersStatus.Known.get -> int
Kiln.PlayerCharactersStatus.Known.init -> void
Kiln.PlayerCharactersStatus.PlayerCharactersStatus(bool Resolved, bool Records, bool Simulated, ulong Scans, int Known, int RecordOffset) -> void
Kiln.PlayerCharactersStatus.RecordOffset.get -> int
Kiln.PlayerCharactersStatus.RecordOffset.init -> void
Kiln.PlayerCharactersStatus.Records.get -> bool
Kiln.PlayerCharactersStatus.Records.init -> void
Kiln.PlayerCharactersStatus.Resolved.get -> bool
Kiln.PlayerCharactersStatus.Resolved.init -> void
Kiln.PlayerCharactersStatus.Scans.get -> ulong
Kiln.PlayerCharactersStatus.Scans.init -> void
Kiln.PlayerCharactersStatus.Simulated.get -> bool
Kiln.PlayerCharactersStatus.Simulated.init -> void
Kiln.PlayerClientActionEvent
Kiln.PlayerClientActionEvent.Action.get -> Kiln.PlayerClientActionInfo!
Kiln.PlayerClientActionEvent.CanCancel.get -> bool
Kiln.PlayerClientActionEvent.Name.get -> string!
Kiln.PlayerClientActionEvent.Payload.get -> byte[]!
Kiln.PlayerClientActionEvent.Player.get -> Kiln.Player!
Kiln.PlayerClientActionEvent.Version.get -> uint
Kiln.PlayerClientActionInfo
Kiln.PlayerClientActionInfo.<Clone>$() -> Kiln.PlayerClientActionInfo!
Kiln.PlayerClientActionInfo.Bytes.get -> int
Kiln.PlayerClientActionInfo.Bytes.init -> void
Kiln.PlayerClientActionInfo.CanCancel.get -> bool
Kiln.PlayerClientActionInfo.CanCancel.init -> void
Kiln.PlayerClientActionInfo.Deconstruct(out int Index, out string! Name, out int Bytes, out bool CanCancel) -> void
Kiln.PlayerClientActionInfo.Equals(Kiln.PlayerClientActionInfo? other) -> bool
Kiln.PlayerClientActionInfo.Index.get -> int
Kiln.PlayerClientActionInfo.Index.init -> void
Kiln.PlayerClientActionInfo.Name.get -> string!
Kiln.PlayerClientActionInfo.Name.init -> void
Kiln.PlayerClientActionInfo.PlayerClientActionInfo(int Index, string! Name, int Bytes, bool CanCancel) -> void
Kiln.PlayerConsumeEvent
Kiln.PlayerConsumeEvent.Buffs.get -> System.Collections.Generic.IReadOnlyList<Kiln.PlayerBuff!>!
Kiln.PlayerConsumeEvent.IsDrink.get -> bool
Kiln.PlayerConsumeEvent.IsFood.get -> bool
Kiln.PlayerConsumeEvent.Kind.get -> Kiln.PlayerConsumeKind
Kiln.PlayerConsumeKind
Kiln.PlayerConsumeKind.Bandage = 4 -> Kiln.PlayerConsumeKind
Kiln.PlayerConsumeKind.Drink = 2 -> Kiln.PlayerConsumeKind
Kiln.PlayerConsumeKind.Food = 1 -> Kiln.PlayerConsumeKind
Kiln.PlayerConsumeKind.Other = 0 -> Kiln.PlayerConsumeKind
Kiln.PlayerConsumeKind.Potion = 3 -> Kiln.PlayerConsumeKind
Kiln.PlayerConsumeKind.Scroll = 5 -> Kiln.PlayerConsumeKind
Kiln.PlayerConsumedEvent
Kiln.PlayerConsumedEvent.Buffs.get -> System.Collections.Generic.IReadOnlyList<Kiln.PlayerBuff!>!
Kiln.PlayerConsumedEvent.Item.get -> Kiln.PlayerItem
Kiln.PlayerConsumedEvent.Kind.get -> Kiln.PlayerConsumeKind
Kiln.PlayerConsumedEvent.Left.get -> int
Kiln.PlayerConsumedEvent.Player.get -> Kiln.Player!
Kiln.PlayerEquipSlot
Kiln.PlayerEquipSlot.ArmourArms = 7 -> Kiln.PlayerEquipSlot
Kiln.PlayerEquipSlot.ArmourFeet = 9 -> Kiln.PlayerEquipSlot
Kiln.PlayerEquipSlot.ArmourHead = 5 -> Kiln.PlayerEquipSlot
Kiln.PlayerEquipSlot.ArmourLowerBody = 8 -> Kiln.PlayerEquipSlot
Kiln.PlayerEquipSlot.ArmourUpperBody = 6 -> Kiln.PlayerEquipSlot
Kiln.PlayerEquipSlot.Arrow = 14 -> Kiln.PlayerEquipSlot
Kiln.PlayerEquipSlot.Backpack = 19 -> Kiln.PlayerEquipSlot
Kiln.PlayerEquipSlot.FishingBait = 16 -> Kiln.PlayerEquipSlot
Kiln.PlayerEquipSlot.Glider = 18 -> Kiln.PlayerEquipSlot
Kiln.PlayerEquipSlot.HookShot = 17 -> Kiln.PlayerEquipSlot
Kiln.PlayerEquipSlot.RangedWeapon = 12 -> Kiln.PlayerEquipSlot
Kiln.PlayerEquipSlot.Ring0 = 10 -> Kiln.PlayerEquipSlot
Kiln.PlayerEquipSlot.Ring1 = 11 -> Kiln.PlayerEquipSlot
Kiln.PlayerEquipSlot.Shield = 13 -> Kiln.PlayerEquipSlot
Kiln.PlayerEquipSlot.Spell = 15 -> Kiln.PlayerEquipSlot
Kiln.PlayerEquipSlot.VanityArms = 2 -> Kiln.PlayerEquipSlot
Kiln.PlayerEquipSlot.VanityFeet = 4 -> Kiln.PlayerEquipSlot
Kiln.PlayerEquipSlot.VanityHead = 0 -> Kiln.PlayerEquipSlot
Kiln.PlayerEquipSlot.VanityLowerBody = 3 -> Kiln.PlayerEquipSlot
Kiln.PlayerEquipSlot.VanityUpperBody = 1 -> Kiln.PlayerEquipSlot
Kiln.PlayerEquipment
Kiln.PlayerEquipment.Held.get -> Kiln.PlayerItem
Kiln.PlayerEquipment.HotbarIndex.get -> int
Kiln.PlayerEquipment.this[Kiln.PlayerEquipSlot slot].get -> Kiln.PlayerItem
Kiln.PlayerEquipmentChangedEvent
Kiln.PlayerEquipmentChangedEvent.Before.get -> Kiln.PlayerItem
Kiln.PlayerEquipmentChangedEvent.Equipped.get -> bool
Kiln.PlayerEquipmentChangedEvent.Now.get -> Kiln.PlayerItem
Kiln.PlayerEquipmentChangedEvent.Player.get -> Kiln.Player!
Kiln.PlayerEquipmentChangedEvent.Slot.get -> Kiln.PlayerEquipSlot
Kiln.PlayerEvent
Kiln.PlayerEvent.<Clone>$() -> Kiln.PlayerEvent!
Kiln.PlayerEvent.Deconstruct(out ulong Sequence, out bool Joined, out ulong Step, out Kiln.Player! Player) -> void
Kiln.PlayerEvent.Equals(Kiln.PlayerEvent? other) -> bool
Kiln.PlayerEvent.Joined.get -> bool
Kiln.PlayerEvent.Joined.init -> void
Kiln.PlayerEvent.Player.get -> Kiln.Player!
Kiln.PlayerEvent.Player.init -> void
Kiln.PlayerEvent.PlayerEvent(ulong Sequence, bool Joined, ulong Step, Kiln.Player! Player) -> void
Kiln.PlayerEvent.Sequence.get -> ulong
Kiln.PlayerEvent.Sequence.init -> void
Kiln.PlayerEvent.Step.get -> ulong
Kiln.PlayerEvent.Step.init -> void
Kiln.PlayerGlideEvent
Kiln.PlayerGlideEvent.Duration.get -> System.TimeSpan
Kiln.PlayerGlideEvent.Ended.get -> bool
Kiln.PlayerGlideEvent.Glider.get -> Kiln.PlayerItem
Kiln.PlayerGlideEvent.Player.get -> Kiln.Player!
Kiln.PlayerGlideEvent.Started.get -> bool
Kiln.PlayerHotbarChangedEvent
Kiln.PlayerHotbarChangedEvent.Before.get -> int
Kiln.PlayerHotbarChangedEvent.Held.get -> Kiln.PlayerItem
Kiln.PlayerHotbarChangedEvent.HeldBefore.get -> Kiln.PlayerItem
Kiln.PlayerHotbarChangedEvent.Now.get -> int
Kiln.PlayerHotbarChangedEvent.Player.get -> Kiln.Player!
Kiln.PlayerItem
Kiln.PlayerItem.Category.get -> string!
Kiln.PlayerItem.Equals(Kiln.PlayerItem other) -> bool
Kiln.PlayerItem.Id.get -> uint
Kiln.PlayerItem.IsNone.get -> bool
Kiln.PlayerItem.Name.get -> string!
Kiln.PlayerItem.PlayerItem() -> void
Kiln.PlayerItem.PlayerItem(uint id) -> void
Kiln.PlayerItem.SlotType.get -> string!
Kiln.PlayerJoinedEvent
Kiln.PlayerJoinedEvent.Player.get -> Kiln.Player!
Kiln.PlayerJoinedEvent.Sequence.get -> ulong
Kiln.PlayerJoinedEvent.Step.get -> ulong
Kiln.PlayerJumpEvent
Kiln.PlayerJumpEvent.Count.get -> int
Kiln.PlayerJumpEvent.IsDoubleJump.get -> bool
Kiln.PlayerJumpEvent.Player.get -> Kiln.Player!
Kiln.PlayerJumpEvent.Type.get -> Kiln.PlayerStateId
Kiln.PlayerLeftEvent
Kiln.PlayerLeftEvent.Player.get -> Kiln.Player!
Kiln.PlayerLeftEvent.Sequence.get -> ulong
Kiln.PlayerLeftEvent.Step.get -> ulong
Kiln.PlayerLevelChangedEvent
Kiln.PlayerLevelChangedEvent.Entity.get -> Kiln.EntityId
Kiln.PlayerLevelChangedEvent.NewLevel.get -> int
Kiln.PlayerLevelChangedEvent.OldLevel.get -> int
Kiln.PlayerLevelChangedEvent.Player.get -> Kiln.Player?
Kiln.PlayerLevelChangedEvent.Request.get -> ulong
Kiln.PlayerLevelChangedEvent.Step.get -> ulong
Kiln.PlayerPermissions
Kiln.PlayerPermissions.AccessInventories = 2 -> Kiln.PlayerPermissions
Kiln.PlayerPermissions.EditBase = 4 -> Kiln.PlayerPermissions
Kiln.PlayerPermissions.EditWorld = 8 -> Kiln.PlayerPermissions
Kiln.PlayerPermissions.ExtendBase = 16 -> Kiln.PlayerPermissions
Kiln.PlayerPermissions.KickBan = 1 -> Kiln.PlayerPermissions
Kiln.PlayerPermissions.None = 0 -> Kiln.PlayerPermissions
Kiln.PlayerPermissions.ReceiveExp = 32 -> Kiln.PlayerPermissions
Kiln.PlayerProgression
Kiln.PlayerProgression.AddExperience(uint amount, Kiln.ExperienceSource source = Kiln.ExperienceSource.None) -> System.Threading.Tasks.Task<Kiln.ProgressionResult!>!
Kiln.PlayerProgression.Entity.get -> Kiln.EntityId
Kiln.PlayerProgression.Experience.get -> uint
Kiln.PlayerProgression.ExperienceNeeded.get -> uint
Kiln.PlayerProgression.GiveSkillPoints(int points) -> System.Threading.Tasks.Task<Kiln.ProgressionResult!>!
Kiln.PlayerProgression.Level.get -> int
Kiln.PlayerProgression.Lock(uint node, bool force = false) -> System.Threading.Tasks.Task<Kiln.ProgressionResult!>!
Kiln.PlayerProgression.Read() -> Kiln.ProgressionSnapshot?
Kiln.PlayerProgression.Respec() -> System.Threading.Tasks.Task<Kiln.ProgressionResult!>!
Kiln.PlayerProgression.SetExperience(uint experience) -> System.Threading.Tasks.Task<Kiln.ProgressionResult!>!
Kiln.PlayerProgression.SetLevel(int level) -> System.Threading.Tasks.Task<Kiln.ProgressionResult!>!
Kiln.PlayerProgression.SkillPoints.get -> int
Kiln.PlayerProgression.Unlock(uint node, bool force = false) -> System.Threading.Tasks.Task<Kiln.ProgressionResult!>!
Kiln.PlayerProgression.UnlockedNodes.get -> System.Collections.Generic.IReadOnlyList<Kiln.UnlockedSkillNode>!
Kiln.PlayerSkillsChangedEvent
Kiln.PlayerSkillsChangedEvent.Entity.get -> Kiln.EntityId
Kiln.PlayerSkillsChangedEvent.NewPointsSpent.get -> int
Kiln.PlayerSkillsChangedEvent.OldPointsSpent.get -> int
Kiln.PlayerSkillsChangedEvent.Player.get -> Kiln.Player?
Kiln.PlayerSkillsChangedEvent.Request.get -> ulong
Kiln.PlayerSkillsChangedEvent.Step.get -> ulong
Kiln.PlayerSlotRaw
Kiln.PlayerSlotRaw.AccountId.get -> ulong
Kiln.PlayerSlotRaw.AccountId.init -> void
Kiln.PlayerSlotRaw.Deconstruct(out uint Handle, out uint Peer, out uint State, out uint UserGroup, out uint Permissions, out uint Entity, out uint NameLength, out ulong AccountId, out uint InfoEntity, out uint InfoHandle, out uint InfoAdminByte, out uint InfoNonZeroBytes) -> void
Kiln.PlayerSlotRaw.Entity.get -> uint
Kiln.PlayerSlotRaw.Entity.init -> void
Kiln.PlayerSlotRaw.Equals(Kiln.PlayerSlotRaw other) -> bool
Kiln.PlayerSlotRaw.Handle.get -> uint
Kiln.PlayerSlotRaw.Handle.init -> void
Kiln.PlayerSlotRaw.InfoAdminByte.get -> uint
Kiln.PlayerSlotRaw.InfoAdminByte.init -> void
Kiln.PlayerSlotRaw.InfoEntity.get -> uint
Kiln.PlayerSlotRaw.InfoEntity.init -> void
Kiln.PlayerSlotRaw.InfoHandle.get -> uint
Kiln.PlayerSlotRaw.InfoHandle.init -> void
Kiln.PlayerSlotRaw.InfoNonZeroBytes.get -> uint
Kiln.PlayerSlotRaw.InfoNonZeroBytes.init -> void
Kiln.PlayerSlotRaw.NameLength.get -> uint
Kiln.PlayerSlotRaw.NameLength.init -> void
Kiln.PlayerSlotRaw.Peer.get -> uint
Kiln.PlayerSlotRaw.Peer.init -> void
Kiln.PlayerSlotRaw.Permissions.get -> uint
Kiln.PlayerSlotRaw.Permissions.init -> void
Kiln.PlayerSlotRaw.PlayerSlotRaw() -> void
Kiln.PlayerSlotRaw.PlayerSlotRaw(uint Handle, uint Peer, uint State, uint UserGroup, uint Permissions, uint Entity, uint NameLength, ulong AccountId, uint InfoEntity, uint InfoHandle, uint InfoAdminByte, uint InfoNonZeroBytes) -> void
Kiln.PlayerSlotRaw.State.get -> uint
Kiln.PlayerSlotRaw.State.init -> void
Kiln.PlayerSlotRaw.UserGroup.get -> uint
Kiln.PlayerSlotRaw.UserGroup.init -> void
Kiln.PlayerSnapshot
Kiln.PlayerSnapshot.Action.get -> Kiln.PlayerAction?
Kiln.PlayerSnapshot.Active.get -> System.Collections.Generic.IEnumerable<Kiln.PlayerStateId>!
Kiln.PlayerSnapshot.BodyHeat.get -> int?
Kiln.PlayerSnapshot.BodyHeatMax.get -> int?
Kiln.PlayerSnapshot.CanDive.get -> bool?
Kiln.PlayerSnapshot.CanSwim.get -> bool?
Kiln.PlayerSnapshot.Check(Kiln.PlayerStateId state) -> bool?
Kiln.PlayerSnapshot.Comfort.get -> int?
Kiln.PlayerSnapshot.Entity.get -> Kiln.EntityId
Kiln.PlayerSnapshot.Health.get -> int?
Kiln.PlayerSnapshot.HealthMax.get -> int?
Kiln.PlayerSnapshot.Is(Kiln.PlayerStateId state) -> bool
Kiln.PlayerSnapshot.JumpCount.get -> int?
Kiln.PlayerSnapshot.Level.get -> int?
Kiln.PlayerSnapshot.Mana.get -> int?
Kiln.PlayerSnapshot.ManaMax.get -> int?
Kiln.PlayerSnapshot.Origin.get -> Kiln.PlayerStateOrigin
Kiln.PlayerSnapshot.Oxygen.get -> int?
Kiln.PlayerSnapshot.OxygenMax.get -> int?
Kiln.PlayerSnapshot.RawValue(Kiln.PlayerStateSource source) -> ulong?
Kiln.PlayerSnapshot.ShroudResistance.get -> int?
Kiln.PlayerSnapshot.ShroudResistanceMax.get -> int?
Kiln.PlayerSnapshot.ShroudTimeLeft.get -> System.TimeSpan?
Kiln.PlayerSnapshot.SpecialAbility.get -> int?
Kiln.PlayerSnapshot.SpecialAbilityMax.get -> int?
Kiln.PlayerSnapshot.Stamina.get -> int?
Kiln.PlayerSnapshot.StaminaMax.get -> int?
Kiln.PlayerSnapshot.WaterDepth.get -> float?
Kiln.PlayerSource
Kiln.PlayerSource.GameLog = 2 -> Kiln.PlayerSource
Kiln.PlayerSource.None = 0 -> Kiln.PlayerSource
Kiln.PlayerSource.Records = 1 -> Kiln.PlayerSource
Kiln.PlayerState
Kiln.PlayerState.InGame = 2 -> Kiln.PlayerState
Kiln.PlayerState.Joining = 1 -> Kiln.PlayerState
Kiln.PlayerState.Leaving = 3 -> Kiln.PlayerState
Kiln.PlayerStateChangedEvent
Kiln.PlayerStateChangedEvent.Entered.get -> bool
Kiln.PlayerStateChangedEvent.Left.get -> bool
Kiln.PlayerStateChangedEvent.Name.get -> string!
Kiln.PlayerStateChangedEvent.Player.get -> Kiln.Player!
Kiln.PlayerStateChangedEvent.Snapshot.get -> Kiln.PlayerSnapshot!
Kiln.PlayerStateChangedEvent.Source.get -> Kiln.PlayerStateSource
Kiln.PlayerStateChangedEvent.State.get -> Kiln.PlayerStateId
Kiln.PlayerStateChangedEvent.Step.get -> ulong
Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanAbortSequenceByDeath = 1555 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanBlock = 1543 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanCancel = 1564 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanChangeBuildingCursor = 1560 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanChangeCombatTargetOrHardLockCandidate = 1557 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanChangeInteractionTarget = 1559 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanChangeVisceralTarget = 1558 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanClimb = 1552 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanEvade = 1542 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanExternallyAbortSequence = 1554 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanInteract = 1547 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanJump = 1545 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanMove = 1562 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanRangedCombatShoot = 1540 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanRecharge = 1561 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanRotate = 1563 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanShowHitReaction = 1556 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanSit = 1551 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanSneak = 1549 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanSprint = 1548 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanStandUp = 1550 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanTriggerGlider = 1546 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanTriggerHeavy = 1537 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanTriggerPrimary = 1536 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanTriggerSecondary = 1538 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanTriggerSpecialAbility = 1539 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanTriggerStunBreak = 1553 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanUseLongerStunParry = 1544 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AbilityCanUseTool = 1541 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionBlock = 2056 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionClimb = 2067 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionDeath = 2073 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionDismantle = 2062 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionDropItem = 2064 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionEvade = 2055 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionExternalAbortAndOverride = 2072 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionExternalTrigger = 2070 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionGlider = 2059 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionHeavy = 2052 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionHitReaction = 2068 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionInteract = 2060 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionInteractHold = 2061 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionInvalid = 2048 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionJump = 2058 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionParried = 2071 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionParriedOverride = 2074 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionParry = 2057 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionPrimary = 2049 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionPrimary_Hold = 2051 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionPrimary_Tap = 2050 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionRespawn = 2069 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionSecondary = 2053 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionSit = 2066 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionSneak = 2065 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionSpecialAbility = 2063 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ActionTool = 2054 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Airborne = 5632 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Attached = 292 -> Kiln.PlayerStateId
Kiln.PlayerStateId.AttachedToHook = 294 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Attacking = 5633 -> Kiln.PlayerStateId
Kiln.PlayerStateId.BlockOpportunity = 261 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Blocking = 258 -> Kiln.PlayerStateId
Kiln.PlayerStateId.CanAreaLootHere = 775 -> Kiln.PlayerStateId
Kiln.PlayerStateId.CanHeadDiveHere = 771 -> Kiln.PlayerStateId
Kiln.PlayerStateId.CanPayUsageCosts = 302 -> Kiln.PlayerStateId
Kiln.PlayerStateId.CanTriggerGlider = 774 -> Kiln.PlayerStateId
Kiln.PlayerStateId.CanTriggerHeadDive = 772 -> Kiln.PlayerStateId
Kiln.PlayerStateId.CanTriggerHookShot = 773 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Casting = 5634 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ClientUiIsInBlueprintMenu = 1281 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ClientUiIsInBuildingDetailRotationMode = 1287 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ClientUiIsInBuildingDetailTranslationMode = 1286 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ClientUiIsInFirstPerson = 1285 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ClientUiIsInFreeCam = 1284 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ClientUiIsInLogicScrewdriverMode = 1282 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ClientUiIsInLootingMenu = 1283 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ClientUiIsInMultiToolBuildingMenu = 1280 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ClientUiIsLockCombatTargetBindingEnabled = 1288 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ClimbClimb = 3074 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ClimbEnter = 3073 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ClimbExit = 3075 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ClimbInvalid = 3072 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ClimbTypeInvalid = 3328 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ClimbTypeLadder = 3330 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ClimbTypeWall = 3329 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Climbing = 290 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ClimbingLadder = 520 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ClimbingTransition = 291 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ClimbingWall = 519 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Cold = 275 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ColliderClimbingWall = 2820 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ColliderDeath = 2821 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ColliderDefault = 2816 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ColliderDivingAlive = 2824 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ColliderDivingDeath = 2825 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ColliderEvading = 2819 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ColliderFlying = 2826 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ColliderInvisible = 2822 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ColliderLying = 2818 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ColliderSitting = 2817 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ColliderSwimming = 2823 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Cooking = 287 -> Kiln.PlayerStateId
Kiln.PlayerStateId.CookingFlagCanCook = 4611 -> Kiln.PlayerStateId
Kiln.PlayerStateId.CookingFlagIsCooking = 4610 -> Kiln.PlayerStateId
Kiln.PlayerStateId.CookingFlagReceivedSpawnCookEvent = 4608 -> Kiln.PlayerStateId
Kiln.PlayerStateId.CookingFlagReceivedStartCookEvent = 4609 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Dead = 263 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Diving = 522 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Dodging = 259 -> Kiln.PlayerStateId
Kiln.PlayerStateId.EnemyPrepareAttack = 304 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Exhausted = 262 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Falling = 288 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Fed = 5638 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingAbortPreHooked = 4358 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingAdvancedMinigame = 4374 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingAim = 4355 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingAimAndCharge = 4356 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingCastFloat = 4361 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingConsumeBait = 4372 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingDecideOutbreak = 4380 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingEmergencyExit = 4391 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingFinalHook = 4382 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingFinishReelIn = 4385 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingFishHooked = 4371 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingFishingMinigame = 4354 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingFloatReturned = 4386 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingIdle = 4353 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingInitFightStage = 4379 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingInitMinigame = 4378 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingInvalid = 4352 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingOutbreak = 4381 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingPreGame = 4359 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingPreGame_EnsureFloatInWater = 4364 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingPrepareCastFloat = 4360 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingPreparePullCloser = 4376 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingPullCloser = 4377 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingReadSpawnTable = 4365 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingReelIn = 4384 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingSpawnFish = 4366 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingStartReelIn = 4383 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingVictory = 4387 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingWaitFishSpawned = 4367 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingWaitForCastAvailable = 4357 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingWaitForDiscardFish = 4390 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingWaitForFish = 4368 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingWaitForFishAttracted = 4369 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingWaitForFishHooked = 4370 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingWaitForFloatToLand = 4362 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingWaitForLootFish = 4389 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingWaitForPlayerInteraction = 4388 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingWaitForValidFloatLocation = 4363 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingWaitHookInput = 4373 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FishingWaitPullCloser = 4375 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FloatingOnWater = 299 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Flying = 295 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FogDangerous = 5122 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FogDeath = 5123 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FogNone = 5120 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FogNoneTemporary = 5121 -> Kiln.PlayerStateId
Kiln.PlayerStateId.FreezeLeaningDirection = 318 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Freezing = 276 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Gliding = 293 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Grappling = 294 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Grounded = 256 -> Kiln.PlayerStateId
Kiln.PlayerStateId.HandsFree = 311 -> Kiln.PlayerStateId
Kiln.PlayerStateId.HangGliding = 293 -> Kiln.PlayerStateId
Kiln.PlayerStateId.HasAggro = 279 -> Kiln.PlayerStateId
Kiln.PlayerStateId.HasDebuff = 5639 -> Kiln.PlayerStateId
Kiln.PlayerStateId.HasRangedWeaponFeedbackBeenSent = 784 -> Kiln.PlayerStateId
Kiln.PlayerStateId.HeadDiving = 289 -> Kiln.PlayerStateId
Kiln.PlayerStateId.HeavyAttack = 285 -> Kiln.PlayerStateId
Kiln.PlayerStateId.HideFeetArmour = 791 -> Kiln.PlayerStateId
Kiln.PlayerStateId.HideGloves = 792 -> Kiln.PlayerStateId
Kiln.PlayerStateId.HideHelmet = 788 -> Kiln.PlayerStateId
Kiln.PlayerStateId.HideLowerbodyArmour = 790 -> Kiln.PlayerStateId
Kiln.PlayerStateId.HideUpperbodyArmour = 789 -> Kiln.PlayerStateId
Kiln.PlayerStateId.HookEnter = 3585 -> Kiln.PlayerStateId
Kiln.PlayerStateId.HookExit = 3587 -> Kiln.PlayerStateId
Kiln.PlayerStateId.HookInvalid = 3584 -> Kiln.PlayerStateId
Kiln.PlayerStateId.HookTypeAuto = 3845 -> Kiln.PlayerStateId
Kiln.PlayerStateId.HookTypeNone = 3840 -> Kiln.PlayerStateId
Kiln.PlayerStateId.HookTypePullSelf = 3843 -> Kiln.PlayerStateId
Kiln.PlayerStateId.HookTypePullTarget = 3842 -> Kiln.PlayerStateId
Kiln.PlayerStateId.HookTypePullToggleEntity = 3841 -> Kiln.PlayerStateId
Kiln.PlayerStateId.HookTypeSwingSelf = 3844 -> Kiln.PlayerStateId
Kiln.PlayerStateId.HookUpdate = 3586 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Hungry = 5640 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InBase = 5636 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InBlueprintSnappingMode = 777 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InCombat = 280 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InFog = 269 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InFullScreenUi = 769 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InRangeCombat = 281 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InRangeCombatKeepTarget = 284 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InRangeCombatPreparing = 282 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InRangeCombatShooting = 283 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InSafeZone = 270 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InSaveZone = 270 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InShroud = 269 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InSnappingLerp = 286 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InSneakMode = 277 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InStartSequence = 298 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InStopSequence = 297 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InTargetLockCombatMode = 782 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InTurnSequence = 296 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InVoxelGridSnappingMode = 778 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputAreaLoot = 1800 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputBlock = 1822 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputBuildingBlueprintSnapping = 1833 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputBuildingModeFly = 1831 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputBuildingUndo = 1832 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputBuildingVoxelGridSnapping = 1834 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputCancelAction = 1805 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputCombatTargetSelect1dLeft = 1836 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputCombatTargetSelect1dRight = 1837 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputCombatTargetSelect2dDown = 1841 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputCombatTargetSelect2dLeft = 1838 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputCombatTargetSelect2dRight = 1839 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputCombatTargetSelect2dUp = 1840 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputContextualAction = 1797 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputContextualAction_Hold = 1799 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputContextualAction_Tap = 1798 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputDiveAscend = 1827 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputDiveDescend = 1828 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputDropItem = 1804 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputEvade = 1823 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputGlider = 1829 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputHeadDive = 1825 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputJump = 1824 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputLockCombatTarget = 1835 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputMainhandAction = 1792 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputMainhandAction_Hold = 1794 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputMainhandAction_Release = 1795 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputMainhandAction_Tap = 1793 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputQuickUse0 = 1806 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputQuickUse0_Release = 1814 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputQuickUse1 = 1807 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputQuickUse1_Release = 1815 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputQuickUse2 = 1808 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputQuickUse2_Release = 1816 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputQuickUse3 = 1809 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputQuickUse3_Release = 1817 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputQuickUse4 = 1810 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputQuickUse4_Release = 1818 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputQuickUse5 = 1811 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputQuickUse5_Release = 1819 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputQuickUse6 = 1812 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputQuickUse6_Release = 1820 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputQuickUse7 = 1813 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputQuickUse7_Release = 1821 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputRangedCombatArm = 1842 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputRangedCombatShoot = 1843 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputRangedCombatShoot_Tap = 1844 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputRespawn = 1830 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputSecondaryBuildingAction = 1796 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputSneak = 1847 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputSpecialAbility = 1801 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputSpecialAbility_Hold = 1803 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputSpecialAbility_Tap = 1802 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputSprint = 1845 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputSwimStartDiving = 1826 -> Kiln.PlayerStateId
Kiln.PlayerStateId.InputWalk = 1846 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Invisible = 303 -> Kiln.PlayerStateId
Kiln.PlayerStateId.IsActionOpportunityTriggered = 307 -> Kiln.PlayerStateId
Kiln.PlayerStateId.IsAnythingAbove = 305 -> Kiln.PlayerStateId
Kiln.PlayerStateId.IsChargingFishingRod = 315 -> Kiln.PlayerStateId
Kiln.PlayerStateId.IsFishing = 316 -> Kiln.PlayerStateId
Kiln.PlayerStateId.IsHoldingFish = 317 -> Kiln.PlayerStateId
Kiln.PlayerStateId.IsInBigDungeon = 786 -> Kiln.PlayerStateId
Kiln.PlayerStateId.IsInDeepSubmergeMaterial = 787 -> Kiln.PlayerStateId
Kiln.PlayerStateId.IsNearBuildingZone = 310 -> Kiln.PlayerStateId
Kiln.PlayerStateId.IsOutsideSafeZone = 785 -> Kiln.PlayerStateId
Kiln.PlayerStateId.IsReadyForGameplay = 306 -> Kiln.PlayerStateId
Kiln.PlayerStateId.IsSequenceTriggerInputActive = 314 -> Kiln.PlayerStateId
Kiln.PlayerStateId.IsSkyDiving = 776 -> Kiln.PlayerStateId
Kiln.PlayerStateId.IsSpawned = 768 -> Kiln.PlayerStateId
Kiln.PlayerStateId.IsSprinting = 781 -> Kiln.PlayerStateId
Kiln.PlayerStateId.IsWorking = 312 -> Kiln.PlayerStateId
Kiln.PlayerStateId.JumpAirwolf = 2321 -> Kiln.PlayerStateId
Kiln.PlayerStateId.JumpAttack = 2320 -> Kiln.PlayerStateId
Kiln.PlayerStateId.JumpDefault = 2305 -> Kiln.PlayerStateId
Kiln.PlayerStateId.JumpDefaultSubmerged = 2310 -> Kiln.PlayerStateId
Kiln.PlayerStateId.JumpDoubleDefault = 2306 -> Kiln.PlayerStateId
Kiln.PlayerStateId.JumpDoubleMountain = 2308 -> Kiln.PlayerStateId
Kiln.PlayerStateId.JumpDoubleSprint = 2307 -> Kiln.PlayerStateId
Kiln.PlayerStateId.JumpFreeClimbing = 2317 -> Kiln.PlayerStateId
Kiln.PlayerStateId.JumpGlider = 2312 -> Kiln.PlayerStateId
Kiln.PlayerStateId.JumpHookSwingDefaultExit = 2314 -> Kiln.PlayerStateId
Kiln.PlayerStateId.JumpHookSwingEnter = 2313 -> Kiln.PlayerStateId
Kiln.PlayerStateId.JumpHookSwingSprintExit = 2315 -> Kiln.PlayerStateId
Kiln.PlayerStateId.JumpInvalid = 2304 -> Kiln.PlayerStateId
Kiln.PlayerStateId.JumpJumpPad = 2323 -> Kiln.PlayerStateId
Kiln.PlayerStateId.JumpLadderClimbing = 2316 -> Kiln.PlayerStateId
Kiln.PlayerStateId.JumpMountain = 2318 -> Kiln.PlayerStateId
Kiln.PlayerStateId.JumpNpcMovement = 2322 -> Kiln.PlayerStateId
Kiln.PlayerStateId.JumpSlide = 2319 -> Kiln.PlayerStateId
Kiln.PlayerStateId.JumpSprint = 2309 -> Kiln.PlayerStateId
Kiln.PlayerStateId.JumpStruggleSubmerged = 2311 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Jumping = 257 -> Kiln.PlayerStateId
Kiln.PlayerStateId.LocomotionBuildingFlying = 523 -> Kiln.PlayerStateId
Kiln.PlayerStateId.LocomotionClimbingLadder = 520 -> Kiln.PlayerStateId
Kiln.PlayerStateId.LocomotionClimbingWall = 519 -> Kiln.PlayerStateId
Kiln.PlayerStateId.LocomotionDiving = 522 -> Kiln.PlayerStateId
Kiln.PlayerStateId.LocomotionFalling = 514 -> Kiln.PlayerStateId
Kiln.PlayerStateId.LocomotionFlying = 515 -> Kiln.PlayerStateId
Kiln.PlayerStateId.LocomotionHangGliding = 516 -> Kiln.PlayerStateId
Kiln.PlayerStateId.LocomotionHookPulling = 517 -> Kiln.PlayerStateId
Kiln.PlayerStateId.LocomotionHookSwinging = 518 -> Kiln.PlayerStateId
Kiln.PlayerStateId.LocomotionSliding = 513 -> Kiln.PlayerStateId
Kiln.PlayerStateId.LocomotionSwimming = 521 -> Kiln.PlayerStateId
Kiln.PlayerStateId.LocomotionWalking = 512 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Mining = 271 -> Kiln.PlayerStateId
Kiln.PlayerStateId.MotionAirwolfActive = 1029 -> Kiln.PlayerStateId
Kiln.PlayerStateId.MotionIsUpdraftDepleted = 1030 -> Kiln.PlayerStateId
Kiln.PlayerStateId.MotionLveRunning = 1024 -> Kiln.PlayerStateId
Kiln.PlayerStateId.MotionMovingTowardsHole = 1028 -> Kiln.PlayerStateId
Kiln.PlayerStateId.MotionOffBalance = 1027 -> Kiln.PlayerStateId
Kiln.PlayerStateId.MotionOnVoxelStairs = 1032 -> Kiln.PlayerStateId
Kiln.PlayerStateId.MotionSprinting = 1025 -> Kiln.PlayerStateId
Kiln.PlayerStateId.MotionWadingInWater = 1026 -> Kiln.PlayerStateId
Kiln.PlayerStateId.MotionWantsToMove = 1031 -> Kiln.PlayerStateId
Kiln.PlayerStateId.None = 0 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ParryOportunity = 260 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Petting = 313 -> Kiln.PlayerStateId
Kiln.PlayerStateId.PlayingInstrument = 266 -> Kiln.PlayerStateId
Kiln.PlayerStateId.QueueFireRangedShot = 783 -> Kiln.PlayerStateId
Kiln.PlayerStateId.RangedAim = 4097 -> Kiln.PlayerStateId
Kiln.PlayerStateId.RangedAimAndCharge = 4098 -> Kiln.PlayerStateId
Kiln.PlayerStateId.RangedFire = 4099 -> Kiln.PlayerStateId
Kiln.PlayerStateId.RangedFireEaseOut = 4100 -> Kiln.PlayerStateId
Kiln.PlayerStateId.RangedHolster = 4096 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Rested = 5637 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ReviveGettingRevived = 4866 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ReviveInvalid = 4864 -> Kiln.PlayerStateId
Kiln.PlayerStateId.ReviveReviving = 4865 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Sheltered = 264 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Sitting = 265 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Sleeping = 267 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Sliding = 513 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Sneaking = 277 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Soaked = 274 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Spawning = 268 -> Kiln.PlayerStateId
Kiln.PlayerStateId.SpeedCombat = 2571 -> Kiln.PlayerStateId
Kiln.PlayerStateId.SpeedCustom = 2574 -> Kiln.PlayerStateId
Kiln.PlayerStateId.SpeedDive = 2566 -> Kiln.PlayerStateId
Kiln.PlayerStateId.SpeedDiveSlow = 2568 -> Kiln.PlayerStateId
Kiln.PlayerStateId.SpeedDiveSprint = 2570 -> Kiln.PlayerStateId
Kiln.PlayerStateId.SpeedFlee = 2573 -> Kiln.PlayerStateId
Kiln.PlayerStateId.SpeedPatrol = 2572 -> Kiln.PlayerStateId
Kiln.PlayerStateId.SpeedRun = 2563 -> Kiln.PlayerStateId
Kiln.PlayerStateId.SpeedSneak = 2561 -> Kiln.PlayerStateId
Kiln.PlayerStateId.SpeedSprint = 2564 -> Kiln.PlayerStateId
Kiln.PlayerStateId.SpeedSwim = 2565 -> Kiln.PlayerStateId
Kiln.PlayerStateId.SpeedSwimSlow = 2567 -> Kiln.PlayerStateId
Kiln.PlayerStateId.SpeedSwimSprint = 2569 -> Kiln.PlayerStateId
Kiln.PlayerStateId.SpeedWalk = 2562 -> Kiln.PlayerStateId
Kiln.PlayerStateId.SpeedZero = 2560 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Sprinting = 781 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Strafing = 309 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Suffocating = 301 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Swimming = 521 -> Kiln.PlayerStateId
Kiln.PlayerStateId.TemperatureFreezing = 5377 -> Kiln.PlayerStateId
Kiln.PlayerStateId.TemperatureNormal = 5376 -> Kiln.PlayerStateId
Kiln.PlayerStateId.UiCoverRequest = 770 -> Kiln.PlayerStateId
Kiln.PlayerStateId.UnderWater = 300 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Underwater = 300 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Unhappy = 278 -> Kiln.PlayerStateId
Kiln.PlayerStateId.UsingItem = 5635 -> Kiln.PlayerStateId
Kiln.PlayerStateId.WantsToMove = 308 -> Kiln.PlayerStateId
Kiln.PlayerStateId.WantsToSprint = 779 -> Kiln.PlayerStateId
Kiln.PlayerStateId.WantsToWalk = 780 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Warm = 272 -> Kiln.PlayerStateId
Kiln.PlayerStateId.Wet = 273 -> Kiln.PlayerStateId
Kiln.PlayerStateInfo
Kiln.PlayerStateInfo.<Clone>$() -> Kiln.PlayerStateInfo!
Kiln.PlayerStateInfo.Deconstruct(out Kiln.PlayerStateId Id, out Kiln.PlayerStateSource Source, out ulong Raw, out string! GameName, out bool IsFlag, out bool NamedByKiln) -> void
Kiln.PlayerStateInfo.Equals(Kiln.PlayerStateInfo? other) -> bool
Kiln.PlayerStateInfo.GameName.get -> string!
Kiln.PlayerStateInfo.GameName.init -> void
Kiln.PlayerStateInfo.Id.get -> Kiln.PlayerStateId
Kiln.PlayerStateInfo.Id.init -> void
Kiln.PlayerStateInfo.IsFlag.get -> bool
Kiln.PlayerStateInfo.IsFlag.init -> void
Kiln.PlayerStateInfo.NamedByKiln.get -> bool
Kiln.PlayerStateInfo.NamedByKiln.init -> void
Kiln.PlayerStateInfo.PlayerStateInfo(Kiln.PlayerStateId Id, Kiln.PlayerStateSource Source, ulong Raw, string! GameName, bool IsFlag, bool NamedByKiln) -> void
Kiln.PlayerStateInfo.Raw.get -> ulong
Kiln.PlayerStateInfo.Raw.init -> void
Kiln.PlayerStateInfo.Source.get -> Kiln.PlayerStateSource
Kiln.PlayerStateInfo.Source.init -> void
Kiln.PlayerStateOrigin
Kiln.PlayerStateOrigin.ClientPrediction = 1 -> Kiln.PlayerStateOrigin
Kiln.PlayerStateOrigin.Replicated = 2 -> Kiln.PlayerStateOrigin
Kiln.PlayerStateOrigin.Server = 0 -> Kiln.PlayerStateOrigin
Kiln.PlayerStateServiceStatus
Kiln.PlayerStateServiceStatus.<Clone>$() -> Kiln.PlayerStateServiceStatus!
Kiln.PlayerStateServiceStatus.Cancel.get -> bool
Kiln.PlayerStateServiceStatus.Cancel.init -> void
Kiln.PlayerStateServiceStatus.ClientActionCancel.get -> bool
Kiln.PlayerStateServiceStatus.ClientActionCancel.init -> void
Kiln.PlayerStateServiceStatus.Deconstruct(out bool Reflection, out bool Cancel, out bool SequenceNames, out bool ItemDetails, out int Sources, out ulong Scans, out ulong PlayersRead, out string! Detail) -> void
Kiln.PlayerStateServiceStatus.Detail.get -> string!
Kiln.PlayerStateServiceStatus.Detail.init -> void
Kiln.PlayerStateServiceStatus.Equals(Kiln.PlayerStateServiceStatus? other) -> bool
Kiln.PlayerStateServiceStatus.ItemDetails.get -> bool
Kiln.PlayerStateServiceStatus.ItemDetails.init -> void
Kiln.PlayerStateServiceStatus.PlayerStateServiceStatus(bool Reflection, bool Cancel, bool SequenceNames, bool ItemDetails, int Sources, ulong Scans, ulong PlayersRead, string! Detail) -> void
Kiln.PlayerStateServiceStatus.PlayersRead.get -> ulong
Kiln.PlayerStateServiceStatus.PlayersRead.init -> void
Kiln.PlayerStateServiceStatus.Reflection.get -> bool
Kiln.PlayerStateServiceStatus.Reflection.init -> void
Kiln.PlayerStateServiceStatus.Scans.get -> ulong
Kiln.PlayerStateServiceStatus.Scans.init -> void
Kiln.PlayerStateServiceStatus.SequenceNames.get -> bool
Kiln.PlayerStateServiceStatus.SequenceNames.init -> void
Kiln.PlayerStateServiceStatus.Sources.get -> int
Kiln.PlayerStateServiceStatus.Sources.init -> void
Kiln.PlayerStateSource
Kiln.PlayerStateSource.Ability = 6 -> Kiln.PlayerStateSource
Kiln.PlayerStateSource.Action = 8 -> Kiln.PlayerStateSource
Kiln.PlayerStateSource.Actor = 1 -> Kiln.PlayerStateSource
Kiln.PlayerStateSource.ClientUi = 5 -> Kiln.PlayerStateSource
Kiln.PlayerStateSource.Climb = 12 -> Kiln.PlayerStateSource
Kiln.PlayerStateSource.ClimbType = 13 -> Kiln.PlayerStateSource
Kiln.PlayerStateSource.Collider = 11 -> Kiln.PlayerStateSource
Kiln.PlayerStateSource.CookingFlag = 18 -> Kiln.PlayerStateSource
Kiln.PlayerStateSource.Derived = 22 -> Kiln.PlayerStateSource
Kiln.PlayerStateSource.Fishing = 17 -> Kiln.PlayerStateSource
Kiln.PlayerStateSource.Fog = 20 -> Kiln.PlayerStateSource
Kiln.PlayerStateSource.Hook = 14 -> Kiln.PlayerStateSource
Kiln.PlayerStateSource.HookType = 15 -> Kiln.PlayerStateSource
Kiln.PlayerStateSource.Input = 7 -> Kiln.PlayerStateSource
Kiln.PlayerStateSource.Jump = 9 -> Kiln.PlayerStateSource
Kiln.PlayerStateSource.Locomotion = 2 -> Kiln.PlayerStateSource
Kiln.PlayerStateSource.Motion = 4 -> Kiln.PlayerStateSource
Kiln.PlayerStateSource.None = 0 -> Kiln.PlayerStateSource
Kiln.PlayerStateSource.Player = 3 -> Kiln.PlayerStateSource
Kiln.PlayerStateSource.Ranged = 16 -> Kiln.PlayerStateSource
Kiln.PlayerStateSource.Revive = 19 -> Kiln.PlayerStateSource
Kiln.PlayerStateSource.Speed = 10 -> Kiln.PlayerStateSource
Kiln.PlayerStateSource.Temperature = 21 -> Kiln.PlayerStateSource
Kiln.PlayerStates
Kiln.PlayerStates.Diagnostics
Kiln.Players
Kiln.Players.Diagnostics
Kiln.PlayersStatus
Kiln.PlayersStatus.<Clone>$() -> Kiln.PlayersStatus!
Kiln.PlayersStatus.AdminBit.get -> bool
Kiln.PlayersStatus.AdminBit.init -> void
Kiln.PlayersStatus.BasicPlayerInfosCaptured.get -> bool
Kiln.PlayersStatus.BasicPlayerInfosCaptured.init -> void
Kiln.PlayersStatus.Connected.get -> int
Kiln.PlayersStatus.Connected.init -> void
Kiln.PlayersStatus.Deconstruct(out Kiln.PlayerSource Source, out bool Records, out bool AdminBit, out bool Positions, out bool GameLog, out bool SingletonMapAgrees, out bool LayoutConsistent, out int Slots, out int InGame, out int Connected, out ulong LastSequence, out ulong Scans, out ulong LogLines, out ulong LogLinesMatched, out bool WorldCaptured, out bool ServerPlayersCaptured, out bool BasicPlayerInfosCaptured, out bool Simulated) -> void
Kiln.PlayersStatus.Equals(Kiln.PlayersStatus? other) -> bool
Kiln.PlayersStatus.GameLog.get -> bool
Kiln.PlayersStatus.GameLog.init -> void
Kiln.PlayersStatus.InGame.get -> int
Kiln.PlayersStatus.InGame.init -> void
Kiln.PlayersStatus.LastSequence.get -> ulong
Kiln.PlayersStatus.LastSequence.init -> void
Kiln.PlayersStatus.LayoutConsistent.get -> bool
Kiln.PlayersStatus.LayoutConsistent.init -> void
Kiln.PlayersStatus.LogLines.get -> ulong
Kiln.PlayersStatus.LogLines.init -> void
Kiln.PlayersStatus.LogLinesMatched.get -> ulong
Kiln.PlayersStatus.LogLinesMatched.init -> void
Kiln.PlayersStatus.PlayersStatus(Kiln.PlayerSource Source, bool Records, bool AdminBit, bool Positions, bool GameLog, bool SingletonMapAgrees, bool LayoutConsistent, int Slots, int InGame, int Connected, ulong LastSequence, ulong Scans, ulong LogLines, ulong LogLinesMatched, bool WorldCaptured, bool ServerPlayersCaptured, bool BasicPlayerInfosCaptured, bool Simulated) -> void
Kiln.PlayersStatus.Positions.get -> bool
Kiln.PlayersStatus.Positions.init -> void
Kiln.PlayersStatus.Records.get -> bool
Kiln.PlayersStatus.Records.init -> void
Kiln.PlayersStatus.Scans.get -> ulong
Kiln.PlayersStatus.Scans.init -> void
Kiln.PlayersStatus.ServerPlayersCaptured.get -> bool
Kiln.PlayersStatus.ServerPlayersCaptured.init -> void
Kiln.PlayersStatus.Simulated.get -> bool
Kiln.PlayersStatus.Simulated.init -> void
Kiln.PlayersStatus.SingletonMapAgrees.get -> bool
Kiln.PlayersStatus.SingletonMapAgrees.init -> void
Kiln.PlayersStatus.Slots.get -> int
Kiln.PlayersStatus.Slots.init -> void
Kiln.PlayersStatus.Source.get -> Kiln.PlayerSource
Kiln.PlayersStatus.Source.init -> void
Kiln.PlayersStatus.WorldCaptured.get -> bool
Kiln.PlayersStatus.WorldCaptured.init -> void
Kiln.Progression
Kiln.Progression.Diagnostics
Kiln.Progression.Diagnostics.AttrProbe
Kiln.Progression.Diagnostics.AttrProbe.AttrProbe() -> void
Kiln.Progression.Diagnostics.AttrProbe.AttrProbe(uint Root, uint[]! Storage, int[]! Slots) -> void
Kiln.Progression.Diagnostics.AttrProbe.Deconstruct(out uint Root, out uint[]! Storage, out int[]! Slots) -> void
Kiln.Progression.Diagnostics.AttrProbe.Equals(Kiln.Progression.Diagnostics.AttrProbe other) -> bool
Kiln.Progression.Diagnostics.AttrProbe.Root.get -> uint
Kiln.Progression.Diagnostics.AttrProbe.Root.init -> void
Kiln.Progression.Diagnostics.AttrProbe.Slots.get -> int[]!
Kiln.Progression.Diagnostics.AttrProbe.Slots.init -> void
Kiln.Progression.Diagnostics.AttrProbe.Storage.get -> uint[]!
Kiln.Progression.Diagnostics.AttrProbe.Storage.init -> void
Kiln.Progression.Diagnostics.SimOp
Kiln.Progression.Diagnostics.SimOp.Check = 4 -> Kiln.Progression.Diagnostics.SimOp
Kiln.Progression.Diagnostics.SimOp.Lock = 2 -> Kiln.Progression.Diagnostics.SimOp
Kiln.Progression.Diagnostics.SimOp.Respec = 3 -> Kiln.Progression.Diagnostics.SimOp
Kiln.Progression.Diagnostics.SimOp.Unlock = 1 -> Kiln.Progression.Diagnostics.SimOp
Kiln.Progression.Diagnostics.SimResult
Kiln.Progression.Diagnostics.SimResult.Connected.get -> bool
Kiln.Progression.Diagnostics.SimResult.Connected.init -> void
Kiln.Progression.Diagnostics.SimResult.Deconstruct(out Kiln.Progression.Diagnostics.SimOp Op, out uint Node, out bool Ok, out bool Reachable, out bool Connected, out int Level, out int Spent, out int Nodes) -> void
Kiln.Progression.Diagnostics.SimResult.Equals(Kiln.Progression.Diagnostics.SimResult other) -> bool
Kiln.Progression.Diagnostics.SimResult.Level.get -> int
Kiln.Progression.Diagnostics.SimResult.Level.init -> void
Kiln.Progression.Diagnostics.SimResult.Node.get -> uint
Kiln.Progression.Diagnostics.SimResult.Node.init -> void
Kiln.Progression.Diagnostics.SimResult.Nodes.get -> int
Kiln.Progression.Diagnostics.SimResult.Nodes.init -> void
Kiln.Progression.Diagnostics.SimResult.Ok.get -> bool
Kiln.Progression.Diagnostics.SimResult.Ok.init -> void
Kiln.Progression.Diagnostics.SimResult.Op.get -> Kiln.Progression.Diagnostics.SimOp
Kiln.Progression.Diagnostics.SimResult.Op.init -> void
Kiln.Progression.Diagnostics.SimResult.Reachable.get -> bool
Kiln.Progression.Diagnostics.SimResult.Reachable.init -> void
Kiln.Progression.Diagnostics.SimResult.SimResult() -> void
Kiln.Progression.Diagnostics.SimResult.SimResult(Kiln.Progression.Diagnostics.SimOp Op, uint Node, bool Ok, bool Reachable, bool Connected, int Level, int Spent, int Nodes) -> void
Kiln.Progression.Diagnostics.SimResult.Spent.get -> int
Kiln.Progression.Diagnostics.SimResult.Spent.init -> void
Kiln.ProgressionOp
Kiln.ProgressionOp.AddExperience = 2 -> Kiln.ProgressionOp
Kiln.ProgressionOp.GiveSkillPoints = 4 -> Kiln.ProgressionOp
Kiln.ProgressionOp.Lock = 6 -> Kiln.ProgressionOp
Kiln.ProgressionOp.Respec = 7 -> Kiln.ProgressionOp
Kiln.ProgressionOp.SetExperience = 3 -> Kiln.ProgressionOp
Kiln.ProgressionOp.SetLevel = 1 -> Kiln.ProgressionOp
Kiln.ProgressionOp.Unlock = 5 -> Kiln.ProgressionOp
Kiln.ProgressionResult
Kiln.ProgressionResult.<Clone>$() -> Kiln.ProgressionResult!
Kiln.ProgressionResult.After.get -> Kiln.ProgressionSnapshot?
Kiln.ProgressionResult.After.init -> void
Kiln.ProgressionResult.Applied.get -> int
Kiln.ProgressionResult.Applied.init -> void
Kiln.ProgressionResult.Before.get -> Kiln.ProgressionSnapshot?
Kiln.ProgressionResult.Before.init -> void
Kiln.ProgressionResult.Deconstruct(out ulong Request, out Kiln.ProgressionOp Op, out Kiln.EntityId Entity, out bool Ok, out string! Status, out int Applied, out int Steps, out Kiln.ProgressionSnapshot? Before, out Kiln.ProgressionSnapshot? After, out string! Reason) -> void
Kiln.ProgressionResult.Entity.get -> Kiln.EntityId
Kiln.ProgressionResult.Entity.init -> void
Kiln.ProgressionResult.Equals(Kiln.ProgressionResult? other) -> bool
Kiln.ProgressionResult.Ok.get -> bool
Kiln.ProgressionResult.Ok.init -> void
Kiln.ProgressionResult.Op.get -> Kiln.ProgressionOp
Kiln.ProgressionResult.Op.init -> void
Kiln.ProgressionResult.ProgressionResult(ulong Request, Kiln.ProgressionOp Op, Kiln.EntityId Entity, bool Ok, string! Status, int Applied, int Steps, Kiln.ProgressionSnapshot? Before, Kiln.ProgressionSnapshot? After, string! Reason) -> void
Kiln.ProgressionResult.Reason.get -> string!
Kiln.ProgressionResult.Reason.init -> void
Kiln.ProgressionResult.Request.get -> ulong
Kiln.ProgressionResult.Request.init -> void
Kiln.ProgressionResult.Status.get -> string!
Kiln.ProgressionResult.Status.init -> void
Kiln.ProgressionResult.Steps.get -> int
Kiln.ProgressionResult.Steps.init -> void
Kiln.ProgressionSnapshot
Kiln.ProgressionSnapshot.<Clone>$() -> Kiln.ProgressionSnapshot!
Kiln.ProgressionSnapshot.AtLevelCap.get -> bool
Kiln.ProgressionSnapshot.AtLevelCap.init -> void
Kiln.ProgressionSnapshot.Deconstruct(out Kiln.EntityId Entity, out int Level, out int LevelCap, out uint Experience, out uint ExperienceNeeded, out uint ExperiencePending, out int SkillPoints, out int SkillPointsTotal, out int SkillPointsSpent, out int SkillPointsFromLevel, out int SkillPointsFromKnowledge, out int SkillPointsPerLevel, out int UnlockedNodes, out int GivableSkillPoints, out bool HasLevel, out bool HasSkills, out bool HasPoints, out bool HasKnowledge, out bool AtLevelCap, out bool OverBudget, out bool IsSnapshot, out ulong Step) -> void
Kiln.ProgressionSnapshot.Entity.get -> Kiln.EntityId
Kiln.ProgressionSnapshot.Entity.init -> void
Kiln.ProgressionSnapshot.Equals(Kiln.ProgressionSnapshot? other) -> bool
Kiln.ProgressionSnapshot.Experience.get -> uint
Kiln.ProgressionSnapshot.Experience.init -> void
Kiln.ProgressionSnapshot.ExperienceNeeded.get -> uint
Kiln.ProgressionSnapshot.ExperienceNeeded.init -> void
Kiln.ProgressionSnapshot.ExperiencePending.get -> uint
Kiln.ProgressionSnapshot.ExperiencePending.init -> void
Kiln.ProgressionSnapshot.GivableSkillPoints.get -> int
Kiln.ProgressionSnapshot.GivableSkillPoints.init -> void
Kiln.ProgressionSnapshot.HasKnowledge.get -> bool
Kiln.ProgressionSnapshot.HasKnowledge.init -> void
Kiln.ProgressionSnapshot.HasLevel.get -> bool
Kiln.ProgressionSnapshot.HasLevel.init -> void
Kiln.ProgressionSnapshot.HasPoints.get -> bool
Kiln.ProgressionSnapshot.HasPoints.init -> void
Kiln.ProgressionSnapshot.HasSkills.get -> bool
Kiln.ProgressionSnapshot.HasSkills.init -> void
Kiln.ProgressionSnapshot.IsSnapshot.get -> bool
Kiln.ProgressionSnapshot.IsSnapshot.init -> void
Kiln.ProgressionSnapshot.Level.get -> int
Kiln.ProgressionSnapshot.Level.init -> void
Kiln.ProgressionSnapshot.LevelCap.get -> int
Kiln.ProgressionSnapshot.LevelCap.init -> void
Kiln.ProgressionSnapshot.OverBudget.get -> bool
Kiln.ProgressionSnapshot.OverBudget.init -> void
Kiln.ProgressionSnapshot.ProgressionSnapshot(Kiln.EntityId Entity, int Level, int LevelCap, uint Experience, uint ExperienceNeeded, uint ExperiencePending, int SkillPoints, int SkillPointsTotal, int SkillPointsSpent, int SkillPointsFromLevel, int SkillPointsFromKnowledge, int SkillPointsPerLevel, int UnlockedNodes, int GivableSkillPoints, bool HasLevel, bool HasSkills, bool HasPoints, bool HasKnowledge, bool AtLevelCap, bool OverBudget, bool IsSnapshot, ulong Step) -> void
Kiln.ProgressionSnapshot.SkillPoints.get -> int
Kiln.ProgressionSnapshot.SkillPoints.init -> void
Kiln.ProgressionSnapshot.SkillPointsFromKnowledge.get -> int
Kiln.ProgressionSnapshot.SkillPointsFromKnowledge.init -> void
Kiln.ProgressionSnapshot.SkillPointsFromLevel.get -> int
Kiln.ProgressionSnapshot.SkillPointsFromLevel.init -> void
Kiln.ProgressionSnapshot.SkillPointsPerLevel.get -> int
Kiln.ProgressionSnapshot.SkillPointsPerLevel.init -> void
Kiln.ProgressionSnapshot.SkillPointsSpent.get -> int
Kiln.ProgressionSnapshot.SkillPointsSpent.init -> void
Kiln.ProgressionSnapshot.SkillPointsTotal.get -> int
Kiln.ProgressionSnapshot.SkillPointsTotal.init -> void
Kiln.ProgressionSnapshot.Step.get -> ulong
Kiln.ProgressionSnapshot.Step.init -> void
Kiln.ProgressionSnapshot.UnlockedNodes.get -> int
Kiln.ProgressionSnapshot.UnlockedNodes.init -> void
Kiln.ProgressionStatus
Kiln.ProgressionStatus.<Clone>$() -> Kiln.ProgressionStatus!
Kiln.ProgressionStatus.Applied.get -> ulong
Kiln.ProgressionStatus.Applied.init -> void
Kiln.ProgressionStatus.Deconstruct(out bool Levels, out bool Skills, out bool SkillKnowledge, out bool ExperienceEvents, out bool Program, out bool World, out int TreeNodes, out int KnowledgeEntries, out int KnowledgePlusOne, out int LevelCap, out int SkillPointsPerLevel, out int Pending, out ulong Submitted, out ulong Applied, out ulong Failed, out ulong ProgramUpdates, out string! Reason) -> void
Kiln.ProgressionStatus.Equals(Kiln.ProgressionStatus? other) -> bool
Kiln.ProgressionStatus.ExperienceEvents.get -> bool
Kiln.ProgressionStatus.ExperienceEvents.init -> void
Kiln.ProgressionStatus.Failed.get -> ulong
Kiln.ProgressionStatus.Failed.init -> void
Kiln.ProgressionStatus.KnowledgeEntries.get -> int
Kiln.ProgressionStatus.KnowledgeEntries.init -> void
Kiln.ProgressionStatus.KnowledgePlusOne.get -> int
Kiln.ProgressionStatus.KnowledgePlusOne.init -> void
Kiln.ProgressionStatus.LevelCap.get -> int
Kiln.ProgressionStatus.LevelCap.init -> void
Kiln.ProgressionStatus.Levels.get -> bool
Kiln.ProgressionStatus.Levels.init -> void
Kiln.ProgressionStatus.Pending.get -> int
Kiln.ProgressionStatus.Pending.init -> void
Kiln.ProgressionStatus.Program.get -> bool
Kiln.ProgressionStatus.Program.init -> void
Kiln.ProgressionStatus.ProgramUpdates.get -> ulong
Kiln.ProgressionStatus.ProgramUpdates.init -> void
Kiln.ProgressionStatus.ProgressionStatus(bool Levels, bool Skills, bool SkillKnowledge, bool ExperienceEvents, bool Program, bool World, int TreeNodes, int KnowledgeEntries, int KnowledgePlusOne, int LevelCap, int SkillPointsPerLevel, int Pending, ulong Submitted, ulong Applied, ulong Failed, ulong ProgramUpdates, string! Reason) -> void
Kiln.ProgressionStatus.Reason.get -> string!
Kiln.ProgressionStatus.Reason.init -> void
Kiln.ProgressionStatus.SkillKnowledge.get -> bool
Kiln.ProgressionStatus.SkillKnowledge.init -> void
Kiln.ProgressionStatus.SkillPointsPerLevel.get -> int
Kiln.ProgressionStatus.SkillPointsPerLevel.init -> void
Kiln.ProgressionStatus.Skills.get -> bool
Kiln.ProgressionStatus.Skills.init -> void
Kiln.ProgressionStatus.Submitted.get -> ulong
Kiln.ProgressionStatus.Submitted.init -> void
Kiln.ProgressionStatus.TreeNodes.get -> int
Kiln.ProgressionStatus.TreeNodes.init -> void
Kiln.ProgressionStatus.World.get -> bool
Kiln.ProgressionStatus.World.init -> void
Kiln.SkillNode
Kiln.SkillNode.ActiveSkillItem.get -> uint
Kiln.SkillNode.ActiveSkillItem.init -> void
Kiln.SkillNode.ClassAlignment.get -> int
Kiln.SkillNode.ClassAlignment.init -> void
Kiln.SkillNode.Cost.get -> int
Kiln.SkillNode.Cost.init -> void
Kiln.SkillNode.Deconstruct(out uint Id, out Kiln.SkillNodeType Type, out int Cost, out int MaxLevel, out int LevelIndex, out int ClassAlignment, out uint ActiveSkillItem, out int Incoming, out int Outgoing, out int Index, out float UiX, out float UiY) -> void
Kiln.SkillNode.Equals(Kiln.SkillNode other) -> bool
Kiln.SkillNode.Id.get -> uint
Kiln.SkillNode.Id.init -> void
Kiln.SkillNode.Incoming.get -> int
Kiln.SkillNode.Incoming.init -> void
Kiln.SkillNode.Index.get -> int
Kiln.SkillNode.Index.init -> void
Kiln.SkillNode.LevelIndex.get -> int
Kiln.SkillNode.LevelIndex.init -> void
Kiln.SkillNode.MaxLevel.get -> int
Kiln.SkillNode.MaxLevel.init -> void
Kiln.SkillNode.Outgoing.get -> int
Kiln.SkillNode.Outgoing.init -> void
Kiln.SkillNode.SkillNode() -> void
Kiln.SkillNode.SkillNode(uint Id, Kiln.SkillNodeType Type, int Cost, int MaxLevel, int LevelIndex, int ClassAlignment, uint ActiveSkillItem, int Incoming, int Outgoing, int Index, float UiX, float UiY) -> void
Kiln.SkillNode.Type.get -> Kiln.SkillNodeType
Kiln.SkillNode.Type.init -> void
Kiln.SkillNode.UiX.get -> float
Kiln.SkillNode.UiX.init -> void
Kiln.SkillNode.UiY.get -> float
Kiln.SkillNode.UiY.init -> void
Kiln.SkillNodeType
Kiln.SkillNodeType.ActiveSkill = 2 -> Kiln.SkillNodeType
Kiln.SkillNodeType.Attribute = 1 -> Kiln.SkillNodeType
Kiln.SkillNodeType.PassiveSkill = 3 -> Kiln.SkillNodeType
Kiln.SkillNodeType.Root = 0 -> Kiln.SkillNodeType
Kiln.UnlockedSkillNode
Kiln.UnlockedSkillNode.Cost.get -> int
Kiln.UnlockedSkillNode.Cost.init -> void
Kiln.UnlockedSkillNode.Deconstruct(out uint Id, out int Level, out int MaxLevel, out int Cost) -> void
Kiln.UnlockedSkillNode.Equals(Kiln.UnlockedSkillNode other) -> bool
Kiln.UnlockedSkillNode.Id.get -> uint
Kiln.UnlockedSkillNode.Id.init -> void
Kiln.UnlockedSkillNode.Level.get -> int
Kiln.UnlockedSkillNode.Level.init -> void
Kiln.UnlockedSkillNode.MaxLevel.get -> int
Kiln.UnlockedSkillNode.MaxLevel.init -> void
Kiln.UnlockedSkillNode.UnlockedSkillNode() -> void
Kiln.UnlockedSkillNode.UnlockedSkillNode(uint Id, int Level, int MaxLevel, int Cost) -> void
const Kiln.Progression.Diagnostics.AttrExperience = 2379078388 -> uint
const Kiln.Progression.Diagnostics.AttrGranted = 494784770 -> uint
const Kiln.Progression.Diagnostics.AttrLevel = 1917580648 -> uint
const Kiln.Progression.Diagnostics.AttrNeeded = 74596194 -> uint
override Kiln.Player.Equals(object? obj) -> bool
override Kiln.Player.GetHashCode() -> int
override Kiln.Player.ToString() -> string!
override Kiln.PlayerAction.Equals(object? obj) -> bool
override Kiln.PlayerAction.GetHashCode() -> int
override Kiln.PlayerAction.ToString() -> string!
override Kiln.PlayerActionEvent.ToString() -> string!
override Kiln.PlayerBuff.Equals(object? obj) -> bool
override Kiln.PlayerBuff.GetHashCode() -> int
override Kiln.PlayerBuff.ToString() -> string!
override Kiln.PlayerCharactersStatus.Equals(object? obj) -> bool
override Kiln.PlayerCharactersStatus.GetHashCode() -> int
override Kiln.PlayerCharactersStatus.ToString() -> string!
override Kiln.PlayerClientActionEvent.ToString() -> string!
override Kiln.PlayerClientActionInfo.Equals(object? obj) -> bool
override Kiln.PlayerClientActionInfo.GetHashCode() -> int
override Kiln.PlayerClientActionInfo.ToString() -> string!
override Kiln.PlayerConsumeEvent.ToString() -> string!
override Kiln.PlayerEvent.Equals(object? obj) -> bool
override Kiln.PlayerEvent.GetHashCode() -> int
override Kiln.PlayerEvent.ToString() -> string!
override Kiln.PlayerItem.Equals(object? obj) -> bool
override Kiln.PlayerItem.GetHashCode() -> int
override Kiln.PlayerItem.ToString() -> string!
override Kiln.PlayerJoinedEvent.ToString() -> string!
override Kiln.PlayerLeftEvent.ToString() -> string!
override Kiln.PlayerLevelChangedEvent.ToString() -> string!
override Kiln.PlayerProgression.ToString() -> string!
override Kiln.PlayerSkillsChangedEvent.ToString() -> string!
override Kiln.PlayerSlotRaw.GetHashCode() -> int
override Kiln.PlayerStateChangedEvent.ToString() -> string!
override Kiln.PlayerStateInfo.Equals(object? obj) -> bool
override Kiln.PlayerStateInfo.GetHashCode() -> int
override Kiln.PlayerStateInfo.ToString() -> string!
override Kiln.PlayerStateServiceStatus.Equals(object? obj) -> bool
override Kiln.PlayerStateServiceStatus.GetHashCode() -> int
override Kiln.PlayerStateServiceStatus.ToString() -> string!
override Kiln.PlayersStatus.Equals(object? obj) -> bool
override Kiln.PlayersStatus.GetHashCode() -> int
override Kiln.PlayersStatus.ToString() -> string!
override Kiln.Progression.Diagnostics.AttrProbe.GetHashCode() -> int
override Kiln.Progression.Diagnostics.SimResult.GetHashCode() -> int
override Kiln.ProgressionResult.Equals(object? obj) -> bool
override Kiln.ProgressionResult.GetHashCode() -> int
override Kiln.ProgressionResult.ToString() -> string!
override Kiln.ProgressionSnapshot.Equals(object? obj) -> bool
override Kiln.ProgressionSnapshot.GetHashCode() -> int
override Kiln.ProgressionSnapshot.ToString() -> string!
override Kiln.ProgressionStatus.Equals(object? obj) -> bool
override Kiln.ProgressionStatus.GetHashCode() -> int
override Kiln.ProgressionStatus.ToString() -> string!
override Kiln.SkillNode.GetHashCode() -> int
override Kiln.SkillNode.ToString() -> string!
override Kiln.UnlockedSkillNode.GetHashCode() -> int
static Kiln.Player.operator !=(Kiln.Player? left, Kiln.Player? right) -> bool
static Kiln.Player.operator ==(Kiln.Player? left, Kiln.Player? right) -> bool
static Kiln.PlayerAction.operator !=(Kiln.PlayerAction? left, Kiln.PlayerAction? right) -> bool
static Kiln.PlayerAction.operator ==(Kiln.PlayerAction? left, Kiln.PlayerAction? right) -> bool
static Kiln.PlayerBuff.operator !=(Kiln.PlayerBuff? left, Kiln.PlayerBuff? right) -> bool
static Kiln.PlayerBuff.operator ==(Kiln.PlayerBuff? left, Kiln.PlayerBuff? right) -> bool
static Kiln.PlayerCharacters.AccountOf(Kiln.Player! p) -> ulong
static Kiln.PlayerCharacters.Available.get -> bool
static Kiln.PlayerCharacters.IdOf(Kiln.Player! p) -> System.Guid
static Kiln.PlayerCharacters.Simulate(int slot, ulong account, System.Guid? id) -> bool
static Kiln.PlayerCharacters.Status.get -> Kiln.PlayerCharactersStatus?
static Kiln.PlayerCharactersStatus.operator !=(Kiln.PlayerCharactersStatus? left, Kiln.PlayerCharactersStatus? right) -> bool
static Kiln.PlayerCharactersStatus.operator ==(Kiln.PlayerCharactersStatus? left, Kiln.PlayerCharactersStatus? right) -> bool
static Kiln.PlayerClientActionInfo.operator !=(Kiln.PlayerClientActionInfo? left, Kiln.PlayerClientActionInfo? right) -> bool
static Kiln.PlayerClientActionInfo.operator ==(Kiln.PlayerClientActionInfo? left, Kiln.PlayerClientActionInfo? right) -> bool
static Kiln.PlayerEvent.operator !=(Kiln.PlayerEvent? left, Kiln.PlayerEvent? right) -> bool
static Kiln.PlayerEvent.operator ==(Kiln.PlayerEvent? left, Kiln.PlayerEvent? right) -> bool
static Kiln.PlayerItem.operator !=(Kiln.PlayerItem a, Kiln.PlayerItem b) -> bool
static Kiln.PlayerItem.operator !=(Kiln.PlayerItem a, string? name) -> bool
static Kiln.PlayerItem.operator !=(Kiln.PlayerItem a, uint id) -> bool
static Kiln.PlayerItem.operator !=(string? name, Kiln.PlayerItem a) -> bool
static Kiln.PlayerItem.operator !=(uint id, Kiln.PlayerItem a) -> bool
static Kiln.PlayerItem.operator ==(Kiln.PlayerItem a, Kiln.PlayerItem b) -> bool
static Kiln.PlayerItem.operator ==(Kiln.PlayerItem a, string? name) -> bool
static Kiln.PlayerItem.operator ==(Kiln.PlayerItem a, uint id) -> bool
static Kiln.PlayerItem.operator ==(string? name, Kiln.PlayerItem a) -> bool
static Kiln.PlayerItem.operator ==(uint id, Kiln.PlayerItem a) -> bool
static Kiln.PlayerSlotRaw.operator !=(Kiln.PlayerSlotRaw left, Kiln.PlayerSlotRaw right) -> bool
static Kiln.PlayerSlotRaw.operator ==(Kiln.PlayerSlotRaw left, Kiln.PlayerSlotRaw right) -> bool
static Kiln.PlayerStateInfo.operator !=(Kiln.PlayerStateInfo? left, Kiln.PlayerStateInfo? right) -> bool
static Kiln.PlayerStateInfo.operator ==(Kiln.PlayerStateInfo? left, Kiln.PlayerStateInfo? right) -> bool
static Kiln.PlayerStateServiceStatus.operator !=(Kiln.PlayerStateServiceStatus? left, Kiln.PlayerStateServiceStatus? right) -> bool
static Kiln.PlayerStateServiceStatus.operator ==(Kiln.PlayerStateServiceStatus? left, Kiln.PlayerStateServiceStatus? right) -> bool
static Kiln.PlayerStates.All.get -> System.Collections.Generic.IReadOnlyList<Kiln.PlayerStateInfo!>!
static Kiln.PlayerStates.Available.get -> bool
static Kiln.PlayerStates.BuffsGivenBy(Kiln.PlayerItem item) -> System.Collections.Generic.IReadOnlyList<Kiln.PlayerBuff!>!
static Kiln.PlayerStates.BuffsOf(Kiln.EntityId player) -> System.Collections.Generic.IReadOnlyList<Kiln.PlayerBuff!>!
static Kiln.PlayerStates.Check(Kiln.EntityId player, Kiln.PlayerStateId state) -> bool?
static Kiln.PlayerStates.ClientActions.get -> System.Collections.Generic.IReadOnlyList<Kiln.PlayerClientActionInfo!>!
static Kiln.PlayerStates.Diagnostics.Bench(System.Collections.Generic.IReadOnlyList<Kiln.EntityId>! players, bool motion, bool input, bool extra) -> long
static Kiln.PlayerStates.Diagnostics.LabUseItem(Kiln.EntityId entity, uint sequence, Kiln.PlayerStateId trigger, ulong slot, uint item) -> bool
static Kiln.PlayerStates.Diagnostics.LastPumpNanoseconds.get -> long
static Kiln.PlayerStates.Diagnostics.PumpRuns.get -> long
static Kiln.PlayerStates.Diagnostics.PumpTotalNanoseconds.get -> long
static Kiln.PlayerStates.Diagnostics.Watch(Kiln.EntityId entity, bool on = true) -> void
static Kiln.PlayerStates.EquipmentOf(Kiln.EntityId player) -> Kiln.PlayerEquipment?
static Kiln.PlayerStates.Find(string! gameName, Kiln.PlayerStateSource source = Kiln.PlayerStateSource.None) -> Kiln.PlayerStateId?
static Kiln.PlayerStates.InfoOf(Kiln.PlayerStateId state) -> Kiln.PlayerStateInfo?
static Kiln.PlayerStates.Is(Kiln.EntityId player, Kiln.PlayerStateId state) -> bool
static Kiln.PlayerStates.NameOf(Kiln.PlayerStateId state) -> string!
static Kiln.PlayerStates.Raw(Kiln.PlayerStateSource source, int raw) -> Kiln.PlayerStateId
static Kiln.PlayerStates.Read(Kiln.EntityId player) -> Kiln.PlayerSnapshot?
static Kiln.PlayerStates.SourceOf(Kiln.PlayerStateId state) -> Kiln.PlayerStateSource
static Kiln.PlayerStates.Status.get -> Kiln.PlayerStateServiceStatus?
static Kiln.Players.All.get -> System.Collections.Generic.IReadOnlyList<Kiln.Player!>!
static Kiln.Players.Available.get -> bool
static Kiln.Players.Connected.get -> System.Collections.Generic.IReadOnlyList<Kiln.Player!>!
static Kiln.Players.Count.get -> int
static Kiln.Players.Diagnostics.ProbePosition(Kiln.EntityId entity) -> Kiln.WorldPosition?
static Kiln.Players.Diagnostics.RawSlot(int slot) -> Kiln.PlayerSlotRaw?
static Kiln.Players.Diagnostics.ReplayLog(System.Collections.Generic.IReadOnlyList<string!>! messages) -> (System.Collections.Generic.IReadOnlyList<Kiln.Player!>! Players, System.Collections.Generic.IReadOnlyList<Kiln.PlayerEvent!>! Events)
static Kiln.Players.Diagnostics.Status.get -> Kiln.PlayersStatus?
static Kiln.Players.Find(Kiln.EntityId entity) -> Kiln.Player?
static Kiln.Players.Find(string! name) -> Kiln.Player?
static Kiln.Players.FindBySteamId(ulong steamId) -> Kiln.Player?
static Kiln.Players.IsPlayer(Kiln.EntityId entity) -> bool
static Kiln.Players.Joined -> System.Action<Kiln.Player!>!
static Kiln.Players.Left -> System.Action<Kiln.Player!>!
static Kiln.Players.PositionOf(Kiln.EntityId entity) -> Kiln.WorldPosition?
static Kiln.Players.Source.get -> Kiln.PlayerSource
static Kiln.PlayersStatus.operator !=(Kiln.PlayersStatus? left, Kiln.PlayersStatus? right) -> bool
static Kiln.PlayersStatus.operator ==(Kiln.PlayersStatus? left, Kiln.PlayersStatus? right) -> bool
static Kiln.Progression.AddExperience(Kiln.EntityId entity, uint amount, Kiln.ExperienceSource source = Kiln.ExperienceSource.None, bool sendEvent = true) -> System.Threading.Tasks.Task<Kiln.ProgressionResult!>!
static Kiln.Progression.Available.get -> bool
static Kiln.Progression.Diagnostics.AttrProbe.operator !=(Kiln.Progression.Diagnostics.AttrProbe left, Kiln.Progression.Diagnostics.AttrProbe right) -> bool
static Kiln.Progression.Diagnostics.AttrProbe.operator ==(Kiln.Progression.Diagnostics.AttrProbe left, Kiln.Progression.Diagnostics.AttrProbe right) -> bool
static Kiln.Progression.Diagnostics.ExperienceForLevel(int level) -> (uint Needed, int Cap)
static Kiln.Progression.Diagnostics.LabPlayer(Kiln.EntityId entity) -> void
static Kiln.Progression.Diagnostics.ProbeAttributes(bool level, uint[]! storage, uint setId = 0, uint setValue = 0) -> Kiln.Progression.Diagnostics.AttrProbe
static Kiln.Progression.Diagnostics.SimResult.operator !=(Kiln.Progression.Diagnostics.SimResult left, Kiln.Progression.Diagnostics.SimResult right) -> bool
static Kiln.Progression.Diagnostics.SimResult.operator ==(Kiln.Progression.Diagnostics.SimResult left, Kiln.Progression.Diagnostics.SimResult right) -> bool
static Kiln.Progression.Diagnostics.Simulate(System.Collections.Generic.IReadOnlyList<(Kiln.Progression.Diagnostics.SimOp Op, uint Node)>! steps) -> System.Collections.Generic.IReadOnlyList<Kiln.Progression.Diagnostics.SimResult>!
static Kiln.Progression.FindNode(uint id) -> Kiln.SkillNode?
static Kiln.Progression.Get(Kiln.EntityId entity) -> Kiln.ProgressionSnapshot?
static Kiln.Progression.GiveSkillPoints(Kiln.EntityId entity, int points) -> System.Threading.Tasks.Task<Kiln.ProgressionResult!>!
static Kiln.Progression.Lock(Kiln.EntityId entity, uint node, bool force = false) -> System.Threading.Tasks.Task<Kiln.ProgressionResult!>!
static Kiln.Progression.ParseNode(string! text) -> Kiln.SkillNode?
static Kiln.Progression.Respec(Kiln.EntityId entity) -> System.Threading.Tasks.Task<Kiln.ProgressionResult!>!
static Kiln.Progression.SetExperience(Kiln.EntityId entity, uint experience) -> System.Threading.Tasks.Task<Kiln.ProgressionResult!>!
static Kiln.Progression.SetLevel(Kiln.EntityId entity, int level) -> System.Threading.Tasks.Task<Kiln.ProgressionResult!>!
static Kiln.Progression.Status.get -> Kiln.ProgressionStatus?
static Kiln.Progression.Tree.get -> System.Collections.Generic.IReadOnlyList<Kiln.SkillNode>!
static Kiln.Progression.Unlock(Kiln.EntityId entity, uint node, bool force = false) -> System.Threading.Tasks.Task<Kiln.ProgressionResult!>!
static Kiln.Progression.UnlockedNodes(Kiln.EntityId entity) -> System.Collections.Generic.IReadOnlyList<Kiln.UnlockedSkillNode>!
static Kiln.ProgressionResult.operator !=(Kiln.ProgressionResult? left, Kiln.ProgressionResult? right) -> bool
static Kiln.ProgressionResult.operator ==(Kiln.ProgressionResult? left, Kiln.ProgressionResult? right) -> bool
static Kiln.ProgressionSnapshot.operator !=(Kiln.ProgressionSnapshot? left, Kiln.ProgressionSnapshot? right) -> bool
static Kiln.ProgressionSnapshot.operator ==(Kiln.ProgressionSnapshot? left, Kiln.ProgressionSnapshot? right) -> bool
static Kiln.ProgressionStatus.operator !=(Kiln.ProgressionStatus? left, Kiln.ProgressionStatus? right) -> bool
static Kiln.ProgressionStatus.operator ==(Kiln.ProgressionStatus? left, Kiln.ProgressionStatus? right) -> bool
static Kiln.SkillNode.operator !=(Kiln.SkillNode left, Kiln.SkillNode right) -> bool
static Kiln.SkillNode.operator ==(Kiln.SkillNode left, Kiln.SkillNode right) -> bool
static Kiln.UnlockedSkillNode.operator !=(Kiln.UnlockedSkillNode left, Kiln.UnlockedSkillNode right) -> bool
static Kiln.UnlockedSkillNode.operator ==(Kiln.UnlockedSkillNode left, Kiln.UnlockedSkillNode right) -> bool
~override Kiln.PlayerSlotRaw.Equals(object obj) -> bool
~override Kiln.PlayerSlotRaw.ToString() -> string
~override Kiln.Progression.Diagnostics.AttrProbe.Equals(object obj) -> bool
~override Kiln.Progression.Diagnostics.AttrProbe.ToString() -> string
~override Kiln.Progression.Diagnostics.SimResult.Equals(object obj) -> bool
~override Kiln.Progression.Diagnostics.SimResult.ToString() -> string
~override Kiln.SkillNode.Equals(object obj) -> bool
~override Kiln.UnlockedSkillNode.Equals(object obj) -> bool
~override Kiln.UnlockedSkillNode.ToString() -> string
