tModLoader v2024.10
A mod to make and play Terraria mods
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CABasicParticle | |
►CAbstractNPCShop | |
CAccessorySlotLoader | This serves as a central place to store equipment slots and their corresponding textures. You will use this to obtain the IDs for your equipment textures. |
CAchievement | |
CAchievementAdvisor | |
CAchievementAdvisorCard | |
CAchievementCondition | |
►CAchievementHelperID | |
CAchievementInitializer | |
CAchievementManager | |
CAchievementsHelper | |
CAchievementsSocialModule | |
CAchievementTagHandler | |
CAchievementTracker | |
CActionGrass | |
CActionPlaceStatue | |
►CActions | |
CActionStalagtite | |
CActionVines | |
►CActiveEntityIterator | |
CActiveSound | |
CActuatorsVisibilityBuilderToggle | |
CAddableFloat | |
CAdvancedPopupRequest | |
CAEntitySource_Tile | Abstract base class for entities which come from a tile. |
CAggregateException | |
CAHoverInteractionChecker | |
CAlignment | |
CAllDeathCommand | |
CAllPersonalitiesModifier | |
CAllPVPDeathCommand | |
CAlwaysAtleastOneSuccessDropRule | Re-runs all drop rules if none succeeded. |
►CAmbienceServer | |
CAmbientSky | |
►CAmbientSkyDrawCache | |
CAmbientWindSystem | |
►CAmmoID | AmmoID entries represent ammo types. Ammo items that share the same AmmoID value assigned to Item.ammo can all be used as ammo for weapons using that same value for Item.useAmmo. AmmoID values are actually equivalent to the ItemID value of the iconic ammo item. The Basic Ammo Guideteaches more about ammo. |
CAnchorData | |
CAnchorDataModule | |
CAnchoredEntitiesCollection | |
CAnchorTypesModule | |
CAnimation | |
CAnimationID | |
CAnOutlinedDrawRenderTargetContent | |
CAnthillEntrance | |
CARenderTargetContentByRequest | |
CArgumentHelper | |
CArgumentListResult | |
►CArmorIDs | |
CArmorShaderData | |
CArmorShaderDataSet | |
CAShoppingBiome | |
CASoundEffectBasedAudioTrack | |
CAssemblyResourcesContentSource | |
CAssetInitializer | |
CAssetSourceController | |
CAsyncProvider | |
CAsyncProviderStateExtensions | |
CAttribute | |
CAutoActuateBuilderToggle | |
CAutoloadAttribute | Allows for types to be autoloaded and unloaded. True to always autoload, false to never autoload, null to use mod default. |
CAutoloadBossHead | |
CAutoloadEquip | This attribute annotates a ModItem class to indicate that the game should autoload the specified equipment texture or textures and assign it to this item. The equipment texture is the texture that appears on the player itself when the item is worn and visible. Armor and most accessories will set at least one EquipType, but not every accessory needs on-player visuals. The equipment texture will be loaded from the path made from appending "_EquipTypeNameHere" to ModItem.Texture. An error will be thrown during mod loading if the texture can't be found. For example, a helmet item named "ExampleHelmet" annotated with [AutoloadEquip(EquipType.Head)] will need both a "ExampleHelmet.png" and "ExampleHelmet_Head.png" to work. Note that equipment textures must follow specific layouts, see ExampleMod examplesof similar items to use as a guide. |
CAutoloadHead | |
CAutoPaintBuilderToggle | |
CAWorkshopEntry | |
CAWorkshopProgressReporter | |
CAWorkshopPublishInfoState | |
CAWorkshopTagsCollection | |
CAWorldListItem | |
CBackgroundChangeFlashInfo | |
CBackgroundColorAttribute | Specifies a background color to be used for the property, field, or class in the ModConfig UI. |
CBackgroundTextureLoader | This is the class that keeps track of all modded background textures and their slots/IDs. Remember that unless you manually register backgrounds via AddBackgroundTexture(Mod, string), only files found in a folder or subfolder of a folder named "Backgrounds" will be autoloaded as background textures. |
CBallCollision | |
CBallCollisionEvent | |
CBallPassThroughEvent | |
CBallStepResult | |
CBasiliskMountJump | |
CBestiaryDatabase | |
►CBestiaryDatabaseNPCsPopulator | |
CBestiaryEntry | |
CBestiaryPortraitBackgroundBasedOnWorldEvilProviderPreferenceInfoElement | |
CBestiaryPortraitBackgroundProviderPreferenceInfoElement | |
CBestiaryUICollectionInfo | |
CBestiaryUnlockProgressReport | |
CBestiaryUnlocksTracker | |
CBigEndianReader | |
CBigEndianWriter | |
CBigProgressBarCache | |
CBigProgressBarHelper | |
CBigProgressBarInfo | |
CBigProgressBarSystem | |
CBinaryIO | |
CBinaryWriterHelper | |
CBiomeConversionID | |
CBiomeLoader | |
►CBiomePreferenceListTrait | |
CBirthdayParty | |
CBitReader | |
CBits64 | |
CBitsByte | |
CBitWriter | |
CBlizzardInABottleJump | |
CBlizzardShader | |
CBlizzardShaderData | |
CBlizzardSky | |
CBlockBecauseYouAreOverAnImportantTile | |
CBlockSwapBuilderToggle | |
CBloodMoonScreenShaderData | |
CBlueWireVisibilityBuilderToggle | |
CBoolTagSerializer | |
CBossBarDrawParams | Holds data required for boss bar drawing. |
CBossBarLoader | |
CBossBestiaryInfoElement | |
CBrainOfCthuluBigProgressBar | |
CBrainShader | |
CBuffDefinition | |
CBuffDrawParams | Holds data required for buff drawing. |
CBufferPool | |
►CBuffID | |
CBuffLoader | This serves as the central class from which buff-related functions are supported and carried out. |
►CBuilderToggle | Represents a builder toggle button shown in the top left corner of the screen while the inventory is shown. These toggles typically control wiring-related visibility or other building-related quality of life features.The Active method determines if the BuilderToggle should be shown to the user and is usually reliant on player-specific values. The CurrentState property represents the current state of the toggle. For vanilla toggles a value of 0 is off and a value of 1 is on, but modded toggles can have NumberOfStates values. |
CBuilderToggleDrawParams | Holds data required for builder toggle drawing. |
CBuilderToggleLoader | |
CBuildInfo | |
CBuyItemCreationContext | Created in the context of a player buying an item from a shop. Very similar to
in functionality. |
CCachedBuffer | |
CCalculatedStyle | |
CCamera | |
CCameraInfo | |
CCameraModifierStack | |
CCampsiteBiome | |
►CCaptureBiome | |
►CCaptureInterface | |
CCaptureManager | |
CCaptureSettings | |
CCaveHouseBiome | |
CCavernShader | |
CChainID | |
►CChains | |
CChambersEntrance | |
CChatCommandAttribute | |
CChatCommandId | |
CChatCommandProcessor | |
CChatHelper | Facilitates sending chat messages from the server to clients. BroadcastChatMessage(NetworkText, Color, int) and SendChatMessageToClient(NetworkText, Color, int) are the most commonly used methods provided. |
CChatInitializer | |
CChatLine | |
►CChatManager | |
CChatMessage | |
CChatMessageContainer | |
CChest | Represents a non-Player inventory, such as chests, portable storage, or NPC shops. |
►CChestUI | |
CChildSafety | |
CChromaCondition | |
CChromaHotkeyPainter | |
►CChromaInitializer | |
CChromaShader | |
CChumBucketProjectileHelper | |
CCinematicManager | |
CClassicPlayerResourcesDisplaySet | |
CCloneByReference | Indicates that references to this object can be shared between clones. When applied to a class, applies to all fields/properties of that type. |
CCloning | |
CCloud | |
CCloudID | |
CCloudInABottleJump | |
CCloudLoader | |
CCloudSocialModule | |
►CCoinLossRevengeSystem | |
CCoinsRule | |
►CCollision | |
CColorHSLSliderAttribute | Add this attribute to a Color item and the UI will present a Hue, Saturation, and Lightness sliders rather than Red, Green, and Blue sliders. Pass in false to skip Saturation and Lightness. |
CColorNoAlphaAttribute | Add this attribute to a Color item and Alpha will not be presented in the UI and will remain as 255 unless manually edited. |
CColors | |
CColorSerializer | |
CColorSlidersSet | |
CColorTagHandler | |
CCombatText | Represents floating text in the game world most typically used for damage numbers and healing numbers. For non-overlapping in-game text, such as reforge messages, use PopupText instead. Use the NewText(Rectangle, Color, int, bool, bool) or NewText(Rectangle, Color, string, bool, bool) methods to create a new instance. In multiplayer, ID.MessageID.CombatTextInt and ID.MessageID.CombatTextString network messages can be used to sync a combat text if manually spawned. |
CCombinedHooks | |
CCommandCaller | |
CCommandLoader | This serves as the central class from which ModCommand functions are supported and carried out. |
CCommonBossBigProgressBar | |
CCommonCode | |
►CCommonConditions | |
CCommonDrop | |
CCommonDropNotScalingWithLuck | |
CCommonDropWithRerolls | |
CCommonEnemyUICollectionInfoProvider | |
CCommonResourceBarMethods | |
CComparer | |
CCompassInfoDisplay | |
CConditionFloatTracker | |
CConditionIntTracker | |
►CConditions | |
CConditionsCompletedTracker | |
CConfigArgsAttribute | |
CConfigElement | |
CConfigKeyAttribute | |
CConfigManager | |
CContainerTransferContext | |
CContentInstance | |
CContentManager | |
CContentRejectionFromSize | |
►CContentSamples | This class stores instances of various content types in a number of dictionaries. These instances serve as references that can be queried for information. For example, a modder could check ItemsByType[ItemID.Gel].value to check the value of the Gel item rather than creating a new Item instance and then checking. Care must be taken by modders to not use these instances for anything other than as a reference. Modders should not edit the instances in any way. ContentSamples should only be accessed in code that runs during Mod.PostSetupContent or later, as the entries are not filled in until then. |
CContentSource | |
CCoreSocialModule | |
CCorruptionBiome | |
CCorruptionPitBiome | |
CCorruptSurfaceShader | |
CCrashDump | |
CCrashWatcher | |
CCreativeItemSacrificesCatalog | |
CCreativePowerManager | |
►CCreativePowers | |
CCreativePowerSettings | |
►CCreativePowersHelper | |
CCreativePowerUIElementRequestInfo | |
CCreativeSacrificeParticle | |
CCreativeUI | |
CCreativeUnlocksTracker | |
CCreditsRollComposer | |
CCreditsRollEvent | |
CCreditsRollSky | |
CCrimsonBiome | |
CCritterUICollectionInfoProvider | |
CCueAudioTrack | |
CCultistRitual | |
CCultistShader | |
CCursorOverrideID | |
CCustomCurrencyID | |
CCustomCurrencyManager | |
CCustomCurrencySingleCoin | |
CCustomCurrencySystem | |
CCustomEntryIcon | |
CCustomFlagCondition | |
CCustomFloatCondition | |
CCustomIntCondition | |
CCustomModConfigItemAttribute | Use this attribute to specify a custom UI element to be used for the annotated property, field, or class in the ModConfig UI. |
CCustomModDataException | |
CCustomSky | |
CDamageClass | DamageClass is used to determine the application of item effects, damage/stat scaling, and class bonuses. |
CDamageClassData | |
CDamageClassLoader | |
CDashID | Corresponds to values assigned to Player.dashType. |
CDD2Event | |
CDD2Film | |
CDD2Shader | |
CDeadMansChestBiome | |
CDeathCommand | |
CDeathShader | |
CDeerclopsBigProgressBar | |
CDefaultContractResolver | |
CDefaultDamageClass | |
CDefaultDictionaryKeyValueAttribute | Defines the default key value to be added when using the ModConfig UI to add elements to a Dictionary. Works the same as System.ComponentModel.DefaultValueAttribute, but can't inherit from it because it would break when deserializing any data structure annotated with it. This attribute compliments DefaultListValueAttribute when used annotating a Dictionary. |
CDefaultListValueAttribute | Defines the default value to be added when using the ModConfig UI to add elements to a Collection (List, Set, or Dictionary value). Works the same as System.ComponentModel.DefaultValueAttribute, but can't inherit from it because it would break when deserializing any data structure annotated with it. |
►CDelegateMethods | |
CDepthMeterInfoDisplay | |
CDesertBiome | |
CDesertDescription | |
CDesertHive | |
CDesertHouseBuilder | |
CDesertShader | |
CDeviceParam | |
CDisabledAudioSystem | |
CDisplayDollSlot | |
CDontStarveDarknessDamageDealer | |
CDontStarveSeed | |
CDoorOpeningHelper | |
CDoubleStack | |
CDPSMeterInfoDisplay | |
CDrawableTooltipLine | This class serves as a way to store information about a line that will be drawn of tooltip for an item. You will create and manipulate objects of this class if you use the draw hooks for tooltips in ModItem and GlobalItem. For examples, see ExampleSword |
CDrawAnimation | |
CDrawAnimationVertical | |
CDrawData | |
CDrawTicksAttribute | Add this attribute and the sliders will show white tick marks at each increment. |
CDrillDebugDraw | |
CDrippingShader | |
CDroneCameraTracker | |
CDropAttemptInfo | |
CDropBasedOnExpertMode | |
CDropBasedOnMasterAndExpertMode | |
CDropBasedOnMasterMode | |
CDropLocalPerClientAndResetsNPCMoneyTo0 | |
CDropNothing | |
►CDropOneByOne | |
CDropPerPlayerOnThePlayer | |
CDropRateInfo | |
CDropRateInfoChainFeed | |
CDrowningShader | |
CDSTFilm | |
CDukeFishronShader | |
CDummyInfoDisplay | |
CDunesBiome | |
CDungeonBiome | |
CDungeonShader | |
CDust | Dust are particles effects used to add visual elements to weapons and other effects. Dust are completely visual and should never be used as a gameplay element. Dust count limits are imposed by the game to keep performance consistent, so Dust are not guaranteed to spawn when code attempts to spawn them.Vanilla Dust are enumerated in the DustID class.New Dust can be implemented using the ModDust class.The Basic Dust Guideteaches the basics on using Dust. In addition, the guide has resources teaching how to discover and use vanilla Dust. |
CDustID | |
CDustLoader | |
CDyeInitializer | |
CEaterOfWorldsProgressBar | |
CEffectManager | |
CEmojiCommand | |
CEmoteBubble | |
CEmoteBubbleLoader | |
CEmoteButton | |
CEmoteCommand | |
►CEmoteID | |
CEmotesGroupListItem | |
CEmpressBladeDrawer | |
CEmpressShader | |
CEmptyDiagnosticsUI | |
CEnabledFilterModesExtensions | |
CEnchantedSwordBiome | |
CEntity | |
CEntityDefinition | Classes implementing EntityDefinition serve to function as a way to save and load the identities of various Terraria objects. Only the identity is preserved, no other data such as stack size, damage, etc. These classes are well suited for ModConfig, but can be saved and loaded in a TagCompound as well. |
CEntityGlobalsEnumerator | |
CEntityShadowInfo | |
CEntitySource_BossSpawn | Used for most vanilla bosses, conveys their initial target, which is normally the closest player. |
CEntitySource_Buff | Intended for mods to use when spawning projectiles periodically from buffs. |
CEntitySource_CatchEntity | |
CEntitySource_Caught | Used when NPCs or other entities are caught by things like bug nets. Normally converting the caught entity into an item. |
CEntitySource_Death | Used when dropping coins and items when a player dies. Recommended for use by mods when spawning gore. |
CEntitySource_DebugCommand | |
CEntitySource_DropAsItem | Used when projectiles convert themselves to items in the world as a result of hitting a block. |
CEntitySource_Film | |
CEntitySource_FishedOut | Used when an NPC spawns as a result of fishing. |
CEntitySource_Gift | Used when NPCs or pets/minions give gifts or rewards to a player. |
CEntitySource_HitEffect | |
CEntitySource_ItemOpen | Used when opening bags or gifts. Passed to Player.QuickSpawnItem(IEntitySource, Item, int) |
CEntitySource_ItemUse | Use the interface, IEntitySource_WithStatsFromItem instead when checking entity sources in OnSpawn |
CEntitySource_ItemUse_OnHurt | Combination of IEntitySource_OnHurt and IEntitySource_WithStatsFromItem |
CEntitySource_ItemUse_WithAmmo | |
CEntitySource_Loot | Used when an NPC or Projectile is killed and drops loot. Vanilla projectile examples are geodes and life crystal boulders |
CEntitySource_Misc | To be used in cases where no entity is present. See ItemSourceID and ProjectileSourceID for vanilla valuesNOTE: Unlike most other entity sources, this one requires Context to be specified. |
CEntitySource_Mount | Used for a effects from a mounted player |
CEntitySource_OldOnesArmy | |
CEntitySource_OnHit | Use the interface, IEntitySource_OnHit instead when checking entity sources in OnSpawn |
CEntitySource_OnHurt | Use the interface, IEntitySource_OnHurt instead when checking entity sources in OnSpawn |
CEntitySource_OverfullChest | Used when attempting to add an item to a chest, but the chest is full so it spills into the world. Only vanilla use is the gas trap. |
CEntitySource_OverfullInventory | Used when attempting to add an item to the player's inventory, but it cannot fit so it spawns in the world instead. Used in vanilla when a fished item can't fit in the player's inventory. |
CEntitySource_Parent | Use when the parent can be considered the 'owner' or 'responsible for' the effect. This is the most important entity source. If in doubt, use it. |
CEntitySource_RevengeSystem | Used when an NPC is respawned from the CoinLossRevengeSystem |
CEntitySource_ShakeTree | Used when items/bomb projectiles/NPCs fall out of trees being cut down |
CEntitySource_SpawnNPC | Used when an NPC is spawned from NPC.SpawnNPC as part of natural biome/event based spawning. Note that some bosses incorrectly use this source to spawn minions, and remix world pots use it to spawn slimes. (to be fixed in 1.4.5) |
CEntitySource_Sync | Used when an Item is spawned on the server as a result of MessageID.SyncItemCannotBeTakenByEnemies Only used by vanilla for lucky coin. Note that the item is spawned client-side with IEntitySource.Context = ItemSourceID.LuckyCoin |
CEntitySource_TileBreak | Used when a tile or wall is broken |
CEntitySource_TileEntity | Used by vanilla for training dummies |
CEntitySource_TileInteraction | Used when an entity interacts with a tile. Used by vanilla when players activate mechanisms like cannons and fireworks |
CEntitySource_TileUpdate | Intended for mods to use when a tile spawns an entity due to periodic/random updating, rather than in response to a specific trigger. |
CEntitySource_TorchGod | |
CEntitySource_Wiring | Used when wiring activates an effect like a cannon or fireworks |
CEntitySource_WorldEvent | Inconsistently used by vanilla when spawning more exotic things like the lunatic pillars, cultist ritual, fairies etc. Don't expect this to distinguish between NPCs spawned due to an event/invasion. Most of those use EntitySource_SpawnNPC |
CEntitySource_WorldGen | Used when spawning Town NPCs during world generation |
CEntryFilterer | |
CEntryIconDrawSettings | |
CEntrySorter | |
CEnumerationExtensions | |
CEquipLoader | This serves as a central place to store equipment slots and their corresponding textures. You will use this to obtain the IDs for your equipment textures. |
CEquipmentLoadout | |
CEquipTexture | This serves as a place for you to program behaviors of equipment textures. This is useful for equipment slots that do not have any item associated with them (for example, the Werewolf buff). Note that this class is purely for visual effects. |
CException | |
CExpandAttribute | Affects whether this data will be expanded by default. The default value currently is true. Use the constructor with 2 parameters to control if list elements should be collapsed or expanded. |
CExtendsFromModAttribute | Excludes a class from JIT and also from autoloading. Annotate classes that inherit from classes from weakly referenced modswith this attribute to prevent the game from attempting to autoload the class, which would cause load errors otherwise. See this wiki pagefor more information. |
CExtensionFilter | |
CExtraBestiaryInfoPageInformation | |
►CExtraJump | ExtraJump is a singleton, defining the properties and behaviour of midair extra jumps. Fields defining the state of a jump per player are stored in ExtraJumpState |
CExtraJumpLoader | |
CExtraJumpState | A structure containing fields used to manage extra jumps |
CExtraSeatInfo | |
CExtrasID | |
CEyeballShader | |
CEyeOfCthulhuShader | |
CFadingParticle | |
CFancyClassicPlayerResourcesDisplaySet | |
CFancyErrorPrinter | |
CFancyGolfPredictionLine | |
CFartInAJarJump | |
CFastConditionSetter | |
CFastRandom | |
CFavoritesFile | |
CFewFromOptionsDropRule | Runs multiple rules if successes. |
CFewFromOptionsNotScaledWithLuckDropRule | Runs multiple rules if successes. Does not use player luck. |
CFewFromRulesRule | Runs multiple drop rules if successes. |
CFileBrowser | |
CFileData | |
CFileMetadata | |
CFileUtilities | |
CFilm | |
CFilter | |
CFilteredArrayEnumerator | |
CFilteredSpanEnumerator | |
CFilterManager | |
CFilterProviderInfoElement | |
►CFilters | |
►CFinalFractalHelper | |
CFishFinderInfoDisplay | |
CFishingAttempt | |
CFixedUIScrollbar | |
CFixExploitManEaters | |
CFlameLashDrawer | |
CFlameParticle | |
CFlavorTextBestiaryInfoElement | |
►CFlexibleTileWand | |
CFlipperJump | |
CFloatElement | |
CFloatRange | |
CFlowerPacketInfo | Determines the styles of ID.TileID.Plants that an Item creates on certain types of grass. |
CFolderCreationFailedException | |
CFontAssets | |
CForestBiome | |
CFoundWorkshopEntryInfo | |
CFrameEventData | |
CFrameSkipTest | |
CFrameworkVersion | |
CFraming | |
CFriendsSocialModule | |
CFromOptionsWithoutRepeatsDropRule | |
CFrostLegionShader | |
CFxcReader | |
CGame | |
CGameAnimationSegment | |
CGameConfiguration | |
CGameCulture | |
CGameEffect | |
CGameEventClearedID | |
CGameInterfaceLayer | |
CGameModeData | |
CGameModeID | |
CGamepadMainMenuHandler | |
CGamepadPageID | |
CGamepadPointID | |
CGameShaders | |
CGameTipData | Wrapper class for a LocalizedText and visibility field that has intended use with modification of Game Tips. |
CGameTipID | This class contains a more human-readable name for every single Game Tip created by Vanilla. |
CGameTipsDisplay | |
CGasParticle | |
CGemCaveShader | |
CGenAction | |
CGenBase | |
CGenCondition | |
CGeneralIssueReporter | |
CGenerationProgress | |
CGenericDamageClass | |
CGenModShape | |
CGenPass | |
CGenSearch | |
CGenShape | |
CGenShapeActionPair | |
CGenStructure | |
CGenVars | |
CGetItemSettings | Contains settings for the popup text shown when using Player.GetItem(int, Terraria.Item, Terraria.GetItemSettings). The contained static fields can be used to match vanilla behavior for various actions. LongText: NoText: If true , no PopupText will spawn. CanGoIntoVoidVault: If true , the item can be placed into the Void Vault. |
CGetLoadableTypesException | |
CGlobalBackgroundStyle | This class serves to collect functions that operate on any kind of background style, without being specific to one single background style. |
CGlobalBlockType | This is the superclass for GlobalTile and GlobalWall, combining common code |
CGlobalBossBar | A class that is used to modify existing boss health bars. To add them, use ModBossBar instead. |
CGlobalBuff | This class allows you to modify the behavior of any buff in the game. |
CGlobalEmoteBubble | |
CGlobalHookList | |
CGlobalInfoDisplay | A class that is used to modify existing info displays (i.e. the things that the Cell Phone uses to communicate information). All vanilla displays can be accessed using InfoDisplay.(name of item). |
CGlobalItem | This class allows you to modify and use hooks for all items, both vanilla and modded. To use it, simply create a new class deriving from this one. Implementations will be registered automatically. |
CGlobalList | |
CGlobalLoaderUtils | |
CGlobalLoot | This readonly struct is a simple shortcut for modifying global drop rules in an ItemDropDatabase. |
CGlobalNPC | This class allows you to modify and use hooks for all NPCs, both vanilla and modded. To use it, simply create a new class deriving from this one. Implementations will be registered automatically. |
CGlobalProjectile | This class allows you to modify and use hooks for all projectiles, both vanilla and modded. To use it, simply create a new class deriving from this one. Implementations will be registered automatically. |
CGlobalPylon | Global Type that exists for pylons that allows for modification of teleportation steps, map drawing, and other functionality for any pylon that exists, whether it be vanilla or modded. |
CGlobalRecipe | |
CGlobalTile | This class allows you to modify the behavior of any tile in the game, both vanilla and modded. To use it, simply create a new class deriving from this one. Implementations will be registered automatically. |
CGlobalType | |
►CGlobalTypeLookups | |
CGlobalWall | This class allows you to modify the behavior of any wall in the game (although admittedly walls don't have much behavior). To use it, simply create a new class deriving from this one. Implementations will be registered automatically. |
CGlowMaskID | |
CGlyphTagHandler | |
CGoatMountJump | |
CGoblinArmyShader | |
CGoldCritterUICollectionInfoProvider | |
CGolemHeadProgressBar | |
CGolemShader | |
CGolfBallTrackRecord | |
►CGolfHelper | |
CGolfState | |
CGore | |
►CGoreID | |
CGoreLoader | |
CGraniteBiome | |
CGraniteHouseBuilder | |
CGreenWireVisibilityBuilderToggle | |
CGroupOptionButton | |
►CHairID | |
CHairLoader | |
CHairShaderData | |
CHairShaderDataSet | |
CHairstyleUnlocksHelper | |
CHallowBiome | |
CHallowSurfaceShader | |
CHatRackSlot | |
CHeaderAttribute | This attribute adds a label above this property or field in the ModConfig UI that acts as a header. Use this to delineate sections within your config. Note that fields will be in order, and properties will be in order, but fields and properties will not be interleaved together in the source code order. Header accept either a translation key or an identifier. To use a translation key, the value passed in must start with "$". A value passed in that does not start with "$" is interpreted as an identifier. The identifier is used to construct the localization key "Mods.{ModName}.Configs.{ConfigName}.Headers.{Identifier}" No spaces are allowed in translation keys, so avoid spaces Annotations on members of non-ModConfig classes need to supply a localization key using this attribute to be localized, no localization key can be correctly assumed using just an identifier. |
CHelpCommand | |
CHelperInfo | |
CHerbBagDropsItemDropRule | Used just by Herb Bag. Horribly hardcoded. Do not use if you can. |
CHideAllWiresBuilderToggle | |
CHighestOfMultipleUICollectionInfoProvider | |
►CHitTile | |
CHiveBiome | |
CHoneyPatchBiome | |
CHookList | |
CHorizontalBarsPlayerResourcesDisplaySet | |
CHouseBuilder | |
CHouseBuilderContext | |
CHouseUtils | |
CHousingCategoryID | |
CIAchievementTracker | |
CIAnimationSegment | |
CIAnimationSegmentAction | |
CIAssetReader | |
CIAudioSystem | |
CIAudioTrack | |
CIBallContactListener | |
CIBestiaryBackgroundImagePathAndColorProvider | |
CIBestiaryBackgroundOverlayAndColorProvider | |
CIBestiaryEntryDisplayIndex | |
CIBestiaryEntryFilter | |
CIBestiaryInfoElement | |
CIBestiaryPrioritizedElement | |
CIBestiarySortStep | |
CIBestiaryUICollectionInfoProvider | |
CIBigProgressBar | |
CICameraModifier | |
CIceHouseBuilder | |
CIceShader | |
CIChatCommand | |
CIChatMonitor | |
CIChatProcessor | |
CICloneable | |
CIColorable | |
CIComparable | |
CIComparer | |
CIConfigKeyHolder | |
CIContentValidator | |
CICreativeItemSortStep | |
CICreativePower | |
CIDownloadProgress | |
CIEntitySource | This object encapsulates context information about the source of a particular spawning event of an Item/Projectile/NPC/etc. Aids in facilitating many modding situations and used in various OnSpawn hooks. The IEntitySource Guideteaches how and why to use this. |
CIEntitySource_OnHit | Used along with EntitySource_Parent. The Attacker is also the EntitySource_Parent.Entity (owner of the effect) |
CIEntitySource_OnHurt | Used along with EntitySource_Parent. The Victim is also the EntitySource_Parent.Entity (owner of the effect) |
CIEntitySource_WithStatsFromItem | Used along with EntitySource_Parent to indicate that stats from the item should be transferred to spawned entities. When used to spawn projectiles, a snapshot of the Player and Item stats will be stored on the projectile. See Projectile.ApplyStatsFromSource for implementation |
CIEntityWithGlobals | |
CIEntityWithInstances | |
CIEntryFilter | |
CIEntryIcon | |
CIEntrySortStep | |
CIEnumerable | |
CIEquatable | |
CIFileBrowser | |
CIFilterInfoProvider | |
CIGroupOptionButton | |
CIHaveBackButtonCommand | |
CIIndexed | |
CIInGameNotification | |
CIItemBestiaryInfoElement | |
CIItemDropRule | |
CIItemDropRuleChainAttempt | |
CIItemDropRuleCondition | |
CIItemEntryFilter | |
CILightingEngine | |
CILoadable | Allows for implementing types to be loaded and unloaded. |
CILoader | |
CILocalizedModType | |
CILocalizedModTypeExtensions | |
CILoot | |
CILPatchFailureException | |
CImageIO | |
CIManuallyOrderedUIElement | |
CIMapLayer | |
CImmunityCooldownID | Enumerates the different immunity cooldown options for damage affecting a player. Most damage uses General and applies immunity via Player.immune. Other damage immunity cooldowns are tracked in Player.hurtCooldowns indexed by these values.Correct usage of ImmunityCooldownID in ModLoader.ModProjectile.CooldownSlot, ModLoader.ModNPC.CanHitPlayer(Terraria.Player, ref int), and Player.Hurt(DataStructures.PlayerDeathReason, int, int, bool, bool, int, bool, float, float, float) are essential for correctly applying damage to the player. |
CIModType | |
CIMultiplayerClosePlayersOverlay | |
CIncrementAttribute | Use this to set an increment for sliders. The slider will move by the amount assigned. Remember that this is just a UI suggestion and manual editing of config files can specify other values, so validate your values. Defaults are: float: 0.01f - byte/int/uint: 1 |
CINeedRenderTargetContent | |
CINestedItemDropRule | |
CINetDiagnosticsUI | |
CInfoDisplay | Represents an informational display toggle typically provided by informational accessories.The Active property determines if the InfoDisplay could be shown to the user. The game tracks the players desired visibility of active InfoDisplay through the Player.hideInfo array. |
CInfoDisplayLoader | |
CIngameFancyUI | Provides convenient access to the Main.InGameUI UserInterface class. Use this for in-game non-gameplay fullscreen user interfaces. User interfaces shown using IngameFancyUI hide all other UI. Some examples include the bestiary, emote menu, and settings menus. There can only be one active fullscreen user interface and the user can't play the game normally when active, so this is only useful for non-gameplay UI. Use OpenUIState to show a UIState and Close to close it. There is no need to manage a UserInterface or interface layers when using this approach, but it is more limited in flexibility. |
CInGameNotificationsTracker | |
CIngameOptions | |
►CInGamePopups | |
CInitializationItemCreationContext | |
CIntRange | |
CInvasionID | |
CIOException | |
CIOnPlayerJoining | |
CIParticle | |
CIPCBase | |
CIPCClient | |
CIPCContent | |
CIPCMessage | |
CIPCServer | |
CIPersistentPerPlayerContent | |
CIPersistentPerWorldContent | |
CIPlant | |
CIPlayerRenderer | |
CIPlayerResourcesDisplaySet | |
CIPooledParticle | |
CIPowerSubcategoryElement | |
CIPreferenceProviderElement | |
CIProvideItemConditionDescription | |
CIProvideReports | |
CIProvideSearchFilterString | |
CIProvideSliderElement | |
CIPylonTileEntity | Allows Tile Entities that you want to be included in vanilla's pylon list to actually be added to the list when said TE is extended by this interface. What this means, in short, is that whenever all of the pylons are refreshed by vanilla, Tile Entities that extend this interface will get their own
instance and it will be included along-side all of vanilla's pylons and any other modded pylons. |
CIRejectionReason | |
CISearchFilter | |
CIShopPersonalityTrait | |
CIShoppingBiome | |
CISimulationConditionSetter | |
CISmartInteractBlockReasonProvider | |
CISmartInteractCandidate | |
CISmartInteractCandidateProvider | |
CISocialModule | |
CISocket | |
CIssueReport | |
CIssueReportsIndicator | |
CIStaticPortMapping | |
CIStaticPortMappingCollection | |
CITagHandler | |
►CItem | |
CItemAlternativeFunctionID | |
CItemCraftCondition | |
CItemCreationContext | |
CItemDefinition | ItemDefinition represents an Item identity. A typical use for this class is usage in ModConfig, perhaps to facilitate an Item tweaking mod. |
CItemDropAttemptResult | |
CItemDropBestiaryInfoElement | |
CItemDropDatabase | |
CItemDropResolver | |
CItemDropRule | |
CItemDropWithConditionRule | |
►CItemFilters | |
CItemFromCatchingNPCBestiaryInfoElement | |
CItemHoldStyleID | Assign Item.holdStyle to one of these to give your item an animation while not in use, but being held. The Use Style IDs wiki pagehas examples and animations of each of these hold styles, make sure to scroll down to the "Hold styles" section. If none of these hold animations match what you want, consider using the ModLoader.ModItem.HoldStyle(Player, Microsoft.Xna.Framework.Rectangle) hook to implement a custom animation. |
►CItemID | |
CItemIO | |
CItemLoader | This serves as the central class from which item-related functions are carried out. It also stores a list of mod items by ID. |
CItemLoot | This readonly struct is a simple shortcut to ItemDropDatabase's methods. |
CItemPickupCondition | |
CItemRarity | |
CItemRarityID | Enumerates the values used with Item.rare |
CItemShopSellbackHelper | |
►CItemSlot | |
CItemSorting | |
CItemsSacrificedUnlocksTracker | |
CItemSyncPersistentStats | |
CItemTagHandler | |
CItemTooltip | |
►CItemTrader | |
CItemTransferParticle | |
CItemUseStyleID | Assign Item.useStyle to one of these to give your item an animation while in use. The Use Style IDs wiki pagehas examples and animations of each of these use styles. If none of these animations match what you want, consider making the animation a behavior of a held projectile or use the ModLoader.ModItem.UseStyle hook to implement a custom animation. |
CItemVariant | Describes a variant of an Item. |
►CItemVariants | Handles conditional variants for Items, commonly used for secret seeds. |
CITileData | |
CITownNPCProfile | |
CITree | |
CIUpdateBeforeSorting | |
CIUPnPNAT | |
CIValueProvider | |
CIVertexType | |
CJITException | |
CJITWhenModsEnabledAttribute | Excludes a class, method, or property from the load time JITunless the specified mods are also loaded. Use this on any member which directly references a Type from a weakly referenced modthat might not be present. See this wiki pagefor more information. |
CJourneyDuplicationItemCreationContext | |
CJsonDefaultDictionaryKeyValueAttribute | Similar to JsonDefaultListValueAttribute, but for assigning to the Dictionary Key rather than the Value. |
CJsonDefaultListValueAttribute | Similar to DefaultListValueAttribute but for reference types. It uses a json string that will be used populate new instances list elements. Defines the default value, expressed as json, to be added when using the ModConfig UI to add elements to a Collection (List, Set, or Dictionary value). |
CJsonDefaultValueAttribute | Similar to DefaultValueAttribute but for reference types. It uses a json string that will be used populate this element when initialized. Defines the default value, expressed as json, to be used to populate an object with the NullAllowed attribute. Modders should only use this in conjunction with NullAllowed, as simply initializing the field with a default value is preferred. |
CJungleBiome | |
CJungleHouseBuilder | |
CJunglePass | |
CJungleShader | |
CKeybindLoader | |
CKeyCache | |
CKeyConfiguration | |
CKingSlimeShader | |
CLabelArgsAttribute | Use to provide values to be interpolated into the label of the annotated property or field. string arguments starting with "$" are interpreted as localization keys. Interpolating values can be useful for reusing common labels to keep localization files clean and organized. For example, if a mod provides toggles for several features, a common label could be used for each with only the provided value being different. The string formatting section of the Localization wiki pageexplains this concept further. Scope simplificationcan be used to shorten localization keys passed in. |
CLabelAttribute | |
CLabelKeyAttribute | A label is the text shown to the user in the ModConfig UI. This attribute sets a custom localization key for the label of the annotated property, field, or class. The provided localization key must start with "$". Without this attribute, the localization key "Mods.{ModName}.Configs.{ConfigName}.{MemberName}.Label" will be assumed for members of ModConfig classes. Annotations on members of non-ModConfig classes need to supply a custom localization key using this attribute to be localized, otherwise they will appear as the member name directly. If the translation value of a property or field that is an object is an empty string, the label of the class will be used instead. Values can be interpolated into the resulting label text using LabelArgsAttribute. |
CLang | |
CLangID | |
CLanguage | Contains methods to access or retrieve localization values. The Localization Guideteaches more about localization. |
CLanguageManager | |
CLanternNight | |
CLanternSky | |
CLarvaHoleEntrance | |
CLaunchInitializer | |
CLavaIndicatorShader | |
CLeadingConditionRule | A drop rule that doesn't drop any items by itself, rather it contains just a IItemDropRuleCondition. Use Chains.OnSuccess(IItemDropRule, IItemDropRule, bool), OnFailedConditions, or OnFailedRoll to attach other item drop rules to this rule. This can be useful for avoiding code repetition while writing logical item drop code. See the Chaining Rules section of the Basic NPC Drops and Loot Guidefor more information and examples. |
CLegacyAudioSystem | |
CLegacyChatMonitor | |
CLegacyGameInterfaceLayer | |
CLegacyHairShaderData | |
►CLegacyLighting | |
CLegacyMultiplayerClosePlayersOverlay | |
CLegacyNameAttribute | Allows for types to be registered with legacy/alias names for lookup via ModContent.Find<T>(string) and similar methods. When manually loading content, use ModTypeLookup<T>.RegisterLegacyNames(T, string[]) instead. |
CLegacyNetBufferPool | |
CLegacyNetDiagnosticsUI | |
CLegacyPlayerRenderer | |
CLegacySoundPlayer | |
CLevenshteinDistance | |
CLifeformAnalyzerInfoDisplay | |
CLightDiscDrawer | |
CLighting | This class manages lighting in the game world. Lighting is calculated and tracked at tile coordinates within the users game view. The most common use of this class is to use GetColor methods to retrieve the light values at a location for drawing a specific entity. Another common usage is adding light to the game world using the AddLight methods. |
CLightingEngine | |
CLightMap | |
CLineSegment | |
CLinkButtonsInitializer | |
CLiquid | |
CLiquidBuffer | |
CLiquidData | |
CLiquidDeathModule | |
CLiquidID | |
CLiquidPlacementModule | |
CLiquidRenderer | |
CList | |
CListPlayersCommand | |
CLittleFlyingCritterParticle | |
CLoader | Serves as a highest-level base for loaders. |
CLoaderManager | |
►CLoaderUtils | |
CLobby | |
►CLocalizationLoader | |
CLocalizedText | Contains the localization value corresponding to a key for the current game language. Automatically updates as language, mods, and resource packs change. The Localization Guideteaches more about localization. |
CLockOnHelper | |
►CLogging | |
CLootSimulationItemCounter | |
CLootSimulator | |
CLowLifeShader | |
CLuckyCoinConditionSetter | |
CLucyAxeMessage | |
CLunarPillarBigProgessBar | |
CMagicDamageClass | |
CMagicMissileDrawer | |
CMagicSummonHybridDamageClass | |
CMahoganyTreeBiome | |
►CMain | |
CMapHeadRenderer | |
CMapHelper | |
CMapIconOverlay | |
CMapLegend | |
►CMapOverlayDrawContext | |
CMapTile | |
CMarbleBiome | |
CMarbleHouseBuilder | |
CMartianMadnessShader | |
CMartianSaucerBigProgressBar | |
CMartianSky | |
CMechBossSpawnersDropRule | |
CMeleeDamageClass | |
CMeleeNoSpeedDamageClass | |
CMemberJitAttribute | |
CMenuID | |
CMenuLoader | |
CMessageBuffer | |
CMessageDispatcherBase | |
CMessageDispatcherClient | |
CMessageDispatcherServer | |
CMessageID | |
CMetalDetectorInfoDisplay | |
CMeteoriteShader | |
CMethodSequenceListItem | |
CMicroBiome | |
CMinecart | |
CMinecartDiggerHelper | |
CMinimapFrame | |
CMinimapFrameManager | |
CMinimapFrameTemplate | |
CMiningExplosivesBiome | |
CMiscShaderData | |
CMissingEffectException | |
CMissingResourceException | |
CMod | Mod is an abstract class that you will override. It serves as a central place from which the mod's contents are stored. It provides methods for you to use or override. |
CModAccessorySlot | A ModAccessorySlot instance represents a net new accessory slot instance. You can store fields in the ModAccessorySlot class. |
CModAccessorySlotPlayer | |
CModBackgroundStyle | |
CModBestiaryInfoElement | |
CModBiome | This class represents a biome added by a mod. It exists to centralize various biome related hooks, handling a lot of biome boilerplate, such as netcode. To check if a player is in the biome, use Player.InModBiome<T>. Unlike ModSceneEffect, this defaults Music to 0 and Priority to SceneEffectPriority.BiomeLow. |
CModBiomeBestiaryInfoElement | |
CModBlockType | This is the superclass for ModTile and ModWall, combining common code |
CModBossBar | A class that is used to create custom boss health bars for modded and vanilla NPCs. |
CModBossBarStyle | A class that is used to swap out the entire boss bar display system with your own implementation |
CModBrowserSortModesExtensions | |
CModBrowserTimePeriodExtensions | |
CModBuff | This class serves as a place for you to define a new buff and how that buff behaves. |
CModCactus | This class represents a type of modded cactus. This class encapsulates a function for retrieving the cactus's texture and an array for type of soil it grows on. |
CModCloud | This class allows you to customize the behavior of a custom cloud. Modded clouds can be autoloaded automatically (see Mod.CloudAutoloadingEnabled) or manually registered (CloudLoader.AddCloudFromTexture), but autoloaded clouds default to being normal clouds with the default spawn chance. Make a ModCloud class if custom behavior is needed or use CloudLoader.AddCloudFromTexture if customizing cloud category and spawn chance is all that is needed. This class is not instanced, all clouds of the same type will share the same instance. |
CModCommand | This class represents a chat or console command. Use the CommandType to specify the scope of the command. |
CModConfig | ModConfig provides a way for mods to be configurable. ModConfigs can either be Client specific or Server specific. When joining a MP server, Client configs are kept but Server configs are synced from the server. Using serialization attributes such as [DefaultValue(5)] or [JsonIgnore] are critical for proper usage of ModConfig. tModLoader also provides its own attributes such as ReloadRequiredAttribute and LabelAttribute. |
CModContent | Manages content added by mods. Liaisons between mod content and Terraria's arrays and oversees the Loader classes. |
CModDownloadItem | |
CModDust | This class represents a type of dust that is added by a mod. Only one instance of this class will ever exist for each type of dust you add. The Basic Dust Guideteaches the basics of making modded dust. |
CModEmoteBubble | Represents an emote. Emotes are typically used by players or NPC. Players can use the emotes menu or chat commands to display an emote, while town NPC spawn emotes when talking to each other. |
CModGore | This class allows you to customize the behavior of a custom gore. |
CModHair | This class allows you to define custom hair styles for a player, controlling the associated gender and unlock conditions. |
►CModifiers | |
CModItem | This class serves as a place for you to place all your properties and hooks for each item. To use it, simply create a new class deriving from this one. Implementations will be registered automatically. The Basic Item Guideteaches the basics of making a modded item. |
CModKeybind | Represents a loaded input binding. It is suggested to access the keybind status only in ModPlayer.ProcessTriggers. |
CModLoader | This serves as the central class which loads mods. It contains many static fields and methods related to mods and their contents. |
CModLoaderModItem | |
CModMapLayer | This class is used to facilitate easily drawing icons and other things over the map. Pylons and spawn/bed icons are examples of vanilla map layers. Use ModSystem.PreDrawMapIconOverlay(System.Collections.Generic.IReadOnlyList<IMapLayer>, MapOverlayDrawContext) to selectively hide vanilla layers if needed. |
CModMenu | A class that is used to customize aesthetic features of the main menu, such as the logo, background and music. |
CModMount | This class serves as a place for you to place all your properties and hooks for each mount. To use it, simply create a new class deriving from this one. Implementations will be registered automatically. Only one instance of ModMount will exist for each mount, so storing player specific data on the ModMount is not good. Modders can use player.mount._mountSpecificData or a ModPlayer class to store player specific data relating to a mount. Use SetMount to assign these fields. Note that texture autoloading is unique for ModMount, see Texture for more information. |
CModNet | |
CModNPC | This class serves as a place for you to place all your properties and hooks for each NPC. To use it, simply create a new class deriving from this one. Implementations will be registered automatically. The Basic NPC Guideteaches the basics of making a modded NPC. |
CModPacket | This class inherits from BinaryWriter. This means that you can use all of its writing functions to send information between client and server. This class also comes with a Send method that's used to actually send everything you've written between client and server |
CModPalmTree | This class represents a type of modded palm tree. The palm tree will share a tile ID with the vanilla palm trees (323), so that the trees can freely convert between each other if the sand below is converted. This class encapsulates several functions that distinguish each type of palm tree from each other. |
CModPlayer | A ModPlayer instance represents an extension of a Player instance. To use it, simply create a new class deriving from this one. Implementations will be registered automatically. You can store fields in the ModPlayer classes, much like how the Player class abuses field usage, to keep track of mod-specific information on the player that a ModPlayer instance represents. It also contains hooks to insert your code into the Player class. |
CModPrefix | |
CModProjectile | This class serves as a place for you to place all your properties and hooks for each projectile. To use it, simply create a new class deriving from this one. Implementations will be registered automatically. The Basic Projectile Guideteaches the basics of making a modded projectile. |
CModPubId_t | |
CModPylon | Extension to
that streamlines the process of creating a modded Pylon. Has all of ModTile's hooks for customization, but additional hooks for Pylon functionality. |
CModRarity | |
CModResourceDisplaySet | This class serves as a place for you to define your own logic for drawing the player's life and mana resources. For modifying parts of the vanilla display sets, use ModResourceOverlay. |
CModResourceOverlay | This class serves as a place for you to customize how the vanilla resource displays (Classic, Fancy and Bars) are drawn. For implementing your own resource displays, use ModResourceDisplaySet. |
CModSceneEffect | ModSceneEffect is an abstract class that your classes can derive from. It serves as a container for handling exclusive SceneEffect content such as backgrounds, music, and water styling. |
►CModShapes | |
CModSideExtensions | |
CModSideFilterModesExtensions | |
CModsMenuSortModesExtensions | |
CModSourceBestiaryInfoElement | |
CModSurfaceBackgroundStyle | Each background style determines in its own way how exactly the background is drawn. This class serves as a collection of functions for above-ground backgrounds. |
CModSystem | ModSystem is an abstract class that your classes can derive from. It contains general-use hooks, and, unlike Mod, can have unlimited amounts of types deriving from it. |
CModTexturedType | The base type for most modded things with textures. |
CModTile | This class represents a type of tile that can be added by a mod. Only one instance of this class will ever exist for each type of tile that is added. Any hooks that are called will be called by the instance corresponding to the tile type. This is to prevent the game from using a massive amount of memory storing tile instances. The Basic Tile Guideteaches the basics of making a modded tile. |
CModTileEntity | Tile Entities are Entities tightly coupled with tiles, allowing the possibility of tiles to exhibit cool behavior. TileEntity.Update is called in SP and on Server, not on Clients. |
CModTree | This class represents a type of modded tree. The tree will share a tile ID with the vanilla trees (5), so that the trees can freely convert between each other if the soil below is converted. This class encapsulates several functions that distinguish each type of tree from each other. |
CModType | The base type for most modded things. |
CModTypeLookup | Enables content instances to register with Register(T) towards retrieval via ModContent.Find<T>(string) and similar methods. |
CModUndergroundBackgroundStyle | Each background style determines in its own way how exactly the background is drawn. This class serves as a collection of functions for underground backgrounds. |
CModWall | This class represents a type of wall that can be added by a mod. Only one instance of this class will ever exist for each type of wall that is added. Any hooks that are called will be called by the instance corresponding to the wall type. |
CModWaterfallStyle | Represents a style of waterfalls that gets drawn. This is mostly used to determine the color of the waterfall. |
CModWaterStyle | Represents a style of water that gets drawn, based on factors such as the background. This is used to determine the color of the water, as well as other things as determined by the hooks below. |
CModWorkshopEntry | |
CMonoModHooks | |
►CMoonlordDeathDrama | |
CMoonLordPortraitBackgroundProviderBestiaryInfoElement | |
CMoonLordProgressBar | |
CMoonLordScreenShaderData | |
CMoonLordSky | |
CMoonShader | |
►CMount | |
►CMountID | |
CMountLoader | This serves as the central place from which mounts are stored and mount-related functions are carried out. |
CMP3AudioTrack | |
CMP3Reader | |
CMultiDimArraySerializer | |
CMultipleException | |
CMultipliableFloat | |
CMushroomBiome | |
CMushroomHouseBuilder | |
CMusicCueHolder | |
CMusicID | |
CMusicLoader | |
CMysticLogFairiesEvent | |
CNamePlateInfoElement | |
CNameTagHandler | |
►Cnativefiledialog | |
CNativeFileDialog | |
CNebulaPillarBigProgressBar | |
CNebulaSky | |
CNestedUIGrid | |
CNetAmbienceModule | |
CNetBestiaryModule | |
CNetClientSocialModule | |
CNetCreativePowerPermissionsModule | |
CNetCreativePowersModule | |
CNetCreativeUnlocksModule | |
CNetCreativeUnlocksPlayerReportModule | |
CNetDiagnosticsUI | |
CNetGroupInfo | |
CNetLiquidModule | |
CNetManager | |
►CNetMessage | |
CNetmodeID | Correspond to Main.netMode values. |
CNetModule | |
CNetPacket | |
CNetParticlesModule | |
CNetPingModule | |
CNetplay | |
CNetServerSocialModule | |
CNetSocialModule | |
CNetTeleportPylonModule | |
CNetTextModule | |
CNetworkInitializer | |
CNetworkText | Represents text that will be sent over the network in multiplayer and displayed to the receiving user in their selected language. Use FromKey(string, object[]) to send a localization key and optional substitutions. LocalizedText.ToNetworkText() can be used directly as well for the same effect.Use FromFormattable(string, object[]) to send a string with string formatting substitutions and associated substitutions. This is typically used with language-agnostic strings that don't need a localization entry, such as "{0} - {1}".Use FromLiteral(string) to send a string directly. This should be used to send text that can't be localized. |
CNeverValidProgressBar | |
CNewMultiplayerClosePlayersOverlay | |
CNoiseHelper | |
CNoJITAttribute | Excludes a class, method, or property from the load time JIT. |
►CNPC | |
CNPCAimedTarget | |
CNPCAIStyleID | |
CNPCDebuffImmunityData | Unused: Replaced by NPCID.Sets.SpecificDebuffImmunity, NPCID.Sets.ImmuneToAllBuffs , and NPCID.Sets.ImmuneToRegularBuffs Determines the default debuff immunities of an NPC. |
CNPCDefinition | |
CNPCFollowState | |
CNPCHappiness | This struct provides access to an NPC type's NPC & Biome relationships. |
CNPCHeadDrawRenderTargetContent | |
►CNPCHeadID | |
CNPCHeadLoader | This class serves as a central place from which NPC head slots are stored and NPC head textures are assigned. This can be used to obtain the corresponding slots to head textures. |
CNPCHeadRenderer | |
►CNPCID | |
CNPCKillAttempt | |
CNPCKillCounterInfoElement | |
CNPCKilledCondition | |
CNPCKillsTracker | |
CNPCLoader | This serves as the central class from which NPC-related functions are carried out. It also stores a list of mod NPCs by ID. |
CNPCLoot | This readonly struct is a simple shortcut to ItemDropDatabase's methods. |
CNPCNetIdBestiaryInfoElement | |
CNPCPortraitInfoElement | |
CNPCPreferenceTrait | |
►CNPCShop | |
CNPCShopDatabase | |
CNPCSmartInteractCandidateProvider | |
CNPCSpawnInfo | A struct that stores information regarding where an NPC is naturally spawning and the player it is spawning around. This serves to reduce the parameter count for ModNPC.CanSpawn and GlobalNPC.EditSpawnPool. |
CNPCSpawnParams | |
CNPCStatsReportInfoElement | |
CNPCStrengthHelper | |
►CNPCUtils | |
CNPCWasChatWithTracker | |
CNPCWasNearPlayerTracker | |
CNullAllowedAttribute | This attribute means the annotated item can possibly be null. This will allow the UI to make the item null. It is up to the modder to make sure the item isn't null in the ModConfig constructor and nested classes. |
COceanBiome | |
COGGAudioTrack | |
COggReader | |
COldAttribute | |
COldHookException | |
COneFromOptionsDropRule | |
COneFromOptionsNotScaledWithLuckDropRule | |
COneFromRulesRule | |
COptionStringsAttribute | By default, string fields will provide the user with a text input field. Use this attribute to restrict strings to a selection of options. This approach is not recommended due to feature deficiencies. It is recommended to use an enum instead of a string for this type of option selection. By using an enum instead of a string paired with OptionStringsAttribute, localization is possible and automatic. It is also easier to work with enum values and less prone to errors caused by typos. If you want to migrate from a string option entry to an enum in an update to a released mod, you should use the EnumMemberAttribute on the enum fields corresponding to existing string options that had spaces in them previously to support correctly loading the existing config choices of your users when they update the mod: |
COverlay | |
COverlayManager | |
COverlays | |
COverlaySocialModule | |
CPacketHistory | |
CPaintCoatingID | |
CPaintID | |
CPaintingEntry | |
CParticleOrchestraSettings | |
CParticleOrchestrator | |
CParticlePool | |
CParticleRenderer | |
CParticleRendererSettings | |
CPartyChatCommand | |
CPartySky | |
►CPasses | |
CPassLegacy | |
CPayloadHandler | |
CPersonalityDatabase | |
CPersonalityDatabasePopulator | |
CPersonalityProfile | |
CPhysicsProperties | |
CPillarShader | |
CPingMapLayer | |
CPirateInvasionShader | |
CPirateShipBigProgressBar | |
CPitEntrance | |
CPlacementHook | |
►CPlainTagHandler | |
CPlanteraShader | |
CPlantLoader | |
CPlatformSocialModule | |
CPlatformUtilities | |
►CPlayer | |
CPlayerDataInitializer | |
CPlayerDeathReason | |
CPlayerDifficultyID | |
CPlayerDrawHelper | |
►CPlayerDrawLayer | This class represents a DrawLayer for the player. Drawing should be done by adding Terraria.DataStructures.DrawData objects to drawInfo.DrawDataCache in the Draw method. |
CPlayerDrawLayerLoader | |
CPlayerDrawLayers | |
CPlayerDrawLayerSlot | |
CPlayerDrawSet | |
CPlayerEyeHelper | |
CPlayerFileData | |
CPlayerFishingConditions | |
CPlayerHeadDrawRenderTargetContent | |
►CPlayerInput | |
CPlayerInputProfile | |
CPlayerInteractionAnchor | |
CPlayerItemSlotID | |
CPlayerLoader | This is where all ModPlayer hooks are gathered and called. |
CPlayerMovementAccsCache | |
CPlayerQueenSlimeMountTextureContent | |
CPlayerRainbowWingsTextureContent | |
CPlayerResourceSetsManager | |
CPlayerResourceSetsManager2 | |
CPlayerSittingHelper | |
CPlayerSleepingHelper | |
CPlayerStatsSnapshot | |
CPlayerTextureID | |
CPlayerTitaniumStormBuffTextureContent | |
►CPlayerVariantID | |
CPoint16 | |
CPoint16Serializer | |
CPointSerializer | |
CPopupText | Represents an in-world floating text object. |
CPortableStoolUsage | |
CPortalHelper | |
►CPosData | |
CPotionOfReturnGateHelper | |
CPotionOfReturnGateInteractionChecker | |
CPotionOfReturnHelper | |
CPotionOfReturnSmartInteractCandidateProvider | |
CPowerStripUIElement | |
CPreferences | |
CPrefixDefinition | |
►CPrefixID | |
►CPrefixLegacy | |
CPrefixLoader | |
CPreJITFilter | Allows custom JIT logic to be applied to classes in this mod. |
CPressurePlateHelper | |
CPrettySparkleParticle | |
CPrimitiveRangeElement | |
►CProfiles | |
CProgram | |
CProgressionEventCondition | |
CProjAIStyleID | |
►CProjectile | |
CProjectileAudioTracker | |
CProjectileDefinition | |
►CProjectileID | |
CProjectileLoader | This serves as the central class from which projectile-related functions are carried out. It also stores a list of mod projectiles by ID. |
CProjectileSmartInteractCandidateProvider | |
CPropertyFieldWrapper | |
CPunchCameraModifier | |
CPVPDeathCommand | |
CPylonLoader | |
CPylonShopNPC | This is a GlobalNPC native to tML that handles adding Pylon items to NPC's shops, to save on patch size within vanilla. |
CQueenBeeShader | |
CQueenSlimeShader | |
CQueryParameters | |
CRadarInfoDisplay | |
CRain | |
CRainbowRodDrawer | |
CRainShader | |
CRandomizedFrameParticle | |
CRangeAttribute | Specifies a range for primitive data values. Without this, default min and max are as follows: float: 0, 1 - int/uint: 0, 100 - byte: 0, 255 |
CRangedDamageClass | |
CRangeElement | |
CRareSpawnBestiaryInfoElement | |
CRarityLoader | |
CRawImgReader | |
►CRecipe | A Recipe is a collection of ingredients, tiles, and a resulting Item. This is how players can craft items in the game. The Basic Recipes Guideteaches how to add new recipes to the game and how to manipulate existing recipes. Use Recipe.Create(int, int) to create a Recipe instance resulting in the specified item. Use AddIngredient(int, int) to add ingredients and AddTile(int) to add crafting stations. Finally, use Register to complete the recipe and register it to the game. Recipes can only be added in ModSystem.AddRecipes, ModItem.AddRecipes, and GlobalItem.AddRecipes. Recipes should be edited only in ModSystem.PostAddRecipes. |
CRecipeException | |
CRecipeGroup | |
CRecipeGroupID | Contains recipe group ids suitable for use in Recipe.AddRecipeGroup(int, int). Note that FishForDinner and GoldenCritter are actually unused and won't work. Also note that the ID values shown are incorrect. |
CRecipeItemCreationContext | Provides the context of an item being crafted from a recipe. Includes the recipe, consumed items, and destination, facilitating features using data from consumed items to affect the final crafted item. |
CRecipeLoader | This is where all Recipe hooks are gathered and called. |
CRectangleSerializer | |
CRedWireVisibilityBuilderToggle | |
CRef | |
CReflectiveArmorShaderData | |
CRefReadOnlyArray | |
CRejectionMenuInfo | |
CReloadRequiredAttribute | This attribute hints that changing the value of the annotated property or field will put the config in a state that requires a reload. An overridden ModConfig.NeedsReload can further validate if more complex logic is needed. |
CRemadeChatMonitor | |
CRemoteAddress | |
CRemoteClient | |
CRemoteServer | |
CReportServerID | |
CResourceDisplaySetLoader | |
CResourceDrawSettings | |
CResourceLoadException | |
CResourceOverlayDrawContext | |
CResourceOverlayLoader | |
CResourcePack | |
CResourcePackContentValidator | |
CResourcePackList | |
CResourcePackVersion | |
CRgbDevice | |
CRgbKeyboard | |
CRichPresenceState | |
CRockPaperScissorsCommand | |
CRollCommand | |
CRulerGridBuilderToggle | |
CRulerLineBuilderToggle | |
CSalamanderShellyDadUICollectionInfoProvider | |
CSandMound | |
CSandstorm | |
CSandstormInABottleJump | |
CSandstormShader | |
CSandstormShaderData | |
CSandstormSky | |
CSantankMountJump | |
CSayChatCommand | |
►CSceneEffectLoader | This serves as the central class from which SceneEffect functions are supported and carried out. |
CSceneMetrics | |
CSceneMetricsScanSettings | |
CScreenDarkness | |
CScreenEffectInitializer | |
CScreenObstruction | |
CScreenShaderData | |
CSearchAliasInfoElement | |
►CSearches | |
CSearchFilterModesExtensions | |
CSegmentInforReport | |
►CSegments | |
CSelectionHolder | |
CSeparatePageAttribute | This specifies that the annotated item will appear as a button that leads to a separate page in the UI. Use this to organize hierarchies. |
CSepiaScreenShaderData | |
CSequentialRulesNotScalingWithLuckRule | Runs the provided rules in order, stopping after a rule succeeds. Does not use player luck. |
CSequentialRulesRule | Runs the provided rules in order, stopping after a rule succeeds. |
CServerJoinRequestsManager | |
CSetFactory | |
►CSettingsForCharacterPreview | |
CSextantInfoDisplay | |
CShaderData | |
CShapeBranch | |
CShapeData | |
CShapeFloodFill | |
CShapeRoot | |
CShapeRunner | |
►CShapes | |
CShimmerHelper | |
►CShimmerTransforms | |
CShimmerUnstuckHelper | |
CShopHelper | |
CShoppingSettings | |
CShowDespiteJsonIgnoreAttribute | This attribute indicates that the field or property should be shown in the ModConfig UI despite having a JsonIgnoreAttribute annotation. |
CSign | |
CSimpleModCloud | |
CSimpleModGore | |
CSimpleOverlay | |
CSimpleStructure | |
CSimulationConditionSetters | |
CSimulatorInfo | |
CSkullShader | |
CSkyManager | |
CSkyShader | |
CSliderAttribute | Affects whether this data will be presented as a slider or an input field. Add this attribute to use a slider. Currently only affects data of type int. |
CSliderColorAttribute | Specifies a slider color for ModConfig elements that use a slider. The default color is white. |
CSlimeBodyItemDropRule | |
CSlimeRainShader | |
CSlimeSky | |
CSlimeStaffConditionSetter | |
CSmartCursorHelper | |
CSmartInteractScanSettings | |
CSmartInteractSystem | |
CSmartSelectGamepadPointer | |
CSnapPoint | |
CSnowBiome | |
CSocialAPI | |
CSocialBrowserException | |
CSocialBrowserModule | |
CSocialSocket | |
CSolarFlarePillarBigProgressBar | |
CSolarSky | |
►CSortingSteps | |
CSoundEngine | |
CSoundID | |
CSoundInstanceGarbageCollector | |
CSoundPlayer | |
CSoundPlaySet | |
CSoundStyle | This data type describes in detail how a sound should be played. Passable to the SoundEngine.PlaySound(in SoundStyle, Vector2?, SoundUpdateCallback?) method. |
CSpawnCondition | This serves as a central class to help modders spawn their NPCs. It's basically the vanilla spawn code if-else chains condensed into objects. See ExampleMod for usages. |
CSpawnConditionBestiaryInfoElement | |
CSpawnConditionBestiaryOverlayInfoElement | |
CSpawnConditionDecorativeOverlayInfoElement | |
CSpawnMapLayer | |
CSpelunkerProjectileHelper | |
CSpriteDrawBuffer | |
CSpriteFrame | |
CSpriteRenderTargetHelper | |
CSpriteViewMatrix | |
CStackedConditionSetter | |
CStar | |
CStardewValleyAnimation | |
CStardustPillarBigProgressBar | |
CStardustSky | |
CStartBag | |
CStatInheritanceData | |
CStatModifier | |
CStatusID | |
CSteamAddress | |
►CSteamedWraps | |
►CSteamP2PReader | |
►CSteamP2PWriter | |
CStopwatchInfoDisplay | |
CStrayMethods | |
CStructureMap | Used during world generation to track and check important world generation features to prevent overlap. Access this via GenVars.structures. The AddProtectedStructure(Rectangle, int) method is used to indicate an area of the world to be protected from other world generation code. The CanPlace(Rectangle, int) method will check if the designated area is free from protected structures as well as any tiles that are not TileID.Sets.GeneralPlacementTiles. This is used to find an area that is unused. It is up to modders to properly use StructureMap to both mark areas as occupied by structures and check for areas free of existing structures. The Structure Map section of the World Generation wiki pagehas more information and useful visualizations. |
CStyleDimension | Represents a dimension, either an absolute pixel size, a percentage of the available space, or a combination of both. For example uiElement.Width.Set(200, 0f); sets an absolute width of 200 pixels. uiElement.Width.Set(0, 0.5f); on the otherhand sets a width of 50% of the parent's avaiable UIElement.GetInnerDimensions. Both values can be set for more complex logic. uiElement.Width.Set(-10, 0.5f); sets the width to 50% of the available space minus 10 pixels. This would leave room between 2 buttons filling a space. uiElement.Height.Set(-100, 1f); would fill the full height of the space but leave 100 pixels at the bottom empty. |
CSummonDamageClass | |
CSummonMeleeSpeedDamageClass | |
CSupportedWorkshopTags | |
CSurfaceBackgroundID | |
CSurfaceBackgroundStylesLoader | |
CSurfaceBiomeShader | |
CSurfaceMap | |
CSynchronizationContext | |
CSystemLoader | This is where all ModSystem hooks are gathered and called. |
CTagCompound | Tag compounds contained named values, serializable as per the NBT spec: NBT spec wiki page All primitive data types are supported as well as byte[], int[] and Lists of other supported data types Lists of Lists are internally stored as IList<IList> Modification of lists stored in a TagCompound will only work if there were no type conversions involved and is not advised bool is supported using TagConverter, serialized as a byte. IList<bool> will serialize as IList<byte> (quite inefficient) Additional conversions can be added using TagConverter The Saving and loading using TagCompoundteaches how to properly use the TagCompound class. |
CTagIO | |
CTagPrinter | |
CTagSerializable | |
CTagSerializer | |
CTallyCounterInfoDisplay | |
CTcpAddress | |
CTcpSocket | |
CTeamArmorShaderData | |
CTEDisplayDoll | |
CTEFoodPlatter | |
CTEHatRack | |
CTEItemFrame | |
CTeleportationStyleID | |
CTeleportHelpers | |
CTeleportPylonInfo | |
CTeleportPylonsMapLayer | |
CTeleportPylonsSystem | |
CTELogicSensor | |
CTEModdedPylon | This is a TML provided Tile Entity that acts extremely similar to vanilla's pylon TEs by default. If you plan to make a pylon tile in any capacity, you must extend this TE at least once. |
CTempleShader | |
CTerrainPass | |
CTestHighFPSIssues | |
CTETeleportationPylon | |
CTETrainingDummy | |
CTEWeaponsRack | |
CTextSnippet | |
►CTextureAssets | Contains the Texture2D assets used by the game, each stored as an Asset<Texture2D> . Note that the vanilla entries in Item, Npc, Projectile, Gore, Wall, Tile, ItemFlame, Background, and all of the player equipment and hair related fields are not necessarily loaded. Use the Main.LoadItem(int) or similar methods before attempting to use those texture assets. Modded content in these arrays are always preloaded during mod loading. For example, the following code could be used to access the Acorn item texture asset |
CTexturePackWorkshopEntry | |
CThinIceBiome | |
CThrowingDamageClass | |
CTile | A data structure used for accessing information about tiles, walls, wires, and liquids at a single position in the world.Vanilla tile code and a mods tile code will be quite different, since tModLoader reworked how tiles function to improve performance. This means that copying vanilla code will leave you with many errors. Running the code through tModPorter will fix most of the issues, however.For your sanity, all of the changes are well documented to make it easier to port vanilla code. |
CTileBatch | |
CTileColorCache | |
CTileDataPacking | |
CTileDefinition | |
CTileDestroyedCondition | |
CTileDrawInfo | |
CTileDrawing | |
►CTileDrawSorter | |
CTileEntitiesManager | |
CTileEntity | |
CTileEntityID | |
►CTileFont | |
CTileGolfPhysics | |
►CTileID | |
CTileLightScanner | |
CTileLightScannerOptions | |
CTileLoader | This serves as the central class from which tile-related functions are supported and carried out. |
CTilemap | |
CTileMaterial | |
CTileMaterials | |
CTileObject | |
CTileObjectAlternatesModule | |
CTileObjectBaseModule | |
CTileObjectCoordinatesModule | |
CTileObjectData | Contains tile properties for multitiles dictating how they are placed and how they behave. Multitiles are non-terrain tiles. TileObjectData supports alternate placements as well as tile style-specific behaviors. The TileObjectData section of the Basic Tile wiki guidehas visuals and guides teaching how to use the TileObjectData system. |
CTileObjectDrawModule | |
CTileObjectPreviewData | |
CTileObjectStyleModule | |
CTileObjectSubTilesModule | |
►CTilePaintSystemV2 | |
CTilePlacementHooksModule | |
CTileReachCheckSettings | |
CTileRestingInfo | Holds data required for offsetting an entity when it rests on a tile (sitting/sleeping). |
CTileSmartInteractCandidateProvider | |
CTileTypeData | |
CTileWallBrightnessInvisibilityData | |
CTileWallWireStateData | |
CTimeLogger | |
CTitleLinkButton | |
CTModContentSource | |
►CTmodFile | |
CToFromStringConverter | This TypeConverter facilitates converting to and from the string Type. This is necessary for Objects that are to be used as Dictionary keys, since the JSON for keys needs to be a string. Classes annotated with this TypeConverter need to implement a static FromString method that returns T. |
CTooltipArgsAttribute | Use to provide values to be interpolated into the tooltip of the annotated property or field. string arguments starting with "$" are interpreted as localization keys. Interpolating values can be useful for reusing common tooltips to keep localization files clean and organized. For example, if a mod provides toggles for several features, a common tooltip could be used for each with only the provided value being different. The string formatting section of the Localization wiki pageexplains this concept further. Scope simplificationcan be used to shorten localization keys passed in. |
CTooltipAttribute | |
CTooltipKeyAttribute | A tooltip is the text shown to the user in the ModConfig UI next to the cursor when they hover over the annotated member (property, field, or class). This can be longer and more descriptive than the Label. This attribute sets a custom localization key for the tooltip of the annotated property, field, or class. The provided localization key must start with "$". Without this attribute, the localization key "Mods.{ModName}.Configs.{ConfigName}.{MemberName}.Tooltip" will be assumed for members of ModConfig classes. Annotations on members of non-ModConfig classes need to supply a custom localization key using this attribute to be localized, no localization key is assumed. If the translation value of a property or field that is an object is an empty string, the tooltip of the class will be used instead. Passing in just "$" will result in no tooltip entry being added to the localization files. Values can be interpolated into the resulting label text using TooltipArgsAttribute. |
CTooltipLine | This class serves as a way to store information about a line of tooltip for an item. You will create and manipulate objects of this class if you use the ModifyTooltips hook. |
►CTopoSort | |
CTorchBiomeBuilderToggle | |
CTorchID | |
CTownNPCProfiles | |
CTownNPCUICollectionInfoProvider | |
CTownRoomManager | |
CTrackedProjectileReference | |
CTrackGenerator | |
CTravellingMerchantShop | |
CTreePaintingSettings | |
CTreePaintSystemData | |
CTreeTopID | |
►CTreeTopsInfo | |
CTriggerNames | |
CTriggersPack | |
CTriggersSet | |
CTsunamiInABottleJump | |
CTwilightDyeShaderData | |
CTwilightHairDyeShaderData | |
CTwinsBigProgressBar | |
CTwinsShader | |
CTypeConverter | |
CUIAchievementListItem | |
CUIAchievementsMenu | |
CUIAlign | |
CUIAnimatedImage | |
CUIAsyncList | |
CUIAutoScaleTextTextPanel | |
CUIBestiaryBar | |
CUIBestiaryEntryButton | |
CUIBestiaryEntryGrid | |
CUIBestiaryEntryIcon | |
CUIBestiaryEntryInfoPage | |
CUIBestiaryFilteringOptionsGrid | |
CUIBestiaryInfoItemLine | |
CUIBestiaryInfoLine | |
CUIBestiaryNPCEntryPortrait | |
CUIBestiarySortingOptionsGrid | |
CUIBestiaryTest | |
CUIBrowserFilterToggle | |
CUIBrowserStatus | |
CUIButton | A text panel that supports hover and click sounds, hover colors, and alternate colors. |
CUICharacter | |
CUICharacterCreation | |
CUICharacterListItem | |
CUICharacterNameButton | |
CUICharacterSelect | |
CUIClothStyleButton | |
CUIColoredImageButton | |
CUIColoredSlider | |
CUIColoredSliderSimple | |
CUICommon | |
CUICreateMod | |
CUICreativeInfiniteItemsDisplay | |
CUICreativeItemsInfiniteFilteringOptions | |
CUICreativePowerButton | |
CUICreativePowersMenu | |
CUICycleImage | |
CUIDifficultyButton | |
CUIDynamicItemCollection | |
CUIElement | A UI element, the building blocks of a user interface. Commonly used elements include UIPanel, UIImage, UIList, UIScrollbar, UITextPanel<T>, and UIText. UIElements are nested within each other using Append(Terraria.UI.UIElement) to build a layout. |
CUIEmotesMenu | |
CUIEvent | |
CUIGamepadHelper | |
CUIGenProgressBar | |
CUIGrid | |
CUIHairStyleButton | |
CUIHeader | |
CUIHorizontalSeparator | |
CUIIconTextButton | |
CUIImage | |
CUIImageButton | |
CUIImageFramed | |
CUIImageWithBorder | |
CUIItemIcon | |
CUIItemSlot | |
CUIKeybindingListItem | |
CUIKeybindingSimpleListItem | |
CUIKeybindingSliderItem | |
CUIKeybindingToggleListItem | |
CUILinkPage | |
CUILinkPoint | |
►CUILinkPointNavigator | |
►CUILinksInitializer | |
CUIList | A scrollable list element. Typically paired with a UIScrollbar. To add elements to the list, use Add(UIElement) rather than UIElement.Append(UIElement). If the ordering of list elements is inconsistent, either override UIElement.CompareTo(object) on the elements of the list or assign a custom sort delegate to ManualSortMethod. |
CUIManageControls | |
CUIModNetDiagnostics | |
CUIModsFilterResults | |
CUIMouseEvent | |
CUIntTagSerializer | |
CUIPanel | |
CUIParticleLayer | |
CUIProgressBar | |
CUIReportsPage | |
CUIResourcePack | |
CUIResourcePackInfoButton | |
CUIResourcePackInfoMenu | |
CUIResourcePackSelectionMenu | |
CUIScrollbar | |
CUIScrollWheelEvent | |
CUISearchBar | |
CUISelectableTextPanel | |
CUISlicedImage | |
CUISliderBase | |
CUISortableElement | |
CUIState | |
CUIText | |
CUITextBox | |
CUITextPanel | |
CUIToggleImage | |
CUIVerticalSeparator | |
CUIVerticalSlider | |
CUIVirtualKeyboard | |
CUIWorkshopHub | |
CUIWorkshopImportWorldListItem | |
CUIWorkshopPublishResourcePackListItem | |
CUIWorkshopPublishWorldListItem | |
CUIWorkshopSelectResourcePackToPublish | |
CUIWorkshopSelectWorldToPublish | |
CUIWorkshopWorldImport | |
CUIWorldCreation | |
CUIWorldCreationPreview | |
CUIWorldListItem | |
CUIWorldLoad | |
CUIWorldSelect | |
CULongTagSerializer | |
CUndergroundBackgroundStylesLoader | This serves as the central class from which ModUndergroundBackgroundStyle functions are supported and carried out. |
CUndergroundBiome | |
CUndergroundCorruptionShader | |
CUndergroundHallowShader | |
CUndergroundMushroomShader | |
CUnderworldShader | |
CUnicornMountJump | |
CUnifiedRandom | |
CUnloadedAccessorySlot | |
CUnloadedChest | |
CUnloadedDresser | |
CUnloadedGlobalItem | |
CUnloadedGlobalNPC | |
CUnloadedItem | |
CUnloadedNonSolidTile | |
CUnloadedPlayer | |
CUnloadedPrefix | |
CUnloadedSemiSolidTile | |
CUnloadedSolidTile | |
CUnloadedSupremeFurniture | |
CUnloadedSystem | |
CUnloadedTile | |
CUnloadedTileEntity | |
CUnloadedWall | |
CUnlockableNPCEntryIcon | |
CUnlockProgressDisplayBestiaryInfoElement | |
CUpdateFilterModesExtensions | |
CUploadFile | |
CUPnP | A simple UPnP library See: https://github.com/Rartrin/UwUPnP |
CUPnPNAT | |
CUsageException | |
CUserInterface | |
CUserJoinToServerRequest | |
CUShortTagSerializer | |
►CUtils | |
CValueNotTranslationKeyException | |
CVanillaBuilderToggle | |
CVanillaContentValidator | |
CVanillaDamageClass | |
CVanillaExtraJump | |
CVanillaInfoDisplay | |
CVector2TagSerializer | |
CVector3TagSerializer | |
CVersionSerializer | |
CVertexColors | |
CVertexStrip | |
CVertical64BitStrips | |
CVineShader | |
CVirtualCamera | |
CVirtualKeyboard | |
CVoidLensHelper | |
CVortexPillarBigProgressBar | |
CVortexSky | |
CWallDrawing | |
►CWallID | |
CWallLoader | This serves as the central class from which wall-related functions are supported and carried out. |
CWallOfFleshShader | |
CWallTypeData | |
CWatchesInfoDisplay | |
CWaterfallID | |
►CWaterfallManager | |
CWaterFallStylesLoader | |
CWaterShaderData | |
CWaterStyleID | |
CWaterStylesLoader | |
CWAVAudioTrack | |
CWavReader | |
CWeatherRadioInfoDisplay | |
CWeGameAddress | |
CWeGameFriendListInfo | |
CWeGameHelper | |
►CWeGameP2PReader | |
►CWeGameP2PWriter | |
CWeightedRandom | |
CWellFedHelper | |
CWhipSettings | |
CWindGrid | |
CWindowStateController | |
CWingStats | Stores the stats and settings for a ID.ArmorIDs.Wing equip. |
CWingStatsInitializer | |
►CWiresUI | |
CWireVisibilityBuilderToggle | |
CWiring | |
CWoodHouseBuilder | |
CWorkshopBranding | |
►CWorkshopHelper | |
CWorkshopIssueReporter | |
CWorkshopItemPublishSettings | |
CWorkshopProgressReporter | |
CWorkshopPublishInfoStateForMods | |
CWorkshopPublishInfoStateForResourcePack | |
CWorkshopPublishInfoStateForWorld | |
CWorkshopPublishingIndicator | |
CWorkshopSocialModule | |
CWorkshopTagOption | |
►CWorldFile | |
CWorldFileData | |
►CWorldGen | |
CWorldGenConfiguration | |
CWorldGenerator | |
CWorldGenRange | |
CWorldMap | |
CWorldSections | |
CWorldUIAnchor | |
CWorldUtils | |
CWorldWorkshopEntry | |
CWormShader | |
CWscJsonObject | |
CYellowWireVisibilityBuilderToggle |