Barotrauma Client Doc
Barotrauma.PirateMission Member List

This is the complete list of members for Barotrauma.PirateMission, including all inherited members.

AdjustLevelData(LevelData levelData)Barotrauma.Missionvirtual
AllowRespawnBarotrauma.Mission
AllowUndockingBarotrauma.Mission
AmountBarotrauma.Missionstatic
ChangeLocationType(LocationTypeChange change)Barotrauma.Missionprotected
ClientRead(IReadMessage msg)Barotrauma.Missionvirtual
ClientReadInitial(IReadMessage msg)Barotrauma.PirateMissionvirtual
CompletedBarotrauma.Mission
CreateHuman(HumanPrefab humanPrefab, List< Character > characters, Dictionary< Character, List< Item >> characterItems, Submarine submarine, CharacterTeamType teamType, ISpatialEntity positionToStayIn=null, Rand.RandSync humanPrefabRandSync=Rand.RandSync.ServerAndClient)Barotrauma.Missionprotectedstatic
CreateMessageBox(LocalizedString header, LocalizedString message)Barotrauma.Missionprotected
descriptionBarotrauma.Missionprotected
DescriptionBarotrauma.Mission
descriptionWithoutRewardBarotrauma.Missionprotected
DetermineCompleted()Barotrauma.PirateMissionprotectedvirtual
DifficultyBarotrauma.Mission
DisplayAsCompletedBarotrauma.PirateMission
DisplayAsFailedBarotrauma.PirateMission
DisplayTargetHudIconsBarotrauma.Mission
End()Barotrauma.Mission
EndMissionSpecific(bool completed)Barotrauma.PirateMissionprotectedvirtual
EnemySubmarineInfoBarotrauma.PirateMission
FailedBarotrauma.Mission
failedBarotrauma.Missionprotected
FailureMessageBarotrauma.Mission
FindItemPrefab(XElement element)Barotrauma.Missionprotected
GetCargoSpawnPosition(ItemPrefab itemPrefab, out Submarine cargoRoomSub)Barotrauma.Missionprotected
GetDifficultyColor()Barotrauma.Mission
GetDifficultyColor(int difficulty)Barotrauma.Missionstatic
GetFinalReward(Submarine sub)Barotrauma.Mission
GetHumanPrefabFromElement(XElement element)Barotrauma.Missionprotected
GetMissionRewardText(Submarine sub)Barotrauma.Missionvirtual
GetOverrideMusicType()Barotrauma.Mission
GetReputationRewardText()Barotrauma.Mission
GetReward(Submarine sub)Barotrauma.PirateMissionvirtual
GetRewardAmountText(Submarine sub)Barotrauma.Missionprotected
GetRewardDistibutionSum(IEnumerable< Character > crew, int rewardDistribution=0)Barotrauma.Missionstatic
HeadersBarotrauma.Mission
HudIconTargetsBarotrauma.Mission
IsClientBarotrauma.Missionprotectedstatic
levelBarotrauma.Missionprotected
LoadRandom(Location[] locations, string seed, bool requireCorrectLocationType, MissionType missionType, bool isSinglePlayer=false)Barotrauma.Missionstatic
LoadRandom(Location[] locations, MTRandom rand, bool requireCorrectLocationType, MissionType missionType, bool isSinglePlayer=false)Barotrauma.Missionstatic
LocationsBarotrauma.Mission
MessagesBarotrauma.Mission
Mission(MissionPrefab prefab, Location[] locations, Submarine sub)Barotrauma.Mission
ModifyMessage(LocalizedString message, bool color=true)Barotrauma.Missionprotectedvirtual
NameBarotrauma.Mission
OnMissionStateChangedBarotrauma.Mission
OriginLocationBarotrauma.Mission
PirateMission(MissionPrefab prefab, Location[] locations, Submarine sub)Barotrauma.PirateMission
PrefabBarotrauma.Mission
ReputationRewardsBarotrauma.Mission
RewardBarotrauma.Mission
SetLevel(LevelData level)Barotrauma.PirateMissionvirtual
ShowMessage(int missionState)Barotrauma.Missionprotected
ShownMessagesBarotrauma.Mission
SonarIconIdentifierBarotrauma.Mission
SonarLabelsBarotrauma.PirateMission
Start(Level level)Barotrauma.Mission
StartMissionSpecific(Level level)Barotrauma.PirateMissionprotectedvirtual
StateBarotrauma.Mission
stateBarotrauma.Missionprotected
SuccessMessageBarotrauma.Mission
TeamCountBarotrauma.PirateMission
TimesAttemptedBarotrauma.Mission
Update(float deltaTime)Barotrauma.Mission
UpdateMissionSpecific(float deltaTime)Barotrauma.PirateMissionprotectedvirtual