Barotrauma Client Doc
Barotrauma.SalvageMission Member List

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

AdjustLevelData(LevelData levelData)Barotrauma.Missionvirtual
AllowRespawnBarotrauma.Mission
AllowUndockingBarotrauma.Mission
AmountBarotrauma.Missionstatic
AnyTargetNeedsToBeRetrievedToSubBarotrauma.SalvageMission
ChangeLocationType(LocationTypeChange change)Barotrauma.Missionprotected
ClientRead(IReadMessage msg)Barotrauma.SalvageMissionvirtual
ClientReadInitial(IReadMessage msg)Barotrauma.SalvageMissionvirtual
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.SalvageMissionprotectedvirtual
DifficultyBarotrauma.Mission
DisplayAsCompletedBarotrauma.SalvageMission
DisplayAsFailedBarotrauma.SalvageMission
DisplayTargetHudIconsBarotrauma.Mission
End()Barotrauma.Mission
EndMissionSpecific(bool completed)Barotrauma.SalvageMissionprotectedvirtual
EnemySubmarineInfoBarotrauma.Mission
failedBarotrauma.Missionprotected
FailedBarotrauma.Mission
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.Missionvirtual
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
PrefabBarotrauma.Mission
ReputationRewardsBarotrauma.Mission
RewardBarotrauma.Mission
SalvageMission(MissionPrefab prefab, Location[] locations, Submarine sub)Barotrauma.SalvageMission
SetLevel(LevelData level)Barotrauma.Missionvirtual
ShowMessage(int missionState)Barotrauma.Missionprotected
ShownMessagesBarotrauma.Mission
SonarIconIdentifierBarotrauma.Mission
SonarLabelsBarotrauma.SalvageMission
Start(Level level)Barotrauma.Mission
StartMissionSpecific(Level level)Barotrauma.SalvageMissionprotectedvirtual
StateBarotrauma.Mission
stateBarotrauma.Missionprotected
SuccessMessageBarotrauma.Mission
TeamCountBarotrauma.Mission
TimesAttemptedBarotrauma.Mission
Update(float deltaTime)Barotrauma.Mission
UpdateMissionSpecific(float deltaTime)Barotrauma.SalvageMissionprotectedvirtual