Barotrauma Server Doc
Barotrauma.CargoMission Member List

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

AdjustLevelData(LevelData levelData)Barotrauma.Missionvirtual
AllowRespawnBarotrauma.Mission
AllowUndockingBarotrauma.Mission
AmountBarotrauma.Missionstatic
CargoMission(MissionPrefab prefab, Location[] locations, Submarine sub)Barotrauma.CargoMission
ChangeLocationType(LocationTypeChange change)Barotrauma.Missionprotected
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
descriptionBarotrauma.Missionprotected
DescriptionBarotrauma.CargoMission
descriptionWithoutRewardBarotrauma.Missionprotected
DetermineCompleted()Barotrauma.CargoMissionprotectedvirtual
DifficultyBarotrauma.Mission
DistributeRewardsToCrew(IEnumerable< Character > crew, int totalReward)Barotrauma.Missionstatic
End()Barotrauma.Mission
EndMissionSpecific(bool completed)Barotrauma.CargoMissionprotectedvirtual
EnemySubmarineInfoBarotrauma.Mission
failedBarotrauma.Missionprotected
FailedBarotrauma.Mission
FailureMessageBarotrauma.Mission
FindItemPrefab(XElement element)Barotrauma.Missionprotected
GetCargoSpawnPosition(ItemPrefab itemPrefab, out Submarine cargoRoomSub)Barotrauma.Missionprotected
GetFinalReward(Submarine sub)Barotrauma.Mission
GetHumanPrefabFromElement(XElement element)Barotrauma.Missionprotected
GetReward(Submarine sub)Barotrauma.CargoMissionvirtual
GetRewardDistibutionSum(IEnumerable< Character > crew, int rewardDistribution=0)Barotrauma.Missionstatic
HeadersBarotrauma.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
ServerWrite(IWriteMessage msg)Barotrauma.Missionvirtual
ServerWriteInitial(IWriteMessage msg, Client c)Barotrauma.CargoMissionvirtual
SetLevel(LevelData level)Barotrauma.Missionvirtual
ShowMessage(int missionState)Barotrauma.Missionprotected
SonarIconIdentifierBarotrauma.Mission
SonarLabelsBarotrauma.Mission
Start(Level level)Barotrauma.Mission
StartMissionSpecific(Level level)Barotrauma.CargoMissionprotectedvirtual
stateBarotrauma.Missionprotected
StateBarotrauma.Mission
SuccessMessageBarotrauma.Mission
TeamCountBarotrauma.Mission
TimesAttemptedBarotrauma.Mission
Update(float deltaTime)Barotrauma.Mission
UpdateMissionSpecific(float deltaTime)Barotrauma.Missionprotectedvirtual