AdjustLevelData(LevelData levelData) | Barotrauma.Mission | virtual |
AllowRespawn | Barotrauma.Mission | |
AllowUndocking | Barotrauma.Mission | |
Amount | Barotrauma.Mission | static |
CargoMission(MissionPrefab prefab, Location[] locations, Submarine sub) | Barotrauma.CargoMission | |
ChangeLocationType(LocationTypeChange change) | Barotrauma.Mission | protected |
Completed | Barotrauma.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.Mission | protectedstatic |
description | Barotrauma.Mission | protected |
Description | Barotrauma.CargoMission | |
descriptionWithoutReward | Barotrauma.Mission | protected |
DetermineCompleted() | Barotrauma.CargoMission | protectedvirtual |
Difficulty | Barotrauma.Mission | |
DistributeRewardsToCrew(IEnumerable< Character > crew, int totalReward) | Barotrauma.Mission | static |
End() | Barotrauma.Mission | |
EndMissionSpecific(bool completed) | Barotrauma.CargoMission | protectedvirtual |
EnemySubmarineInfo | Barotrauma.Mission | |
failed | Barotrauma.Mission | protected |
Failed | Barotrauma.Mission | |
FailureMessage | Barotrauma.Mission | |
FindItemPrefab(XElement element) | Barotrauma.Mission | protected |
GetCargoSpawnPosition(ItemPrefab itemPrefab, out Submarine cargoRoomSub) | Barotrauma.Mission | protected |
GetFinalReward(Submarine sub) | Barotrauma.Mission | |
GetHumanPrefabFromElement(XElement element) | Barotrauma.Mission | protected |
GetReward(Submarine sub) | Barotrauma.CargoMission | virtual |
GetRewardDistibutionSum(IEnumerable< Character > crew, int rewardDistribution=0) | Barotrauma.Mission | static |
Headers | Barotrauma.Mission | |
IsClient | Barotrauma.Mission | protectedstatic |
level | Barotrauma.Mission | protected |
LoadRandom(Location[] locations, string seed, bool requireCorrectLocationType, MissionType missionType, bool isSinglePlayer=false) | Barotrauma.Mission | static |
LoadRandom(Location[] locations, MTRandom rand, bool requireCorrectLocationType, MissionType missionType, bool isSinglePlayer=false) | Barotrauma.Mission | static |
Locations | Barotrauma.Mission | |
Messages | Barotrauma.Mission | |
Mission(MissionPrefab prefab, Location[] locations, Submarine sub) | Barotrauma.Mission | |
ModifyMessage(LocalizedString message, bool color=true) | Barotrauma.Mission | protectedvirtual |
Name | Barotrauma.Mission | |
OnMissionStateChanged | Barotrauma.Mission | |
OriginLocation | Barotrauma.Mission | |
Prefab | Barotrauma.Mission | |
ReputationRewards | Barotrauma.Mission | |
Reward | Barotrauma.Mission | |
ServerWrite(IWriteMessage msg) | Barotrauma.Mission | virtual |
ServerWriteInitial(IWriteMessage msg, Client c) | Barotrauma.CargoMission | virtual |
SetLevel(LevelData level) | Barotrauma.Mission | virtual |
ShowMessage(int missionState) | Barotrauma.Mission | protected |
SonarIconIdentifier | Barotrauma.Mission | |
SonarLabels | Barotrauma.Mission | |
Start(Level level) | Barotrauma.Mission | |
StartMissionSpecific(Level level) | Barotrauma.CargoMission | protectedvirtual |
state | Barotrauma.Mission | protected |
State | Barotrauma.Mission | |
SuccessMessage | Barotrauma.Mission | |
TeamCount | Barotrauma.Mission | |
TimesAttempted | Barotrauma.Mission | |
Update(float deltaTime) | Barotrauma.Mission | |
UpdateMissionSpecific(float deltaTime) | Barotrauma.Mission | protectedvirtual |