Barotrauma Server Doc
Barotrauma.CombatMission Member List

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

AdjustLevelData(LevelData levelData)Barotrauma.Missionvirtual
AllowRespawnBarotrauma.CombatMission
AllowUndockingBarotrauma.Mission
AmountBarotrauma.Missionstatic
ChangeLocationType(LocationTypeChange change)Barotrauma.Missionprotected
CombatMission(MissionPrefab prefab, Location[] locations, Submarine sub)Barotrauma.CombatMission
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.CombatMission
descriptionWithoutRewardBarotrauma.Missionprotected
DetermineCompleted()Barotrauma.CombatMissionprotectedvirtual
DifficultyBarotrauma.Mission
DistributeRewardsToCrew(IEnumerable< Character > crew, int totalReward)Barotrauma.Missionstatic
End()Barotrauma.Mission
EndMissionSpecific(bool completed)Barotrauma.Missionprotectedvirtual
EnemySubmarineInfoBarotrauma.Mission
FailedBarotrauma.Mission
failedBarotrauma.Missionprotected
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.Missionvirtual
GetRewardDistibutionSum(IEnumerable< Character > crew, int rewardDistribution=0)Barotrauma.Missionstatic
GetTeamName(CharacterTeamType teamID)Barotrauma.CombatMissionstatic
HeadersBarotrauma.Mission
IsClientBarotrauma.Missionprotectedstatic
IsInWinningTeam(Character character)Barotrauma.CombatMission
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.Missionvirtual
SetLevel(LevelData level)Barotrauma.Missionvirtual
ShowMessage(int missionState)Barotrauma.Missionprotected
SonarIconIdentifierBarotrauma.Mission
SonarLabelsBarotrauma.Mission
Start(Level level)Barotrauma.Mission
StartMissionSpecific(Level level)Barotrauma.CombatMissionprotectedvirtual
StateBarotrauma.Mission
stateBarotrauma.Missionprotected
SuccessMessageBarotrauma.CombatMission
TeamCountBarotrauma.Mission
TimesAttemptedBarotrauma.Mission
Update(float deltaTime)Barotrauma.Mission
UpdateMissionSpecific(float deltaTime)Barotrauma.CombatMissionprotectedvirtual