Barotrauma Server Doc
Barotrauma.EndMission Member List

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

AdjustLevelData(LevelData levelData)Barotrauma.Missionvirtual
AllowRespawnBarotrauma.Mission
AllowUndockingBarotrauma.Mission
AmountBarotrauma.Missionstatic
bossWakeUpDelayBarotrauma.EndMissionprotected
cameraWaitDurationBarotrauma.EndMissionprotected
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.Mission
descriptionBarotrauma.Missionprotected
descriptionWithoutRewardBarotrauma.Missionprotected
DetermineCompleted()Barotrauma.EndMissionprotectedvirtual
DifficultyBarotrauma.Mission
DistributeRewardsToCrew(IEnumerable< Character > crew, int totalReward)Barotrauma.Missionstatic
End()Barotrauma.Mission
EndMission(MissionPrefab prefab, Location[] locations, Submarine sub)Barotrauma.EndMission
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
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.EndMissionvirtual
SetLevel(LevelData level)Barotrauma.Missionvirtual
ShowMessage(int missionState)Barotrauma.Missionprotected
SonarIconIdentifierBarotrauma.Mission
SonarLabelsBarotrauma.EndMission
Start(Level level)Barotrauma.Mission
StartMissionSpecific(Level level)Barotrauma.EndMissionprotectedvirtual
StateBarotrauma.EndMission
stateBarotrauma.Missionprotected
SuccessMessageBarotrauma.Mission
TeamCountBarotrauma.Mission
TimesAttemptedBarotrauma.Mission
Update(float deltaTime)Barotrauma.Mission
UpdateMissionSpecific(float deltaTime)Barotrauma.EndMissionprotectedvirtual
wakeUpCinematicDelayBarotrauma.EndMissionprotected