Barotrauma Server Doc
Barotrauma.PirateMission Member List

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

AdjustLevelData(LevelData levelData)Barotrauma.Missionvirtual
AllowRespawnBarotrauma.Mission
AllowUndockingBarotrauma.Mission
AmountBarotrauma.Missionstatic
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.PirateMissionprotectedvirtual
DifficultyBarotrauma.Mission
DistributeRewardsToCrew(IEnumerable< Character > crew, int totalReward)Barotrauma.Missionstatic
End()Barotrauma.Mission
EndMissionSpecific(bool completed)Barotrauma.PirateMissionprotectedvirtual
EnemySubmarineInfoBarotrauma.PirateMission
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.PirateMissionvirtual
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
PirateMission(MissionPrefab prefab, Location[] locations, Submarine sub)Barotrauma.PirateMission
PrefabBarotrauma.Mission
ReputationRewardsBarotrauma.Mission
RewardBarotrauma.Mission
ServerWrite(IWriteMessage msg)Barotrauma.Missionvirtual
ServerWriteInitial(IWriteMessage msg, Client c)Barotrauma.PirateMissionvirtual
SetLevel(LevelData level)Barotrauma.PirateMissionvirtual
ShowMessage(int missionState)Barotrauma.Missionprotected
SonarIconIdentifierBarotrauma.Mission
SonarLabelsBarotrauma.PirateMission
Start(Level level)Barotrauma.Mission
StartMissionSpecific(Level level)Barotrauma.PirateMissionprotectedvirtual
StateBarotrauma.Mission
stateBarotrauma.Missionprotected
SuccessMessageBarotrauma.Mission
TeamCountBarotrauma.PirateMission
TimesAttemptedBarotrauma.Mission
Update(float deltaTime)Barotrauma.Mission
UpdateMissionSpecific(float deltaTime)Barotrauma.PirateMissionprotectedvirtual