| _lastAiTarget | Barotrauma.AIController | protected |
| _previousAiTarget | Barotrauma.AIController | protected |
| _selectedAiTarget | Barotrauma.AIController | protected |
| AIController(Character c) | Barotrauma.AIController | |
| allGapsSearched | Barotrauma.AIController | protected |
| avoidLookAheadDistance | Barotrauma.AIController | protected |
| CanEnterSubmarine | Barotrauma.AIController | |
| CanFlip | Barotrauma.AIController | |
| CanPassThroughHole(Structure wall, int sectionIndex, int requiredHoleCount) | Barotrauma.AIController | |
| Character | Barotrauma.AIController | |
| colliderLength | Barotrauma.AIController | protected |
| colliderWidth | Barotrauma.AIController | protected |
| Enabled | Barotrauma.AIController | |
| Escape(float deltaTime) | Barotrauma.AIController | |
| EscapeTarget | Barotrauma.AIController | |
| FaceTarget(ISpatialEntity target) | Barotrauma.AIController | |
| HasValidPath(bool requireNonDirty=true, bool requireUnfinished=true, Func< WayPoint, bool > nodePredicate=null) | Barotrauma.AIController | |
| IsCurrentPathFinished | Barotrauma.AIController | |
| IsCurrentPathNullOrUnreachable | Barotrauma.AIController | |
| IsCurrentPathUnreachable | Barotrauma.AIController | |
| IsMentallyUnstable | Barotrauma.AIController | |
| IsSteeringThroughGap | Barotrauma.AIController | |
| IsTryingToSteerThroughGap | Barotrauma.AIController | |
| IsWallDisabled(Structure wall) | Barotrauma.AIController | protected |
| minGapSize | Barotrauma.AIController | protected |
| OnAttacked(Character attacker, AttackResult attackResult) | Barotrauma.AIController | virtual |
| OnHealed(Character healer, float healAmount) | Barotrauma.AIController | virtual |
| OnStateChanged(AIState from, AIState to) | Barotrauma.AIController | protectedvirtual |
| OnTargetChanged(AITarget previousTarget, AITarget newTarget) | Barotrauma.AIController | protectedvirtual |
| ReequipUnequipped() | Barotrauma.AIController | |
| Reset() | Barotrauma.AIController | virtual |
| ResetAITarget() | Barotrauma.AIController | protected |
| ResetEscape() | Barotrauma.AIController | |
| SelectedAiTarget | Barotrauma.AIController | |
| SelectTarget(AITarget target) | Barotrauma.AIController | virtual |
| SimPosition | Barotrauma.AIController | |
| Steering | Barotrauma.AIController | |
| SteeringManager | Barotrauma.AIController | |
| steeringManager | Barotrauma.AIController | protected |
| SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime) | Barotrauma.AIController | virtual |
| SteerThroughGap(Gap gap, Vector2 targetWorldPos, float deltaTime, float maxDistance=-1) | Barotrauma.AIController | virtual |
| TakeItem(Item item, CharacterInventory targetInventory, bool equip, bool wear=false, bool dropOtherIfCannotMove=true, bool allowSwapping=false, bool storeUnequipped=false, IEnumerable< Identifier > targetTags=null) | Barotrauma.AIController | |
| UnequipContainedItems(Item parentItem, Func< Item, bool > predicate=null, bool avoidDroppingInSea=true, int? unequipMax=null) | Barotrauma.AIController | |
| UnequipContainedItems(Character character, Item parentItem, Func< Item, bool > predicate, bool avoidDroppingInSea=true, int? unequipMax=null) | Barotrauma.AIController | static |
| UnequipEmptyItems(Item parentItem, bool avoidDroppingInSea=true) | Barotrauma.AIController | |
| UnequipEmptyItems(Character character, Item parentItem, bool avoidDroppingInSea=true) | Barotrauma.AIController | static |
| unreachableGaps | Barotrauma.AIController | protected |
| Update(float deltaTime) | Barotrauma.AIController | virtual |
| UpdateEscape(float deltaTime, bool canAttackDoors) | Barotrauma.AIController | protected |
| Velocity | Barotrauma.AIController | |
| VisibleHulls | Barotrauma.AIController | |
| WorldPosition | Barotrauma.AIController | |