Barotrauma Client
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Barotrauma.AIObjectiveGetItems Member List

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

AbandonBarotrauma.AIObjective
AbandonedBarotrauma.AIObjective
AbandonIfDisallowedBarotrauma.AIObjectiveprotected
AbandonWhenCannotCompleteSubObjectivesBarotrauma.AIObjective
AbortConditionBarotrauma.AIObjective
achievedItemsBarotrauma.AIObjectiveGetItems
Act(float deltaTime)Barotrauma.AIObjectiveGetItemsprotected
AddSubObjective(AIObjective objective, bool addFirst=false)Barotrauma.AIObjective
AIObjective(Character character, AIObjectiveManager objectiveManager, float priorityModifier, Identifier option=default)Barotrauma.AIObjective
AIObjectiveGetItems(Character character, AIObjectiveManager objectiveManager, IEnumerable< Identifier > identifiersOrTags, float priorityModifier=1)Barotrauma.AIObjectiveGetItems
AllowAutomaticItemUnequippingBarotrauma.AIObjective
AllowInAnySubBarotrauma.AIObjectiveprotected
AllowInFriendlySubsBarotrauma.AIObjectiveprotected
AllowMultipleInstancesBarotrauma.AIObjectiveGetItems
AllowOutsideSubmarineBarotrauma.AIObjectiveprotected
AllowStealingBarotrauma.AIObjectiveGetItems
AllowSubObjectiveSortingBarotrauma.AIObjective
AllowVariantsBarotrauma.AIObjectiveGetItems
AllowWhileHandcuffedBarotrauma.AIObjectiveGetItemsprotected
BasePriorityBarotrauma.AIObjective
CalculatePriority()Barotrauma.AIObjective
CanBeCompletedBarotrauma.AIObjective
CanEquip(Item item, bool allowWearing)Barotrauma.AIObjectiveprotected
CanPutInInventory(Character character, Item item, bool allowWearing)Barotrauma.AIObjectiveprotectedstatic
characterBarotrauma.AIObjective
CheckInventoryBarotrauma.AIObjectiveGetItems
CheckObjectiveSpecific()Barotrauma.AIObjectiveGetItemsprotected
CheckPathForEachItemBarotrauma.AIObjectiveGetItems
CompletedBarotrauma.AIObjective
ConcurrentObjectivesBarotrauma.AIObjectiveprotected
CumulatedDevotionBarotrauma.AIObjectiveprotected
CurrentSubObjectiveBarotrauma.AIObjective
DebugTagBarotrauma.AIObjectiveGetItems
DeselectedBarotrauma.AIObjective
DevotionBarotrauma.AIObjective
EquipBarotrauma.AIObjectiveGetItems
EvaluateCombatPriorityBarotrauma.AIObjectiveGetItems
ForceHighestPriorityBarotrauma.AIObjective
ForceRunBarotrauma.AIObjective
ForceWalkBarotrauma.AIObjective
GetActiveObjective()Barotrauma.AIObjective
GetDistanceFactor(Vector2 selfPos, Vector2 targetWorldPos, float factorAtMaxDistance, float verticalDistanceMultiplier=3, float maxDistance=10000.0f, float factorAtMinDistance=1.0f)Barotrauma.AIObjectivestatic
GetDistanceFactor(Vector2 targetWorldPos, float factorAtMaxDistance, float verticalDistanceMultiplier=3, float maxDistance=10000.0f, float factorAtMinDistance=1.0f)Barotrauma.AIObjectiveprotected
GetPriority()Barotrauma.AIObjectiveprotectedvirtual
GetSubObjectivesRecursive(bool includingSelf=false)Barotrauma.AIObjective
HandleDisallowed()Barotrauma.AIObjectiveprotected
HumanAIControllerBarotrauma.AIObjectiveprotected
IdentifierBarotrauma.AIObjectiveGetItems
IgnoreAtOutpostBarotrauma.AIObjective
IgnoreUnsafeHullsBarotrauma.AIObjective
IsAllowedBarotrauma.AIObjective
IsCompletedBarotrauma.AIObjective
IsDuplicate< T >(T otherObjective)Barotrauma.AIObjectivevirtual
IsIgnoredAtOutpost()Barotrauma.AIObjective
ItemFilterBarotrauma.AIObjectiveGetItems
KeepDivingGearOnBarotrauma.AIObjectiveGetItems
KeepDivingGearOnAlsoWhenInactiveBarotrauma.AIObjective
MaxDevotionBarotrauma.AIObjectiveprotected
objectiveManagerBarotrauma.AIObjective
OnAbandon()Barotrauma.AIObjectiveprotectedvirtual
OnCompleted()Barotrauma.AIObjectiveprotectedvirtual
OnDeselected()Barotrauma.AIObjectivevirtual
OnSelected()Barotrauma.AIObjectivevirtual
OptionBarotrauma.AIObjective
PathSteeringBarotrauma.AIObjectiveprotected
PrioritizeIfSubObjectivesActiveBarotrauma.AIObjective
PriorityBarotrauma.AIObjective
PriorityModifierBarotrauma.AIObjective
RemoveSubObjective< T >(ref T objective)Barotrauma.AIObjective
RequireAllItemsBarotrauma.AIObjectiveGetItems
RequireDivingSuitAdequateBarotrauma.AIObjectiveGetItems
RequireNonEmptyBarotrauma.AIObjectiveGetItems
Reset()Barotrauma.AIObjectiveGetItemsvirtual
SelectedBarotrauma.AIObjective
SortSubObjectives()Barotrauma.AIObjective
SourceEventActionBarotrauma.AIObjective
SourceObjectiveBarotrauma.AIObjective
SpeakAfterOrderReceived()Barotrauma.AIObjectivevirtual
SteeringManagerBarotrauma.AIObjectiveprotected
SubObjectivesBarotrauma.AIObjective
subObjectivesBarotrauma.AIObjectiveprotected
SyncRemovedObjectives< T1, T2 >(Dictionary< T1, T2 > dictionary, IEnumerable< T1 > collection)Barotrauma.AIObjectiveprotectedvirtual
TakeWholeStackBarotrauma.AIObjectiveGetItems
TryAddSubObjective< T >(ref T objective, Func< T > constructor, Action onCompleted=null, Action onAbandon=null)Barotrauma.AIObjectiveprotected
TryComplete(float deltaTime)Barotrauma.AIObjective
Update(float deltaTime)Barotrauma.AIObjectivevirtual
WearBarotrauma.AIObjectiveGetItems