| _lastAiTarget | Barotrauma.AIController | protected |
| _previousAiTarget | Barotrauma.AIController | protected |
| _selectedAiTarget | Barotrauma.AIController | protected |
| AddCombatObjective(AIObjectiveCombat.CombatMode mode, Character target, float delay=0, Func< AIObjective, bool > abortCondition=null, Action onAbort=null, Action onCompleted=null, bool allowHoldFire=false, bool speakWarnings=false) | Barotrauma.HumanAIController | |
| AIController(Character c) | Barotrauma.AIController | |
| AimAccuracy | Barotrauma.HumanAIController | |
| AimSpeed | Barotrauma.HumanAIController | |
| allGapsSearched | Barotrauma.AIController | protected |
| AllowCampaignInteraction() | Barotrauma.HumanAIController | |
| AnimController | Barotrauma.HumanAIController | |
| ApplyStealingReputationLoss(Item item) | Barotrauma.HumanAIController | static |
| AskToRecalculateHullSafety(Hull hull) | Barotrauma.HumanAIController | |
| AutoFaceMovement | Barotrauma.HumanAIController | |
| avoidLookAheadDistance | Barotrauma.AIController | protected |
| CanEnterSubmarine | Barotrauma.AIController | |
| CanFlip | Barotrauma.AIController | |
| CanPassThroughHole(Structure wall, int sectionIndex, int requiredHoleCount) | Barotrauma.AIController | |
| Character | Barotrauma.AIController | |
| ClearForcedOrder() | Barotrauma.HumanAIController | |
| colliderLength | Barotrauma.AIController | protected |
| colliderWidth | Barotrauma.AIController | protected |
| CountBotsInTheCrew(Character character, Func< HumanAIController, bool > predicate=null) | Barotrauma.HumanAIController | static |
| CountBotsInTheCrew(Func< HumanAIController, bool > predicate=null) | Barotrauma.HumanAIController | |
| CurrentHullSafety | Barotrauma.HumanAIController | |
| DebugAI | Barotrauma.HumanAIController | static |
| DisableCrewAI | Barotrauma.HumanAIController | static |
| Enabled | Barotrauma.AIController | |
| Escape(float deltaTime) | Barotrauma.HumanAIController | |
| EscapeTarget | Barotrauma.AIController | |
| FaceTarget(ISpatialEntity target) | Barotrauma.AIController | |
| FindSuitableContainer(Item containableItem, out Item suitableContainer) | Barotrauma.HumanAIController | |
| FindSuitableContainer(Character character, Item containableItem, List< Item > ignoredItems, ref int itemIndex, out Item suitableContainer) | Barotrauma.HumanAIController | static |
| FindWeaponsRange | Barotrauma.HumanAIController | |
| GetHullSafety(Hull hull, Character character, IEnumerable< Hull > visibleHulls=null) | Barotrauma.HumanAIController | |
| GetHullSafety(Hull hull, IEnumerable< Hull > visibleHulls, Character character, bool ignoreWater=false, bool ignoreOxygen=false, bool ignoreFire=false, bool ignoreEnemies=false) | Barotrauma.HumanAIController | static |
| HandleRelocation(Item item) | Barotrauma.HumanAIController | |
| HasDivingGear(Character character, float conditionPercentage=0, bool requireOxygenTank=true) | Barotrauma.HumanAIController | static |
| HasDivingMask(Character character, float conditionPercentage=0, bool requireOxygenTank=true) | Barotrauma.HumanAIController | static |
| HasDivingSuit(Character character, float conditionPercentage=0, bool requireOxygenTank=true, bool requireSuitablePressureProtection=true) | Barotrauma.HumanAIController | static |
| HasItem(Character character, Identifier tagOrIdentifier, out IEnumerable< Item > items, Identifier containedTag=default, float conditionPercentage=0, bool requireEquipped=false, bool recursive=true, Func< Item, bool > predicate=null) | Barotrauma.HumanAIController | static |
| HasValidPath(bool requireNonDirty=true, bool requireUnfinished=true, Func< WayPoint, bool > nodePredicate=null) | Barotrauma.AIController | |
| Hearing | Barotrauma.HumanAIController | |
| HULL_LOW_OXYGEN_PERCENTAGE | Barotrauma.HumanAIController | static |
| HULL_SAFETY_THRESHOLD | Barotrauma.HumanAIController | static |
| HumanAIController(Character c) | Barotrauma.HumanAIController | |
| IgnoredItems | Barotrauma.HumanAIController | |
| InitMentalStateManager() | Barotrauma.HumanAIController | |
| InitShipCommandManager() | Barotrauma.HumanAIController | |
| IsActive(Character c) | Barotrauma.HumanAIController | static |
| IsBallastFloraNoticeable(Character character, Hull hull) | Barotrauma.HumanAIController | static |
| IsCurrentPathFinished | Barotrauma.AIController | |
| IsCurrentPathNullOrUnreachable | Barotrauma.AIController | |
| IsCurrentPathUnreachable | Barotrauma.AIController | |
| IsFriendly(Character me, Character other, bool onlySameTeam=false) | Barotrauma.HumanAIController | static |
| IsFriendly(Character other, bool onlySameTeam=false) | Barotrauma.HumanAIController | |
| IsInHostileFaction() | Barotrauma.HumanAIController | |
| IsItemOperatedByAnother(ItemComponent target, out Character other) | Barotrauma.HumanAIController | |
| IsItemRepairedByAnother(Item target, out Character other) | Barotrauma.HumanAIController | |
| IsItemTargetedBySomeone(ItemComponent target, CharacterTeamType team, out Character operatingCharacter) | Barotrauma.HumanAIController | static |
| IsMentallyUnstable | Barotrauma.HumanAIController | |
| IsSteeringThroughGap | Barotrauma.AIController | |
| IsTrueForAllBotsInTheCrew(Character character, Func< HumanAIController, bool > predicate) | Barotrauma.HumanAIController | static |
| IsTrueForAllBotsInTheCrew(Func< HumanAIController, bool > predicate) | Barotrauma.HumanAIController | |
| IsTrueForAnyBotInTheCrew(Character character, Func< HumanAIController, bool > predicate) | Barotrauma.HumanAIController | static |
| IsTrueForAnyBotInTheCrew(Func< HumanAIController, bool > predicate) | Barotrauma.HumanAIController | |
| IsTrueForAnyCrewMember(Func< Character, bool > predicate, bool onlyActive=true, bool onlyConnectedSubs=false) | Barotrauma.HumanAIController | |
| IsTryingToSteerThroughGap | Barotrauma.AIController | |
| IsWallDisabled(Structure wall) | Barotrauma.AIController | protected |
| ItemTaken(Item item, Character thief) | Barotrauma.HumanAIController | static |
| MentalStateManager | Barotrauma.HumanAIController | |
| minGapSize | Barotrauma.AIController | protected |
| NeedsDivingGear(Hull hull, out bool needsSuit) | Barotrauma.HumanAIController | |
| ObjectiveManager | Barotrauma.HumanAIController | |
| OnAttacked(Character attacker, AttackResult attackResult) | Barotrauma.HumanAIController | virtual |
| OnHealed(Character healer, float healAmount) | Barotrauma.HumanAIController | virtual |
| OnStateChanged(AIState from, AIState to) | Barotrauma.AIController | protectedvirtual |
| OnTargetChanged(AITarget previousTarget, AITarget newTarget) | Barotrauma.AIController | protectedvirtual |
| PathSteering | Barotrauma.HumanAIController | |
| PropagateHullSafety(Character character, Hull hull) | Barotrauma.HumanAIController | static |
| ReequipUnequipped() | Barotrauma.AIController | |
| RefreshTargets(Character character, Order order, Hull hull) | Barotrauma.HumanAIController | static |
| RemoveTargets< T1, T2 >(Character caller, T2 target) | Barotrauma.HumanAIController | static |
| ReportProblem(Character reporter, Order order, Hull targetHull=null) | Barotrauma.HumanAIController | static |
| ReportProblems() | Barotrauma.HumanAIController | protected |
| ReportRange | Barotrauma.HumanAIController | |
| Reset() | Barotrauma.HumanAIController | virtual |
| ResetAITarget() | Barotrauma.AIController | protected |
| ResetEscape() | Barotrauma.AIController | |
| SelectedAiTarget | Barotrauma.AIController | |
| SelectTarget(AITarget target) | Barotrauma.HumanAIController | virtual |
| SetForcedOrder(Order order) | Barotrauma.HumanAIController | |
| SetOrder(Order order, bool speak=true) | Barotrauma.HumanAIController | |
| ShipCommandManager | Barotrauma.HumanAIController | |
| SimPosition | Barotrauma.AIController | |
| SortTimer | Barotrauma.HumanAIController | |
| 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 |
| StructureDamaged(Structure structure, float damageAmount, Character character) | Barotrauma.HumanAIController | static |
| 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 |
| UnreachableHulls | Barotrauma.HumanAIController | |
| UnsafeHulls | Barotrauma.HumanAIController | |
| Update(float deltaTime) | Barotrauma.HumanAIController | virtual |
| UpdateEscape(float deltaTime, bool canAttackDoors) | Barotrauma.AIController | protected |
| UseOutsideWaypoints | Barotrauma.HumanAIController | |
| Velocity | Barotrauma.AIController | |
| VisibleHulls | Barotrauma.AIController | |
| WorldPosition | Barotrauma.AIController | |