◆ AIObjectiveRescueAll()
Barotrauma.AIObjectiveRescueAll.AIObjectiveRescueAll |
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Character | character, |
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AIObjectiveManager | objectiveManager, |
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float | priorityModifier = 1 ) |
◆ GetList()
override IEnumerable< Character > Barotrauma.AIObjectiveRescueAll.GetList |
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◆ GetTargetPriority()
override float Barotrauma.AIObjectiveRescueAll.GetTargetPriority |
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◆ GetTreatableAfflictions()
static IEnumerable< Affliction > Barotrauma.AIObjectiveRescueAll.GetTreatableAfflictions |
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Character | character, |
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bool | ignoreTreatmentThreshold ) |
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◆ GetVitalityFactor()
static float Barotrauma.AIObjectiveRescueAll.GetVitalityFactor |
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Character | character | ) |
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◆ GetVitalityThreshold()
◆ IsValidTarget() [1/2]
override bool Barotrauma.AIObjectiveRescueAll.IsValidTarget |
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Character | target | ) |
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◆ IsValidTarget() [2/2]
static bool Barotrauma.AIObjectiveRescueAll.IsValidTarget |
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Character | target, |
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Character | character, |
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out bool | ignoredAsMinorWounds ) |
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◆ ObjectiveConstructor()
◆ OnObjectiveCompleted()
override void Barotrauma.AIObjectiveRescueAll.OnObjectiveCompleted |
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AIObjective | objective, |
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Character | target ) |
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◆ AllowInAnySub
override bool Barotrauma.AIObjectiveRescueAll.AllowInAnySub |
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getprotected |
◆ AllowOutsideSubmarine
override bool Barotrauma.AIObjectiveRescueAll.AllowOutsideSubmarine |
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◆ ForceRun
override bool Barotrauma.AIObjectiveRescueAll.ForceRun |
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◆ Identifier
override Identifier Barotrauma.AIObjectiveRescueAll.Identifier = "rescue all".ToIdentifier() |
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getset |
◆ InverseTargetPriority
override bool Barotrauma.AIObjectiveRescueAll.InverseTargetPriority |
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get |
The documentation for this class was generated from the following file:
- /home/runner/work/Luatrauma.Docs/Luatrauma.Docs/libs/LuaCsForBarotrauma/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveRescueAll.cs