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| MultiplayerItemTestMissionController (BasicCultureObject culture) |
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override void | AfterStart () |
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Public Member Functions inherited from TaleWorlds.MountAndBlade.MissionLogic |
virtual InquiryData | OnEndMissionRequest (out bool canLeave) |
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virtual bool | MissionEnded (ref MissionResult missionResult) |
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virtual void | OnBattleEnded () |
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virtual void | ShowBattleResults () |
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virtual void | AccelerateHorseKeyPressAnswer () |
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virtual void | OnRetreatMission () |
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virtual void | OnSurrenderMission () |
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virtual void | OnAutoDeployTeam (Team team) |
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virtual bool | IsAgentInteractionAllowed () |
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virtual bool | IsOrderShoutingAllowed () |
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virtual List< EquipmentElement > | GetExtraEquipmentElementsForCharacter (BasicCharacterObject character, bool getAllEquipments=false) |
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virtual void | OnMissionResultReady (MissionResult missionResult) |
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Public Member Functions inherited from TaleWorlds.MountAndBlade.MissionBehavior |
virtual void | OnAfterMissionCreated () |
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virtual void | OnBehaviorInitialize () |
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virtual void | OnCreated () |
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virtual void | EarlyStart () |
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virtual void | AfterStart () |
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virtual void | OnMissileHit (Agent attacker, Agent victim, bool isCanceled) |
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virtual void | OnMissileCollisionReaction (Mission.MissileCollisionReaction collisionReaction, Agent attackerAgent, Agent attachedAgent, sbyte attachedBoneIndex) |
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virtual void | OnMissionScreenPreLoad () |
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virtual void | OnAgentCreated (Agent agent) |
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virtual void | OnAgentBuild (Agent agent, Banner banner) |
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virtual void | OnAgentTeamChanged (Team prevTeam, Team newTeam, Agent agent) |
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virtual void | OnAgentHit (Agent affectedAgent, Agent affectorAgent, in MissionWeapon affectorWeapon, in Blow blow, in AttackCollisionData attackCollisionData) |
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virtual void | OnScoreHit (Agent affectedAgent, Agent affectorAgent, WeaponComponentData attackerWeapon, bool isBlocked, bool isSiegeEngineHit, in Blow blow, in AttackCollisionData collisionData, float damagedHp, float hitDistance, float shotDifficulty) |
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virtual void | OnEarlyAgentRemoved (Agent affectedAgent, Agent affectorAgent, AgentState agentState, KillingBlow blow) |
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virtual void | OnAgentRemoved (Agent affectedAgent, Agent affectorAgent, AgentState agentState, KillingBlow blow) |
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virtual void | OnAgentDeleted (Agent affectedAgent) |
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virtual void | OnAgentFleeing (Agent affectedAgent) |
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virtual void | OnAgentPanicked (Agent affectedAgent) |
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virtual void | OnFocusGained (Agent agent, IFocusable focusableObject, bool isInteractable) |
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virtual void | OnFocusLost (Agent agent, IFocusable focusableObject) |
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virtual void | OnAddTeam (Team team) |
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virtual void | AfterAddTeam (Team team) |
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virtual void | OnAgentInteraction (Agent userAgent, Agent agent) |
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virtual void | OnClearScene () |
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virtual void | HandleOnCloseMission () |
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virtual void | OnRemoveBehavior () |
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virtual void | OnPreMissionTick (float dt) |
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virtual void | OnPreDisplayMissionTick (float dt) |
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virtual void | OnMissionTick (float dt) |
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virtual void | OnAgentMount (Agent agent) |
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virtual void | OnAgentDismount (Agent agent) |
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virtual bool | IsThereAgentAction (Agent userAgent, Agent otherAgent) |
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virtual void | OnEntityRemoved (GameEntity entity) |
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virtual void | OnObjectUsed (Agent userAgent, UsableMissionObject usedObject) |
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virtual void | OnObjectStoppedBeingUsed (Agent userAgent, UsableMissionObject usedObject) |
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virtual void | OnRenderingStarted () |
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virtual void | OnMissionActivate () |
| This function is called only after mission is deactivated. More...
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virtual void | OnMissionDeactivate () |
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virtual void | OnMissionRestart () |
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virtual List< CompassItemUpdateParams > | GetCompassTargets () |
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virtual void | OnAssignPlayerAsSergeantOfFormation (Agent agent) |
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virtual void | OnFormationUnitsSpawned (Team team) |
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virtual void | OnAgentAlarmedStateChanged (Agent agent, Agent.AIStateFlag flag) |
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virtual void | OnMissionModeChange (MissionMode oldMissionMode, bool atStart) |
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virtual void | OnItemPickup (Agent agent, SpawnedItemEntity item) |
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virtual void | OnItemDrop (Agent agent, SpawnedItemEntity item) |
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virtual void | OnRegisterBlow (Agent attacker, Agent victim, GameEntity realHitEntity, Blow b, ref AttackCollisionData collisionData, in MissionWeapon attackerWeapon) |
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virtual void | OnAgentShootMissile (Agent shooterAgent, EquipmentIndex weaponIndex, Vec3 position, Vec3 velocity, Mat3 orientation, bool hasRigidBody, int forcedMissileIndex) |
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