Space Engineers
Sandbox.Game.Entities.Character.MyCharacter Member List

This is the complete list of members for Sandbox.Game.Entities.Character.MyCharacter, including all inherited members.

AddBoneDecal(uint decalId, int boneIndex)Sandbox.Game.Entities.MySkinnedEntityinlineprotected
AddCommand(MyAnimationCommand command, bool sync=false)Sandbox.Game.Entities.Character.MyCharacterinlinevirtual
AddDebugRenderComponent(MyDebugRenderComponentBase render)VRage.Game.Entity.MyEntityinline
AddToGamePruningStructure()VRage.Game.Entity.MyEntityinline
AddToGamePruningStructureExtCallBackVRage.Game.Entity.MyEntitystatic
AfterPaste()VRage.Game.Entity.MyEntityinlinevirtual
AimedPointSandbox.Game.Entities.Character.MyCharacter
AnimationControllerSandbox.Game.Entities.MySkinnedEntity
ApplyLastControls()Sandbox.Game.Entities.Character.MyCharacterinlinevirtual
ApplyRotation(Quaternion rot)Sandbox.Game.Entities.Character.MyCharacterinline
AtmosphereDetectorCompSandbox.Game.Entities.Character.MyCharacter
BaseMassSandbox.Game.Entities.Character.MyCharacter
BeforeDelete()Sandbox.Game.Entities.Character.MyCharacterinlineprotectedvirtual
BeforePaste()VRage.Game.Entity.MyEntityinlinevirtual
BeforeSave()VRage.Game.Entity.MyEntityinlinevirtual
BeginShoot(MyShootActionEnum action)Sandbox.Game.Entities.Character.MyCharacterinline
BeginShootSync(Vector3 direction, MyShootActionEnum action=MyShootActionEnum.PrimaryAction)Sandbox.Game.Entities.Character.MyCharacterinline
BoneAbsoluteTransformsSandbox.Game.Entities.MySkinnedEntity
BoneRelativeTransformsSandbox.Game.Entities.MySkinnedEntity
BreathSandbox.Game.Entities.Character.MyCharacter
CacheMove(ref Vector3 moveIndicator, ref Quaternion rotate)Sandbox.Game.Entities.Character.MyCharacterinline
CacheMoveDelta(ref Vector3D moveDeltaIndicator)Sandbox.Game.Entities.Character.MyCharacterinline
CalculateTransforms(float distance)Sandbox.Game.Entities.Character.MyCharacterinlineprotectedvirtual
CAMERA_NEAR_DISTANCESandbox.Game.Entities.Character.MyCharacter
CanBeAddedToRender()VRage.Game.Entity.MyEntityinlineprotectedvirtual
CanPlaceCharacter(ref MatrixD worldMatrix, bool useCharacterCenter=false, bool checkCharacters=false)Sandbox.Game.Entities.Character.MyCharacterinline
CanStartConstruction(MyCubeBlockDefinition blockDefinition)Sandbox.Game.Entities.Character.MyCharacterinline
CanStartConstruction(Dictionary< MyDefinitionId, int > constructionCost)Sandbox.Game.Entities.Character.MyCharacterinline
CanSwitchAmmoMagazine()Sandbox.Game.Entities.Character.MyCharacterinline
CanSwitchToWeapon(MyDefinitionId?weaponDefinition)Sandbox.Game.Entities.Character.MyCharacterinline
ChangeModelAndColor(string model, Vector3 colorMaskHSV)Sandbox.Game.Entities.Character.MyCharacterinline
CharacterAccumulatedDamageSandbox.Game.Entities.Character.MyCharacter
CharacterCanDieSandbox.Game.Entities.Character.MyCharacter
CharacterDiedSandbox.Game.Entities.Character.MyCharacter
CharacterGeneralDamageModifierSandbox.Game.Entities.Character.MyCharacter
CharactersCanDieSandbox.Game.Entities.Character.MyCharacterstatic
CheckPlayerConnection(ulong senderSteamId, ulong receiverSteamId)Sandbox.Game.Entities.Character.MyCharacterinline
ClampToWorld()VRage.Game.Entity.MyEntityinlineprotectedvirtual
ClearDebugRenderComponents()VRage.Game.Entity.MyEntityinline
Close()VRage.Game.Entity.MyEntityinline
ClosedVRage.Game.Entity.MyEntity
Closing()Sandbox.Game.Entities.Character.MyCharacterinlineprotectedvirtual
ColorMaskSandbox.Game.Entities.Character.MyCharacter
ComponentsVRage.Game.Entity.MyEntity
ControlContextSandbox.Game.Entities.Character.MyCharacter
ControllerInfoSandbox.Game.Entities.Character.MyCharacter
CreateCharacter(MatrixD worldMatrix, Vector3 velocity, string characterName, string model, Vector3?colorMask, MyBotDefinition botDefinition, bool findNearPos=true, bool AIMode=false, MyCockpit cockpit=null, bool useInventory=true, ulong playerSteamId=0)Sandbox.Game.Entities.Character.MyCharacterinlinestatic
CreateDefaultSyncEntityDelegate(MyEntity thisEntity)VRage.Game.Entity.MyEntity
CreateDefaultSyncEntityExtCallbackVRage.Game.Entity.MyEntitystatic
CreateGun(MyObjectBuilder_EntityBase gunEntity, uint?inventoryItemId=null)Sandbox.Game.Entities.Character.MyCharacterinlinestatic
CreateStandardRenderComponentsExtCallbackVRage.Game.Entity.MyEntitystatic
CreateSync()VRage.Game.Entity.MyEntityinline
Crouch()Sandbox.Game.Entities.Character.MyCharacterinline
CurrentJumpSandbox.Game.Entities.Character.MyCharacter
CurrentLightPowerSandbox.Game.Entities.Character.MyCharacter
CurrentMassSandbox.Game.Entities.Character.MyCharacter
CurrentMovementState(MyCharacterMovementEnum state)Sandbox.Game.Entities.Character.MyCharacterinline
CurrentRespawnCounterSandbox.Game.Entities.Character.MyCharacter
CurrentWeaponSandbox.Game.Entities.Character.MyCharacter
CustomNameWithFactionSandbox.Game.Entities.Character.MyCharacter
DebugAsyncLoadingVRage.Game.Entity.MyEntity
DebugCreatedByVRage.Game.Entity.MyEntity
DebugDraw()VRage.Game.Entity.MyEntityinline
DebugDrawInvalidTriangles()VRage.Game.Entity.MyEntityinline
DebugDrawPhysics()VRage.Game.Entity.MyEntityinlinevirtual
DebugModeSandbox.Game.Entities.Character.MyCharacter
DebugNameVRage.Game.Entity.MyEntity
DecalBoneUpdatesSandbox.Game.Entities.MySkinnedEntity
DefaultModelSandbox.Game.Entities.Character.MyCharacterstatic
DefinitionSandbox.Game.Entities.Character.MyCharacter
DefinitionIdVRage.Game.Entity.MyEntity
Delete()VRage.Game.Entity.MyEntityinline
DeserializeControls(BitStream stream, bool outOfOrder)Sandbox.Game.Entities.Character.MyCharacterinlinevirtual
Die()Sandbox.Game.Entities.Character.MyCharacterinline
DisableAnimationCommands()Sandbox.Game.Entities.Character.MyCharacterinline
DisplayNameVRage.Game.Entity.MyEntity
DisplayNameTextSandbox.Game.Entities.Character.MyCharacter
DoDamage(float damage, MyStringHash damageType, bool updateSync, long attackerId=0)Sandbox.Game.Entities.Character.MyCharacterinline
DoOverlapSphereTest(float sphereRadius, Vector3D spherePos)VRage.Game.Entity.MyEntityinlinevirtual
Down()Sandbox.Game.Entities.Character.MyCharacterinline
DrawHud(IMyCameraController camera, long playerId)Sandbox.Game.Entities.Character.MyCharacterinline
EnableAnimationCommands()Sandbox.Game.Entities.Character.MyCharacterinline
EnableBroadcasting(bool enable)Sandbox.Game.Entities.Character.MyCharacterinline
EnableBroadcastingCallback(bool enable)Sandbox.Game.Entities.Character.MyCharacterinline
EnableHead(bool enabled)Sandbox.Game.Entities.Character.MyCharacterinline
EnableIronsight(bool enable, bool newKeyPress, bool changeCamera, bool hideCrosshairWhenAiming=true)Sandbox.Game.Entities.Character.MyCharacterinline
EnableIronsightCallback(bool enable, bool newKeyPress, bool changeCamera, bool hideCrosshairWhenAiming=true)Sandbox.Game.Entities.Character.MyCharacterinline
EnableLights(bool enable)Sandbox.Game.Entities.Character.MyCharacterinline
EndShoot(MyShootActionEnum action)Sandbox.Game.Entities.Character.MyCharacterinline
EndShootSync(MyShootActionEnum action=MyShootActionEnum.PrimaryAction)Sandbox.Game.Entities.Character.MyCharacterinline
EntitySandbox.Game.Entities.Character.MyCharacter
EnvironmentOxygenLevelSandbox.Game.Entities.Character.MyCharacter
FindWeaponItemByDefinition(MyDefinitionId weaponDefinition)Sandbox.Game.Entities.Character.MyCharacterinline
FlagsVRage.Game.Entity.MyEntity
FlushAnimationQueue()Sandbox.Game.Entities.MySkinnedEntityinlineprotected
ForceFirstPersonCameraSandbox.Game.Entities.Character.MyCharacter
ForceUpdateBreath()Sandbox.Game.Entities.Character.MyCharacterinline
GameLogicVRage.Game.Entity.MyEntity
GamePruningProxyIdVRage.Game.Entity.MyEntity
Get3rdBoneMatrix(bool includeY, bool includeX=true)Sandbox.Game.Entities.Character.MyCharacterinline
Get3rdCameraMatrix(bool includeY, bool includeX=true)Sandbox.Game.Entities.Character.MyCharacterinline
GetAdditionalRotation(string bone)Sandbox.Game.Entities.MySkinnedEntityinline
GetBaseEntity()VRage.Game.Entity.MyEntityinlinevirtual
GetCameraEntitySettings()Sandbox.Game.Entities.Character.MyCharacterinline
GetCurrentMovementState()Sandbox.Game.Entities.Character.MyCharacterinline
GetDistanceBetweenCameraAndBoundingSphere()VRage.Game.Entity.MyEntityinline
GetDistanceBetweenCameraAndPosition()VRage.Game.Entity.MyEntityinline
GetDistanceBetweenPlayerPositionAndBoundingSphere()VRage.Game.Entity.MyEntityinline
GetFactionTag()Sandbox.Game.Entities.Character.MyCharacterinline
GetFriendlyName()VRage.Game.Entity.MyEntityinlinevirtual
GetHeadMatrix(bool includeY, bool includeX=true, bool forceHeadAnim=false, bool forceHeadBone=false, bool preferLocalOverSync=false)Sandbox.Game.Entities.Character.MyCharacterinline
GetHudParams(bool allowBlink)Sandbox.Game.Entities.Character.MyCharacterinlinevirtual
GetIntersectionWithLine(ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?tri, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES)Sandbox.Game.Entities.Character.MyCharacterinlinevirtual
GetIntersectionWithLine(ref LineD line, ref MyCharacterHitInfo info, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES)Sandbox.Game.Entities.Character.MyCharacterinline
Sandbox::Game::Entities::MySkinnedEntity.GetIntersectionWithLine(ref LineD line, out Vector3D?v, bool useCollisionModel=true, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES)VRage.Game.Entity.MyEntityinlinevirtual
VRage::ModAPI::IMyEntity.GetIntersectionWithLine(ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?tri, IntersectionFlags flags)VRage.ModAPI.IMyEntity
GetIntersectionWithLineAndBoundingSphere(ref LineD line, float boundingSphereRadiusMultiplier)VRage.Game.Entity.MyEntityinlinevirtual
GetIntersectionWithSphere(ref BoundingSphereD sphere)VRage.Game.Entity.MyEntityinlinevirtual
GetInventoryBase(int index)VRage.Game.Entity.MyEntityinlinevirtual
GetInventoryBase()VRage.Game.Entity.MyEntityinline
GetLargestDistanceBetweenCameraAndBoundingSphere()VRage.Game.Entity.MyEntityinline
GetLocalWeaponPosition()Sandbox.Game.Entities.Character.MyCharacterinline
GetModelAndDefinition(MyObjectBuilder_Character characterOb, out string characterModel, out MyCharacterDefinition characterDefinition, ref Vector3 colorMask)Sandbox.Game.Entities.Character.MyCharacterinlinestatic
GetNetState(out MyCharacterNetState state)Sandbox.Game.Entities.Character.MyCharacterinline
GetNetworkMovementState()Sandbox.Game.Entities.Character.MyCharacterinline
GetObjectBuilder(bool copy=false)Sandbox.Game.Entities.Character.MyCharacterinlinevirtual
GetPlayerIdentityId()Sandbox.Game.Entities.Character.MyCharacterinline
GetPreviousMovementState()Sandbox.Game.Entities.Character.MyCharacterinline
GetRelationTo(long playerId)Sandbox.Game.Entities.Character.MyCharacterinline
GetRotation()Sandbox.Game.Entities.Character.MyCharacterinline
GetShootingAction()Sandbox.Game.Entities.Character.MyCharacterinline
GetSmallestDistanceBetweenCameraAndBoundingSphere()VRage.Game.Entity.MyEntityinline
GetSubpart(string name)VRage.Game.Entity.MyEntityinline
GetSuitGasFillLevel(MyDefinitionId gasDefinitionId)Sandbox.Game.Entities.Character.MyCharacterinline
GetTopMostParent(Type type=null)VRage.Game.Entity.MyEntityinline
GetTrianglesIntersectingSphere(ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles)VRage.Game.Entity.MyEntityinline
VRage::ModAPI::IMyEntity.GetTrianglesIntersectingSphere(ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, System.Collections.Generic.List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles)VRage.ModAPI.IMyEntity
GetViewMatrix()Sandbox.Game.Entities.Character.MyCharacterinlinevirtual
HackyComponentInitByMiroPleaseDontUseEver(MyDefinitionId id)VRage.Game.Entity.MyEntityinline
HandItemDefinitionSandbox.Game.Entities.Character.MyCharacter
HasAnimation(string animationName)Sandbox.Game.Entities.Character.MyCharacterinline
HeadBoneIndexSandbox.Game.Entities.Character.MyCharacter
HeadLocalXAngleSandbox.Game.Entities.Character.MyCharacter
HeadLocalYAngleSandbox.Game.Entities.Character.MyCharacter
HeadMovedSandbox.Game.Entities.Character.MyCharacter
HierarchyVRage.Game.Entity.MyEntity
HK_CHARACTER_FLYINGSandbox.Game.Entities.Character.MyCharacter
Init(MyObjectBuilder_EntityBase objectBuilder)Sandbox.Game.Entities.Character.MyCharacterinlinevirtual
Sandbox::Game::Entities::MySkinnedEntity.Init(StringBuilder displayName, string model, MyEntity parentObject, float?scale, string modelCollision=null)Sandbox.Game.Entities.MySkinnedEntityinlinevirtual
InitBones()Sandbox.Game.Entities.MySkinnedEntityinlineprotected
InitComponentsExtCallbackVRage.Game.Entity.MyEntitystatic
InSceneVRage.Game.Entity.MyEntity
IntegritySandbox.Game.Entities.Character.MyCharacter
InteractiveDistanceSandbox.Game.Entities.Character.MyCharacter
InvalidateOnMoveVRage.Game.Entity.MyEntity
InventoryAggregateSandbox.Game.Entities.Character.MyCharacter
IsBotSandbox.Game.Entities.Character.MyCharacter
IsCameraNearSandbox.Game.Entities.Character.MyCharacter
IsCCDForProjectilesVRage.Game.Entity.MyEntity
IsCrouchingSandbox.Game.Entities.Character.MyCharacter
IsDeadSandbox.Game.Entities.Character.MyCharacter
IsFallingSandbox.Game.Entities.Character.MyCharacter
IsIdleSandbox.Game.Entities.Character.MyCharacter
IsInFirstPersonViewSandbox.Game.Entities.Character.MyCharacter
IsJumpingSandbox.Game.Entities.Character.MyCharacter
IsLocalHeadAnimationInProgress()Sandbox.Game.Entities.Character.MyCharacterinline
IsMagneticBootsEnabledSandbox.Game.Entities.Character.MyCharacter
IsPlayerSandbox.Game.Entities.Character.MyCharacter
IsPreviewVRage.Game.Entity.MyEntity
IsReadyForReplicationVRage.Game.Entity.MyEntity
IsRotatingSandbox.Game.Entities.Character.MyCharacter
IsRunningState(MyCharacterMovementEnum state)Sandbox.Game.Entities.Character.MyCharacterinlinestatic
IsShooting(MyShootActionEnum action)Sandbox.Game.Entities.Character.MyCharacterinline
IsSittingSandbox.Game.Entities.Character.MyCharacter
IsSprintingSandbox.Game.Entities.Character.MyCharacter
IsUsingSandbox.Game.Entities.Character.MyCharacter
IsVolumetricVRage.Game.Entity.MyEntity
IsWalkingState(MyCharacterMovementEnum state)Sandbox.Game.Entities.Character.MyCharacterinlinestatic
JetpackCompSandbox.Game.Entities.Character.MyCharacter
JetpackRunningSandbox.Game.Entities.Character.MyCharacter
Jump()Sandbox.Game.Entities.Character.MyCharacterinline
Kill(bool sync, MyDamageInformation damageInfo)Sandbox.Game.Entities.Character.MyCharacterinline
LeftHandItemSandbox.Game.Entities.Character.MyCharacter
LIGHT_GLARE_MAX_DISTANCESandbox.Game.Entities.Character.MyCharacter
LightEnabledSandbox.Game.Entities.Character.MyCharacter
LocationForHudMarkerSandbox.Game.Entities.Character.MyCharacter
m_actualDrawFrameSandbox.Game.Entities.MySkinnedEntityprotected
m_actualUpdateFrameSandbox.Game.Entities.MySkinnedEntityprotected
m_additionalRotationsSandbox.Game.Entities.MySkinnedEntityprotected
m_characterBoneCapsulesReadySandbox.Game.Entities.Character.MyCharacterprotected
m_hudParamsVRage.Game.Entity.MyEntityprotected
m_massChangeForCollisionsVRage.Game.Entity.MyEntity
m_modelCollisionVRage.Game.Entity.MyEntityprotected
m_positionResetFromServerVRage.Game.Entity.MyEntity
m_serverAngularVelocityVRage.Game.Entity.MyEntity
m_serverLinearVelocityVRage.Game.Entity.MyEntity
m_serverOrientationVRage.Game.Entity.MyEntity
m_serverPositionVRage.Game.Entity.MyEntity
m_serverWorldMatrixVRage.Game.Entity.MyEntity
ManipulatedEntitySandbox.Game.Entities.Character.MyCharacter
MarkedForCloseVRage.Game.Entity.MyEntity
MaxGlassDistSqVRage.Game.Entity.MyEntity
MINIMAL_SPEEDSandbox.Game.Entities.Character.MyCharacter
ModelVRage.Game.Entity.MyEntity
ModelCollisionVRage.Game.Entity.MyEntity
ModelNameSandbox.Game.Entities.Character.MyCharacter
MoveAndRotate(Vector3 moveIndicator, Vector2 rotationIndicator, float rollIndicator)Sandbox.Game.Entities.Character.MyCharacterinline
MoveAndRotateStopped()Sandbox.Game.Entities.Character.MyCharacterinline
MoveIndicatorSandbox.Game.Entities.Character.MyCharacter
MovementFlagsSandbox.Game.Entities.Character.MyCharacter
MyCharacter()Sandbox.Game.Entities.Character.MyCharacterinline
MyEntitiesCreateFromObjectBuilderExtCallbackVRage.Game.Entity.MyEntitystatic
MyEntity()VRage.Game.Entity.MyEntityinline
MyEntity(bool initComponents=true)VRage.Game.Entity.MyEntityinline
MyEntityFactoryCreateObjectBuilderDelegate(MyEntity entity)VRage.Game.Entity.MyEntity
MyEntityFactoryCreateObjectBuilderExtCallbackVRage.Game.Entity.MyEntitystatic
MyProceduralWorldGeneratorTrackEntityExtCallbackVRage.Game.Entity.MyEntitystatic
MySkinnedEntity()Sandbox.Game.Entities.MySkinnedEntityinline
MyWeldingGroupsAddNodeExtCallbackVRage.Game.Entity.MyEntitystatic
MyWeldingGroupsGetGroupNodesExtCallbackVRage.Game.Entity.MyEntitystatic
MyWeldingGroupsGroupExistsDelegate(MyEntity entity)VRage.Game.Entity.MyEntity
MyWeldingGroupsGroupExistsExtCallbackVRage.Game.Entity.MyEntitystatic
MyWeldingGroupsRemoveNodeExtCallbackVRage.Game.Entity.MyEntitystatic
NameVRage.Game.Entity.MyEntity
NeedsUpdateVRage.Game.Entity.MyEntity
ObtainBones()Sandbox.Game.Entities.MySkinnedEntityinlinevirtual
OnAddedToScene(object source)Sandbox.Game.Entities.Character.MyCharacterinlinevirtual
OnAnimationPlay(MyAnimationDefinition animDefinition, MyAnimationCommand command, ref string bonesArea, ref MyFrameOption frameOption, ref bool useFirstPersonVersion)Sandbox.Game.Entities.Character.MyCharacterinlineprotectedvirtual
OnAssumeControl(IMyCameraController previousCameraController)Sandbox.Game.Entities.Character.MyCharacterinline
OnBeginShoot(MyShootActionEnum action)Sandbox.Game.Entities.Character.MyCharacterinline
OnCharacterDiedSandbox.Game.Entities.Character.MyCharacterstatic
OnCloseVRage.Game.Entity.MyEntity
OnClosingVRage.Game.Entity.MyEntity
OnCreateSync()VRage.Game.Entity.MyEntityinlineprotectedvirtual
OnDestroy()Sandbox.Game.Entities.Character.MyCharacterinline
OnEndShoot(MyShootActionEnum action)Sandbox.Game.Entities.Character.MyCharacterinline
OnInventoryBreak()Sandbox.Game.Entities.Character.MyCharacterinline
OnInventoryComponentAdded(MyInventoryBase inventory)VRage.Game.Entity.MyEntityinlineprotectedvirtual
OnInventoryComponentRemoved(MyInventoryBase inventory)VRage.Game.Entity.MyEntityinlineprotectedvirtual
OnMarkForCloseVRage.Game.Entity.MyEntity
OnMovementStateChangedSandbox.Game.Entities.Character.MyCharacter
OnPhysicsChangedVRage.Game.Entity.MyEntity
OnReleaseControl(IMyCameraController newCameraController)Sandbox.Game.Entities.Character.MyCharacterinline
OnRemovedFromScene(object source)Sandbox.Game.Entities.Character.MyCharacterinlinevirtual
OnWeaponChangedSandbox.Game.Entities.Character.MyCharacter
OutOfAmmoNotificationSandbox.Game.Entities.Character.MyCharacterstatic
OxygenComponentSandbox.Game.Entities.Character.MyCharacter
ParentVRage.Game.Entity.MyEntity
PhysicsSandbox.Game.Entities.Character.MyCharacter
PickUp()Sandbox.Game.Entities.Character.MyCharacterinline
PickUpContinues()Sandbox.Game.Entities.Character.MyCharacterinline
PickUpFinished()Sandbox.Game.Entities.Character.MyCharacterinline
PlayCharacterAnimation(string animationName, MyBlendOption blendOption, MyFrameOption frameOption, float blendTime, float timeScale=1, bool sync=false, string influenceArea=null, bool excludeLegsWhenMoving=false)Sandbox.Game.Entities.Character.MyCharacterinline
PlaySecondarySound(VRage.Audio.MyCueId soundId)Sandbox.Game.Entities.Character.MyCharacterinline
POINT_COLORSandbox.Game.Entities.Character.MyCharacterstatic
POINT_COLOR_SPECULARSandbox.Game.Entities.Character.MyCharacterstatic
POINT_LIGHT_INTENSITYSandbox.Game.Entities.Character.MyCharacter
POINT_LIGHT_RANGESandbox.Game.Entities.Character.MyCharacter
PositionCompVRage.Game.Entity.MyEntity
Preload()Sandbox.Game.Entities.Character.MyCharacterinlinestatic
PrepareForDraw()VRage.Game.Entity.MyEntityinlinevirtual
PreviousMovementFlagsSandbox.Game.Entities.Character.MyCharacter
PrimaryLookaroundSandbox.Game.Entities.Character.MyCharacter
ProcessCommands()Sandbox.Game.Entities.MySkinnedEntityinlineprotected
PromoteLevelSandbox.Game.Entities.Character.MyCharacter
RaisePhysicsChanged()VRage.Game.Entity.MyEntityinline
Random()Sandbox.Game.Entities.Character.MyCharacterinlinestatic
ReadyForReplicationActionVRage.Game.Entity.MyEntity
REFLECTOR_BILLBOARD_LENGTHSandbox.Game.Entities.Character.MyCharacter
REFLECTOR_BILLBOARD_THICKNESSSandbox.Game.Entities.Character.MyCharacter
REFLECTOR_COLORSandbox.Game.Entities.Character.MyCharacterstatic
REFLECTOR_CONE_ANGLESandbox.Game.Entities.Character.MyCharacter
REFLECTOR_DIFFUSE_FACTORSandbox.Game.Entities.Character.MyCharacter
REFLECTOR_DIRECTIONSandbox.Game.Entities.Character.MyCharacter
REFLECTOR_GLOSS_FACTORSandbox.Game.Entities.Character.MyCharacter
REFLECTOR_INTENSITYSandbox.Game.Entities.Character.MyCharacter
REFLECTOR_RANGESandbox.Game.Entities.Character.MyCharacter
RefreshModels(string model, string modelCollision)VRage.Game.Entity.MyEntityinlinevirtual
RemoveFromGamePruningStructure()VRage.Game.Entity.MyEntityinline
RemoveFromGamePruningStructureExtCallBackVRage.Game.Entity.MyEntitystatic
RemoveNotification(ref MyHudNotification notification)Sandbox.Game.Entities.Character.MyCharacterinline
ResponsibleForUpdate(MyNetworkClient player)Sandbox.Game.Entities.Character.MyCharacterinline
RetryFactionMessage(long factionId1, long factionId2, MyFactionChatItem chatItem, MyIdentity currentSenderIdentity)Sandbox.Game.Entities.Character.MyCharacterinlinestatic
ReverbDetectorCompSandbox.Game.Entities.Character.MyCharacter
RollIndicatorSandbox.Game.Entities.Character.MyCharacter
Rotate(Vector2 rotationIndicator, float roll)Sandbox.Game.Entities.Character.MyCharacterinline
RotateStopped()Sandbox.Game.Entities.Character.MyCharacterinline
RotationCenterIndicatorSandbox.Game.Entities.Character.MyCharacter
RotationIndicatorSandbox.Game.Entities.Character.MyCharacter
RotationSpeedSandbox.Game.Entities.Character.MyCharacter
SaveVRage.Game.Entity.MyEntity
SendAnimationCommand(ref MyAnimationCommand command)Sandbox.Game.Entities.Character.MyCharacterinline
SendAnimationEvent(string eventName)Sandbox.Game.Entities.Character.MyCharacterinline
SendNewFactionMessage(long factionId1, long factionId2, MyFactionChatItem chatItem)Sandbox.Game.Entities.Character.MyCharacterinline
SendNewGlobalMessage(MyPlayer.PlayerId senderId, string text)Sandbox.Game.Entities.Character.MyCharacterinline
SendNewPlayerMessage(MyPlayer.PlayerId senderId, MyPlayer.PlayerId receiverId, string text, TimeSpan timestamp)Sandbox.Game.Entities.Character.MyCharacterinline
SendRagdollTransforms(Matrix world, Matrix[] localBodiesTransforms)Sandbox.Game.Entities.Character.MyCharacterinline
SendRefillFromBottle(MyDefinitionId gasId)Sandbox.Game.Entities.Character.MyCharacterinline
SentFromServerVRage.Game.Entity.MyEntity
SerializeControls(BitStream stream)Sandbox.Game.Entities.Character.MyCharacterinlinevirtual
SetBoneLODs(Dictionary< float, string[]> boneLODs)Sandbox.Game.Entities.MySkinnedEntityinline
SetEmissiveParts(string emissiveName, Color emissivePartColor, float emissivity)VRage.Game.Entity.MyEntityinline
SetEmissivePartsForSubparts(string emissiveName, Color emissivePartColor, float emissivity)VRage.Game.Entity.MyEntityinline
SetHandAdditionalRotation(Quaternion rotation, bool updateSync=true)Sandbox.Game.Entities.Character.MyCharacterinline
SetHeadAdditionalRotation(Quaternion rotation, bool updateSync=true)Sandbox.Game.Entities.Character.MyCharacterinline
SetLocalHeadAnimation(float?targetX, float?targetY, float length)Sandbox.Game.Entities.Character.MyCharacterinline
SetNetState(ref MyCharacterNetState state, bool animating)Sandbox.Game.Entities.Character.MyCharacterinline
SetPhysicsEnabled(bool enabled)Sandbox.Game.Entities.Character.MyCharacterinline
SetPlayer(MyPlayer player, bool update=true)Sandbox.Game.Entities.Character.MyCharacterinline
SetPreviousMovementState(MyCharacterMovementEnum previousMovementState)Sandbox.Game.Entities.Character.MyCharacterinline
SetSpeedsAccordingToServerValues()VRage.Game.Entity.MyEntityinline
SetSpineAdditionalRotation(Quaternion rotation, Quaternion rotationForClients, bool updateSync=true)Sandbox.Game.Entities.Character.MyCharacterinline
SetupAutoswitch(MyDefinitionId?switchToNow, MyDefinitionId?switchOnEndShoot)Sandbox.Game.Entities.Character.MyCharacterinline
SetUpperHandAdditionalRotation(Quaternion rotation, bool updateSync=true)Sandbox.Game.Entities.Character.MyCharacterinline
SetWorldMatrix(MatrixD worldMatrix, bool forceUpdate=false, bool updateChildren=true)VRage.Game.Entity.MyEntityinlinevirtual
ShootDirectionSandbox.Game.Entities.Character.MyCharacter
ShowAggregateInventoryScreen(MyInventoryBase rightSelectedInventory=null)Sandbox.Game.Entities.Character.MyCharacterinline
ShowInventory()Sandbox.Game.Entities.Character.MyCharacterinline
ShowOutOfAmmoNotification()Sandbox.Game.Entities.Character.MyCharacterinline
ShowTerminal()Sandbox.Game.Entities.Character.MyCharacterinline
SinkCompSandbox.Game.Entities.Character.MyCharacter
Sit(bool enableFirstPerson, bool playerIsPilot, bool enableBag, string animation)Sandbox.Game.Entities.Character.MyCharacterinline
SoundCompSandbox.Game.Entities.Character.MyCharacter
SpawnCharacterRelative(long RelatedEntity, Vector3 DeltaPosition)Sandbox.Game.Entities.Character.MyCharacterinline
SpineBoneIndexSandbox.Game.Entities.Character.MyCharacter
Sprint(bool enabled)Sandbox.Game.Entities.Character.MyCharacterinline
Stand()Sandbox.Game.Entities.Character.MyCharacterinline
StatCompSandbox.Game.Entities.Character.MyCharacter
StaticForPruningStructureVRage.Game.Entity.MyEntity
StopLowerCharacterAnimation(float blendTime)Sandbox.Game.Entities.Character.MyCharacterinline
StopUpperCharacterAnimation(float blendTime)Sandbox.Game.Entities.Character.MyCharacterinline
StorageVRage.Game.Entity.MyEntity
SubpartsVRage.Game.Entity.MyEntity
SuitBatterySandbox.Game.Entities.Character.MyCharacter
SuitEnergyLevelSandbox.Game.Entities.Character.MyCharacter
SwitchAmmoMagazine()Sandbox.Game.Entities.Character.MyCharacterinline
SwitchBroadcasting()Sandbox.Game.Entities.Character.MyCharacterinline
SwitchJetpack()Sandbox.Game.Entities.Character.MyCharacterinline
SwitchLeadingGears()Sandbox.Game.Entities.Character.MyCharacterinline
SwitchLights()Sandbox.Game.Entities.Character.MyCharacterinline
SwitchReactors()Sandbox.Game.Entities.Character.MyCharacterinline
SwitchToWeapon(MyDefinitionId weaponDefinition)Sandbox.Game.Entities.Character.MyCharacterinline
SwitchToWeapon(MyDefinitionId?weaponDefinition, bool sync=true)Sandbox.Game.Entities.Character.MyCharacterinline
SwitchToWeapon(MyToolbarItemWeapon weapon)Sandbox.Game.Entities.Character.MyCharacterinline
SwitchToWeapon(MyToolbarItemWeapon weapon, uint?inventoryItemId)Sandbox.Game.Entities.Character.MyCharacterinline
SwitchWalk()Sandbox.Game.Entities.Character.MyCharacterinline
SyncFlagVRage.Game.Entity.MyEntity
SyncHeadToolTransform(ref MatrixD headMatrix)Sandbox.Game.Entities.Character.MyCharacterinline
SyncObjectVRage.Game.Entity.MyEntity
SyncTypeSandbox.Game.Entities.Character.MyCharacter
TargetFromCameraSandbox.Game.Entities.Character.MyCharacter
TargetPruningProxyIdVRage.Game.Entity.MyEntity
ToolbarSandbox.Game.Entities.Character.MyCharacter
ToolbarTypeSandbox.Game.Entities.Character.MyCharacter
TopMostPruningProxyIdVRage.Game.Entity.MyEntity
ToString()Sandbox.Game.Entities.Character.MyCharacterinline
TriggerCharacterAnimationEvent(string eventName, bool sync)Sandbox.Game.Entities.Character.MyCharacterinline
TryGetAnimationDefinition(string animationSubtypeName, out MyAnimationDefinition animDefinition)Sandbox.Game.Entities.MySkinnedEntityinlineprotected
TryGetSubpart(string name, out MyEntitySubpart subpart)VRage.Game.Entity.MyEntityinline
UnequipWeapon()Sandbox.Game.Entities.Character.MyCharacterinline
Up()Sandbox.Game.Entities.Character.MyCharacterinline
UpdateAfterSimulation()Sandbox.Game.Entities.Character.MyCharacterinlinevirtual
UpdateAfterSimulation10()Sandbox.Game.Entities.Character.MyCharacterinlinevirtual
UpdateAfterSimulation100()Sandbox.Game.Entities.Character.MyCharacterinlinevirtual
UpdateAnimation(float distance)Sandbox.Game.Entities.Character.MyCharacterinlinevirtual
UpdateBeforeSimulation()Sandbox.Game.Entities.Character.MyCharacterinlinevirtual
UpdateBeforeSimulation10()Sandbox.Game.Entities.Character.MyCharacterinlinevirtual
UpdateBeforeSimulation100()Sandbox.Game.Entities.Character.MyCharacterinlinevirtual
UpdateCalled()Sandbox.Game.Entities.Character.MyCharacterinline
UpdateCustomNameWithFaction()Sandbox.Game.Entities.Character.MyCharacterinline
UpdateGamePruningStructure()VRage.Game.Entity.MyEntityinline
UpdateGamePruningStructureExtCallBackVRage.Game.Entity.MyEntitystatic
UpdateHudCharacterInfo()Sandbox.Game.Entities.Character.MyCharacterinline
UpdateLightPower(bool chargeImmediately=false)Sandbox.Game.Entities.Character.MyCharacterinline
UpdateMovementAndFlags(MyCharacterMovementEnum movementState, MyCharacterMovementFlags flags)Sandbox.Game.Entities.Character.MyCharacterinline
UpdateNamedEmissiveParts(uint renderObjectId, string emissiveName, Color emissivePartColor, float emissivity)VRage.Game.Entity.MyEntityinlineprotectedstatic
UpdateOnceBeforeFrame()Sandbox.Game.Entities.Character.MyCharacterinlinevirtual
UpdateOxygen(float oxygenAmount)Sandbox.Game.Entities.Character.MyCharacterinline
UpdateRenderObject()Sandbox.Game.Entities.MySkinnedEntityinlineprotected
UpdateShootDirection(Vector3 direction, int multiplayerUpdateInterval)Sandbox.Game.Entities.Character.MyCharacterinline
UpdateStoredGas(MyDefinitionId gasId, float fillLevel)Sandbox.Game.Entities.Character.MyCharacterinline
UpdateZeroMovement()Sandbox.Game.Entities.Character.MyCharacterinline
UpdatingStopped()VRage.Game.Entity.MyEntityinlinevirtual
Use()Sandbox.Game.Entities.Character.MyCharacterinline
UseContinues()Sandbox.Game.Entities.Character.MyCharacterinline
UseDamageSystemSandbox.Game.Entities.Character.MyCharacter
UseFinished()Sandbox.Game.Entities.Character.MyCharacterinline
UseNewAnimationSystemSandbox.Game.Entities.MySkinnedEntity
UseTerminal()Sandbox.Game.Entities.Character.MyCharacterinline
WantsJumpSandbox.Game.Entities.Character.MyCharacter
WantsWalkSandbox.Game.Entities.Character.MyCharacter
WeaponBoneSandbox.Game.Entities.Character.MyCharacter
WeaponEquipedSandbox.Game.Entities.Character.MyCharacter
WeaponPositionSandbox.Game.Entities.Character.MyCharacter
WeaponTakesBuilderFromInventory(MyDefinitionId?weaponDefinition)Sandbox.Game.Entities.Character.MyCharacterinline
Zoom(bool newKeyPress, bool hideCrosshairWhenAiming=true)Sandbox.Game.Entities.Character.MyCharacterinline
ZoomModeSandbox.Game.Entities.Character.MyCharacter