AddBoneDecal(uint decalId, int boneIndex) | Sandbox.Game.Entities.MySkinnedEntity | inlineprotected |
AddCommand(MyAnimationCommand command, bool sync=false) | Sandbox.Game.Entities.Character.MyCharacter | inlinevirtual |
AddDebugRenderComponent(MyDebugRenderComponentBase render) | VRage.Game.Entity.MyEntity | inline |
AddToGamePruningStructure() | VRage.Game.Entity.MyEntity | inline |
AddToGamePruningStructureExtCallBack | VRage.Game.Entity.MyEntity | static |
AfterPaste() | VRage.Game.Entity.MyEntity | inlinevirtual |
AimedPoint | Sandbox.Game.Entities.Character.MyCharacter | |
AnimationController | Sandbox.Game.Entities.MySkinnedEntity | |
ApplyLastControls() | Sandbox.Game.Entities.Character.MyCharacter | inlinevirtual |
ApplyRotation(Quaternion rot) | Sandbox.Game.Entities.Character.MyCharacter | inline |
AtmosphereDetectorComp | Sandbox.Game.Entities.Character.MyCharacter | |
BaseMass | Sandbox.Game.Entities.Character.MyCharacter | |
BeforeDelete() | Sandbox.Game.Entities.Character.MyCharacter | inlineprotectedvirtual |
BeforePaste() | VRage.Game.Entity.MyEntity | inlinevirtual |
BeforeSave() | VRage.Game.Entity.MyEntity | inlinevirtual |
BeginShoot(MyShootActionEnum action) | Sandbox.Game.Entities.Character.MyCharacter | inline |
BeginShootSync(Vector3 direction, MyShootActionEnum action=MyShootActionEnum.PrimaryAction) | Sandbox.Game.Entities.Character.MyCharacter | inline |
BoneAbsoluteTransforms | Sandbox.Game.Entities.MySkinnedEntity | |
BoneRelativeTransforms | Sandbox.Game.Entities.MySkinnedEntity | |
Breath | Sandbox.Game.Entities.Character.MyCharacter | |
CacheMove(ref Vector3 moveIndicator, ref Quaternion rotate) | Sandbox.Game.Entities.Character.MyCharacter | inline |
CacheMoveDelta(ref Vector3D moveDeltaIndicator) | Sandbox.Game.Entities.Character.MyCharacter | inline |
CalculateTransforms(float distance) | Sandbox.Game.Entities.Character.MyCharacter | inlineprotectedvirtual |
CAMERA_NEAR_DISTANCE | Sandbox.Game.Entities.Character.MyCharacter | |
CanBeAddedToRender() | VRage.Game.Entity.MyEntity | inlineprotectedvirtual |
CanPlaceCharacter(ref MatrixD worldMatrix, bool useCharacterCenter=false, bool checkCharacters=false) | Sandbox.Game.Entities.Character.MyCharacter | inline |
CanStartConstruction(MyCubeBlockDefinition blockDefinition) | Sandbox.Game.Entities.Character.MyCharacter | inline |
CanStartConstruction(Dictionary< MyDefinitionId, int > constructionCost) | Sandbox.Game.Entities.Character.MyCharacter | inline |
CanSwitchAmmoMagazine() | Sandbox.Game.Entities.Character.MyCharacter | inline |
CanSwitchToWeapon(MyDefinitionId?weaponDefinition) | Sandbox.Game.Entities.Character.MyCharacter | inline |
ChangeModelAndColor(string model, Vector3 colorMaskHSV) | Sandbox.Game.Entities.Character.MyCharacter | inline |
CharacterAccumulatedDamage | Sandbox.Game.Entities.Character.MyCharacter | |
CharacterCanDie | Sandbox.Game.Entities.Character.MyCharacter | |
CharacterDied | Sandbox.Game.Entities.Character.MyCharacter | |
CharacterGeneralDamageModifier | Sandbox.Game.Entities.Character.MyCharacter | |
CharactersCanDie | Sandbox.Game.Entities.Character.MyCharacter | static |
CheckPlayerConnection(ulong senderSteamId, ulong receiverSteamId) | Sandbox.Game.Entities.Character.MyCharacter | inline |
ClampToWorld() | VRage.Game.Entity.MyEntity | inlineprotectedvirtual |
ClearDebugRenderComponents() | VRage.Game.Entity.MyEntity | inline |
Close() | VRage.Game.Entity.MyEntity | inline |
Closed | VRage.Game.Entity.MyEntity | |
Closing() | Sandbox.Game.Entities.Character.MyCharacter | inlineprotectedvirtual |
ColorMask | Sandbox.Game.Entities.Character.MyCharacter | |
Components | VRage.Game.Entity.MyEntity | |
ControlContext | Sandbox.Game.Entities.Character.MyCharacter | |
ControllerInfo | Sandbox.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.MyCharacter | inlinestatic |
CreateDefaultSyncEntityDelegate(MyEntity thisEntity) | VRage.Game.Entity.MyEntity | |
CreateDefaultSyncEntityExtCallback | VRage.Game.Entity.MyEntity | static |
CreateGun(MyObjectBuilder_EntityBase gunEntity, uint?inventoryItemId=null) | Sandbox.Game.Entities.Character.MyCharacter | inlinestatic |
CreateStandardRenderComponentsExtCallback | VRage.Game.Entity.MyEntity | static |
CreateSync() | VRage.Game.Entity.MyEntity | inline |
Crouch() | Sandbox.Game.Entities.Character.MyCharacter | inline |
CurrentJump | Sandbox.Game.Entities.Character.MyCharacter | |
CurrentLightPower | Sandbox.Game.Entities.Character.MyCharacter | |
CurrentMass | Sandbox.Game.Entities.Character.MyCharacter | |
CurrentMovementState(MyCharacterMovementEnum state) | Sandbox.Game.Entities.Character.MyCharacter | inline |
CurrentRespawnCounter | Sandbox.Game.Entities.Character.MyCharacter | |
CurrentWeapon | Sandbox.Game.Entities.Character.MyCharacter | |
CustomNameWithFaction | Sandbox.Game.Entities.Character.MyCharacter | |
DebugAsyncLoading | VRage.Game.Entity.MyEntity | |
DebugCreatedBy | VRage.Game.Entity.MyEntity | |
DebugDraw() | VRage.Game.Entity.MyEntity | inline |
DebugDrawInvalidTriangles() | VRage.Game.Entity.MyEntity | inline |
DebugDrawPhysics() | VRage.Game.Entity.MyEntity | inlinevirtual |
DebugMode | Sandbox.Game.Entities.Character.MyCharacter | |
DebugName | VRage.Game.Entity.MyEntity | |
DecalBoneUpdates | Sandbox.Game.Entities.MySkinnedEntity | |
DefaultModel | Sandbox.Game.Entities.Character.MyCharacter | static |
Definition | Sandbox.Game.Entities.Character.MyCharacter | |
DefinitionId | VRage.Game.Entity.MyEntity | |
Delete() | VRage.Game.Entity.MyEntity | inline |
DeserializeControls(BitStream stream, bool outOfOrder) | Sandbox.Game.Entities.Character.MyCharacter | inlinevirtual |
Die() | Sandbox.Game.Entities.Character.MyCharacter | inline |
DisableAnimationCommands() | Sandbox.Game.Entities.Character.MyCharacter | inline |
DisplayName | VRage.Game.Entity.MyEntity | |
DisplayNameText | Sandbox.Game.Entities.Character.MyCharacter | |
DoDamage(float damage, MyStringHash damageType, bool updateSync, long attackerId=0) | Sandbox.Game.Entities.Character.MyCharacter | inline |
DoOverlapSphereTest(float sphereRadius, Vector3D spherePos) | VRage.Game.Entity.MyEntity | inlinevirtual |
Down() | Sandbox.Game.Entities.Character.MyCharacter | inline |
DrawHud(IMyCameraController camera, long playerId) | Sandbox.Game.Entities.Character.MyCharacter | inline |
EnableAnimationCommands() | Sandbox.Game.Entities.Character.MyCharacter | inline |
EnableBroadcasting(bool enable) | Sandbox.Game.Entities.Character.MyCharacter | inline |
EnableBroadcastingCallback(bool enable) | Sandbox.Game.Entities.Character.MyCharacter | inline |
EnableHead(bool enabled) | Sandbox.Game.Entities.Character.MyCharacter | inline |
EnableIronsight(bool enable, bool newKeyPress, bool changeCamera, bool hideCrosshairWhenAiming=true) | Sandbox.Game.Entities.Character.MyCharacter | inline |
EnableIronsightCallback(bool enable, bool newKeyPress, bool changeCamera, bool hideCrosshairWhenAiming=true) | Sandbox.Game.Entities.Character.MyCharacter | inline |
EnableLights(bool enable) | Sandbox.Game.Entities.Character.MyCharacter | inline |
EndShoot(MyShootActionEnum action) | Sandbox.Game.Entities.Character.MyCharacter | inline |
EndShootSync(MyShootActionEnum action=MyShootActionEnum.PrimaryAction) | Sandbox.Game.Entities.Character.MyCharacter | inline |
Entity | Sandbox.Game.Entities.Character.MyCharacter | |
EnvironmentOxygenLevel | Sandbox.Game.Entities.Character.MyCharacter | |
FindWeaponItemByDefinition(MyDefinitionId weaponDefinition) | Sandbox.Game.Entities.Character.MyCharacter | inline |
Flags | VRage.Game.Entity.MyEntity | |
FlushAnimationQueue() | Sandbox.Game.Entities.MySkinnedEntity | inlineprotected |
ForceFirstPersonCamera | Sandbox.Game.Entities.Character.MyCharacter | |
ForceUpdateBreath() | Sandbox.Game.Entities.Character.MyCharacter | inline |
GameLogic | VRage.Game.Entity.MyEntity | |
GamePruningProxyId | VRage.Game.Entity.MyEntity | |
Get3rdBoneMatrix(bool includeY, bool includeX=true) | Sandbox.Game.Entities.Character.MyCharacter | inline |
Get3rdCameraMatrix(bool includeY, bool includeX=true) | Sandbox.Game.Entities.Character.MyCharacter | inline |
GetAdditionalRotation(string bone) | Sandbox.Game.Entities.MySkinnedEntity | inline |
GetBaseEntity() | VRage.Game.Entity.MyEntity | inlinevirtual |
GetCameraEntitySettings() | Sandbox.Game.Entities.Character.MyCharacter | inline |
GetCurrentMovementState() | Sandbox.Game.Entities.Character.MyCharacter | inline |
GetDistanceBetweenCameraAndBoundingSphere() | VRage.Game.Entity.MyEntity | inline |
GetDistanceBetweenCameraAndPosition() | VRage.Game.Entity.MyEntity | inline |
GetDistanceBetweenPlayerPositionAndBoundingSphere() | VRage.Game.Entity.MyEntity | inline |
GetFactionTag() | Sandbox.Game.Entities.Character.MyCharacter | inline |
GetFriendlyName() | VRage.Game.Entity.MyEntity | inlinevirtual |
GetHeadMatrix(bool includeY, bool includeX=true, bool forceHeadAnim=false, bool forceHeadBone=false, bool preferLocalOverSync=false) | Sandbox.Game.Entities.Character.MyCharacter | inline |
GetHudParams(bool allowBlink) | Sandbox.Game.Entities.Character.MyCharacter | inlinevirtual |
GetIntersectionWithLine(ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?tri, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) | Sandbox.Game.Entities.Character.MyCharacter | inlinevirtual |
GetIntersectionWithLine(ref LineD line, ref MyCharacterHitInfo info, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) | Sandbox.Game.Entities.Character.MyCharacter | inline |
Sandbox::Game::Entities::MySkinnedEntity.GetIntersectionWithLine(ref LineD line, out Vector3D?v, bool useCollisionModel=true, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) | VRage.Game.Entity.MyEntity | inlinevirtual |
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.MyEntity | inlinevirtual |
GetIntersectionWithSphere(ref BoundingSphereD sphere) | VRage.Game.Entity.MyEntity | inlinevirtual |
GetInventoryBase(int index) | VRage.Game.Entity.MyEntity | inlinevirtual |
GetInventoryBase() | VRage.Game.Entity.MyEntity | inline |
GetLargestDistanceBetweenCameraAndBoundingSphere() | VRage.Game.Entity.MyEntity | inline |
GetLocalWeaponPosition() | Sandbox.Game.Entities.Character.MyCharacter | inline |
GetModelAndDefinition(MyObjectBuilder_Character characterOb, out string characterModel, out MyCharacterDefinition characterDefinition, ref Vector3 colorMask) | Sandbox.Game.Entities.Character.MyCharacter | inlinestatic |
GetNetState(out MyCharacterNetState state) | Sandbox.Game.Entities.Character.MyCharacter | inline |
GetNetworkMovementState() | Sandbox.Game.Entities.Character.MyCharacter | inline |
GetObjectBuilder(bool copy=false) | Sandbox.Game.Entities.Character.MyCharacter | inlinevirtual |
GetPlayerIdentityId() | Sandbox.Game.Entities.Character.MyCharacter | inline |
GetPreviousMovementState() | Sandbox.Game.Entities.Character.MyCharacter | inline |
GetRelationTo(long playerId) | Sandbox.Game.Entities.Character.MyCharacter | inline |
GetRotation() | Sandbox.Game.Entities.Character.MyCharacter | inline |
GetShootingAction() | Sandbox.Game.Entities.Character.MyCharacter | inline |
GetSmallestDistanceBetweenCameraAndBoundingSphere() | VRage.Game.Entity.MyEntity | inline |
GetSubpart(string name) | VRage.Game.Entity.MyEntity | inline |
GetSuitGasFillLevel(MyDefinitionId gasDefinitionId) | Sandbox.Game.Entities.Character.MyCharacter | inline |
GetTopMostParent(Type type=null) | VRage.Game.Entity.MyEntity | inline |
GetTrianglesIntersectingSphere(ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles) | VRage.Game.Entity.MyEntity | inline |
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.MyCharacter | inlinevirtual |
HackyComponentInitByMiroPleaseDontUseEver(MyDefinitionId id) | VRage.Game.Entity.MyEntity | inline |
HandItemDefinition | Sandbox.Game.Entities.Character.MyCharacter | |
HasAnimation(string animationName) | Sandbox.Game.Entities.Character.MyCharacter | inline |
HeadBoneIndex | Sandbox.Game.Entities.Character.MyCharacter | |
HeadLocalXAngle | Sandbox.Game.Entities.Character.MyCharacter | |
HeadLocalYAngle | Sandbox.Game.Entities.Character.MyCharacter | |
HeadMoved | Sandbox.Game.Entities.Character.MyCharacter | |
Hierarchy | VRage.Game.Entity.MyEntity | |
HK_CHARACTER_FLYING | Sandbox.Game.Entities.Character.MyCharacter | |
Init(MyObjectBuilder_EntityBase objectBuilder) | Sandbox.Game.Entities.Character.MyCharacter | inlinevirtual |
Sandbox::Game::Entities::MySkinnedEntity.Init(StringBuilder displayName, string model, MyEntity parentObject, float?scale, string modelCollision=null) | Sandbox.Game.Entities.MySkinnedEntity | inlinevirtual |
InitBones() | Sandbox.Game.Entities.MySkinnedEntity | inlineprotected |
InitComponentsExtCallback | VRage.Game.Entity.MyEntity | static |
InScene | VRage.Game.Entity.MyEntity | |
Integrity | Sandbox.Game.Entities.Character.MyCharacter | |
InteractiveDistance | Sandbox.Game.Entities.Character.MyCharacter | |
InvalidateOnMove | VRage.Game.Entity.MyEntity | |
InventoryAggregate | Sandbox.Game.Entities.Character.MyCharacter | |
IsBot | Sandbox.Game.Entities.Character.MyCharacter | |
IsCameraNear | Sandbox.Game.Entities.Character.MyCharacter | |
IsCCDForProjectiles | VRage.Game.Entity.MyEntity | |
IsCrouching | Sandbox.Game.Entities.Character.MyCharacter | |
IsDead | Sandbox.Game.Entities.Character.MyCharacter | |
IsFalling | Sandbox.Game.Entities.Character.MyCharacter | |
IsIdle | Sandbox.Game.Entities.Character.MyCharacter | |
IsInFirstPersonView | Sandbox.Game.Entities.Character.MyCharacter | |
IsJumping | Sandbox.Game.Entities.Character.MyCharacter | |
IsLocalHeadAnimationInProgress() | Sandbox.Game.Entities.Character.MyCharacter | inline |
IsMagneticBootsEnabled | Sandbox.Game.Entities.Character.MyCharacter | |
IsPlayer | Sandbox.Game.Entities.Character.MyCharacter | |
IsPreview | VRage.Game.Entity.MyEntity | |
IsReadyForReplication | VRage.Game.Entity.MyEntity | |
IsRotating | Sandbox.Game.Entities.Character.MyCharacter | |
IsRunningState(MyCharacterMovementEnum state) | Sandbox.Game.Entities.Character.MyCharacter | inlinestatic |
IsShooting(MyShootActionEnum action) | Sandbox.Game.Entities.Character.MyCharacter | inline |
IsSitting | Sandbox.Game.Entities.Character.MyCharacter | |
IsSprinting | Sandbox.Game.Entities.Character.MyCharacter | |
IsUsing | Sandbox.Game.Entities.Character.MyCharacter | |
IsVolumetric | VRage.Game.Entity.MyEntity | |
IsWalkingState(MyCharacterMovementEnum state) | Sandbox.Game.Entities.Character.MyCharacter | inlinestatic |
JetpackComp | Sandbox.Game.Entities.Character.MyCharacter | |
JetpackRunning | Sandbox.Game.Entities.Character.MyCharacter | |
Jump() | Sandbox.Game.Entities.Character.MyCharacter | inline |
Kill(bool sync, MyDamageInformation damageInfo) | Sandbox.Game.Entities.Character.MyCharacter | inline |
LeftHandItem | Sandbox.Game.Entities.Character.MyCharacter | |
LIGHT_GLARE_MAX_DISTANCE | Sandbox.Game.Entities.Character.MyCharacter | |
LightEnabled | Sandbox.Game.Entities.Character.MyCharacter | |
LocationForHudMarker | Sandbox.Game.Entities.Character.MyCharacter | |
m_actualDrawFrame | Sandbox.Game.Entities.MySkinnedEntity | protected |
m_actualUpdateFrame | Sandbox.Game.Entities.MySkinnedEntity | protected |
m_additionalRotations | Sandbox.Game.Entities.MySkinnedEntity | protected |
m_characterBoneCapsulesReady | Sandbox.Game.Entities.Character.MyCharacter | protected |
m_hudParams | VRage.Game.Entity.MyEntity | protected |
m_massChangeForCollisions | VRage.Game.Entity.MyEntity | |
m_modelCollision | VRage.Game.Entity.MyEntity | protected |
m_positionResetFromServer | VRage.Game.Entity.MyEntity | |
m_serverAngularVelocity | VRage.Game.Entity.MyEntity | |
m_serverLinearVelocity | VRage.Game.Entity.MyEntity | |
m_serverOrientation | VRage.Game.Entity.MyEntity | |
m_serverPosition | VRage.Game.Entity.MyEntity | |
m_serverWorldMatrix | VRage.Game.Entity.MyEntity | |
ManipulatedEntity | Sandbox.Game.Entities.Character.MyCharacter | |
MarkedForClose | VRage.Game.Entity.MyEntity | |
MaxGlassDistSq | VRage.Game.Entity.MyEntity | |
MINIMAL_SPEED | Sandbox.Game.Entities.Character.MyCharacter | |
Model | VRage.Game.Entity.MyEntity | |
ModelCollision | VRage.Game.Entity.MyEntity | |
ModelName | Sandbox.Game.Entities.Character.MyCharacter | |
MoveAndRotate(Vector3 moveIndicator, Vector2 rotationIndicator, float rollIndicator) | Sandbox.Game.Entities.Character.MyCharacter | inline |
MoveAndRotateStopped() | Sandbox.Game.Entities.Character.MyCharacter | inline |
MoveIndicator | Sandbox.Game.Entities.Character.MyCharacter | |
MovementFlags | Sandbox.Game.Entities.Character.MyCharacter | |
MyCharacter() | Sandbox.Game.Entities.Character.MyCharacter | inline |
MyEntitiesCreateFromObjectBuilderExtCallback | VRage.Game.Entity.MyEntity | static |
MyEntity() | VRage.Game.Entity.MyEntity | inline |
MyEntity(bool initComponents=true) | VRage.Game.Entity.MyEntity | inline |
MyEntityFactoryCreateObjectBuilderDelegate(MyEntity entity) | VRage.Game.Entity.MyEntity | |
MyEntityFactoryCreateObjectBuilderExtCallback | VRage.Game.Entity.MyEntity | static |
MyProceduralWorldGeneratorTrackEntityExtCallback | VRage.Game.Entity.MyEntity | static |
MySkinnedEntity() | Sandbox.Game.Entities.MySkinnedEntity | inline |
MyWeldingGroupsAddNodeExtCallback | VRage.Game.Entity.MyEntity | static |
MyWeldingGroupsGetGroupNodesExtCallback | VRage.Game.Entity.MyEntity | static |
MyWeldingGroupsGroupExistsDelegate(MyEntity entity) | VRage.Game.Entity.MyEntity | |
MyWeldingGroupsGroupExistsExtCallback | VRage.Game.Entity.MyEntity | static |
MyWeldingGroupsRemoveNodeExtCallback | VRage.Game.Entity.MyEntity | static |
Name | VRage.Game.Entity.MyEntity | |
NeedsUpdate | VRage.Game.Entity.MyEntity | |
ObtainBones() | Sandbox.Game.Entities.MySkinnedEntity | inlinevirtual |
OnAddedToScene(object source) | Sandbox.Game.Entities.Character.MyCharacter | inlinevirtual |
OnAnimationPlay(MyAnimationDefinition animDefinition, MyAnimationCommand command, ref string bonesArea, ref MyFrameOption frameOption, ref bool useFirstPersonVersion) | Sandbox.Game.Entities.Character.MyCharacter | inlineprotectedvirtual |
OnAssumeControl(IMyCameraController previousCameraController) | Sandbox.Game.Entities.Character.MyCharacter | inline |
OnBeginShoot(MyShootActionEnum action) | Sandbox.Game.Entities.Character.MyCharacter | inline |
OnCharacterDied | Sandbox.Game.Entities.Character.MyCharacter | static |
OnClose | VRage.Game.Entity.MyEntity | |
OnClosing | VRage.Game.Entity.MyEntity | |
OnCreateSync() | VRage.Game.Entity.MyEntity | inlineprotectedvirtual |
OnDestroy() | Sandbox.Game.Entities.Character.MyCharacter | inline |
OnEndShoot(MyShootActionEnum action) | Sandbox.Game.Entities.Character.MyCharacter | inline |
OnInventoryBreak() | Sandbox.Game.Entities.Character.MyCharacter | inline |
OnInventoryComponentAdded(MyInventoryBase inventory) | VRage.Game.Entity.MyEntity | inlineprotectedvirtual |
OnInventoryComponentRemoved(MyInventoryBase inventory) | VRage.Game.Entity.MyEntity | inlineprotectedvirtual |
OnMarkForClose | VRage.Game.Entity.MyEntity | |
OnMovementStateChanged | Sandbox.Game.Entities.Character.MyCharacter | |
OnPhysicsChanged | VRage.Game.Entity.MyEntity | |
OnReleaseControl(IMyCameraController newCameraController) | Sandbox.Game.Entities.Character.MyCharacter | inline |
OnRemovedFromScene(object source) | Sandbox.Game.Entities.Character.MyCharacter | inlinevirtual |
OnWeaponChanged | Sandbox.Game.Entities.Character.MyCharacter | |
OutOfAmmoNotification | Sandbox.Game.Entities.Character.MyCharacter | static |
OxygenComponent | Sandbox.Game.Entities.Character.MyCharacter | |
Parent | VRage.Game.Entity.MyEntity | |
Physics | Sandbox.Game.Entities.Character.MyCharacter | |
PickUp() | Sandbox.Game.Entities.Character.MyCharacter | inline |
PickUpContinues() | Sandbox.Game.Entities.Character.MyCharacter | inline |
PickUpFinished() | Sandbox.Game.Entities.Character.MyCharacter | inline |
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.MyCharacter | inline |
PlaySecondarySound(VRage.Audio.MyCueId soundId) | Sandbox.Game.Entities.Character.MyCharacter | inline |
POINT_COLOR | Sandbox.Game.Entities.Character.MyCharacter | static |
POINT_COLOR_SPECULAR | Sandbox.Game.Entities.Character.MyCharacter | static |
POINT_LIGHT_INTENSITY | Sandbox.Game.Entities.Character.MyCharacter | |
POINT_LIGHT_RANGE | Sandbox.Game.Entities.Character.MyCharacter | |
PositionComp | VRage.Game.Entity.MyEntity | |
Preload() | Sandbox.Game.Entities.Character.MyCharacter | inlinestatic |
PrepareForDraw() | VRage.Game.Entity.MyEntity | inlinevirtual |
PreviousMovementFlags | Sandbox.Game.Entities.Character.MyCharacter | |
PrimaryLookaround | Sandbox.Game.Entities.Character.MyCharacter | |
ProcessCommands() | Sandbox.Game.Entities.MySkinnedEntity | inlineprotected |
PromoteLevel | Sandbox.Game.Entities.Character.MyCharacter | |
RaisePhysicsChanged() | VRage.Game.Entity.MyEntity | inline |
Random() | Sandbox.Game.Entities.Character.MyCharacter | inlinestatic |
ReadyForReplicationAction | VRage.Game.Entity.MyEntity | |
REFLECTOR_BILLBOARD_LENGTH | Sandbox.Game.Entities.Character.MyCharacter | |
REFLECTOR_BILLBOARD_THICKNESS | Sandbox.Game.Entities.Character.MyCharacter | |
REFLECTOR_COLOR | Sandbox.Game.Entities.Character.MyCharacter | static |
REFLECTOR_CONE_ANGLE | Sandbox.Game.Entities.Character.MyCharacter | |
REFLECTOR_DIFFUSE_FACTOR | Sandbox.Game.Entities.Character.MyCharacter | |
REFLECTOR_DIRECTION | Sandbox.Game.Entities.Character.MyCharacter | |
REFLECTOR_GLOSS_FACTOR | Sandbox.Game.Entities.Character.MyCharacter | |
REFLECTOR_INTENSITY | Sandbox.Game.Entities.Character.MyCharacter | |
REFLECTOR_RANGE | Sandbox.Game.Entities.Character.MyCharacter | |
RefreshModels(string model, string modelCollision) | VRage.Game.Entity.MyEntity | inlinevirtual |
RemoveFromGamePruningStructure() | VRage.Game.Entity.MyEntity | inline |
RemoveFromGamePruningStructureExtCallBack | VRage.Game.Entity.MyEntity | static |
RemoveNotification(ref MyHudNotification notification) | Sandbox.Game.Entities.Character.MyCharacter | inline |
ResponsibleForUpdate(MyNetworkClient player) | Sandbox.Game.Entities.Character.MyCharacter | inline |
RetryFactionMessage(long factionId1, long factionId2, MyFactionChatItem chatItem, MyIdentity currentSenderIdentity) | Sandbox.Game.Entities.Character.MyCharacter | inlinestatic |
ReverbDetectorComp | Sandbox.Game.Entities.Character.MyCharacter | |
RollIndicator | Sandbox.Game.Entities.Character.MyCharacter | |
Rotate(Vector2 rotationIndicator, float roll) | Sandbox.Game.Entities.Character.MyCharacter | inline |
RotateStopped() | Sandbox.Game.Entities.Character.MyCharacter | inline |
RotationCenterIndicator | Sandbox.Game.Entities.Character.MyCharacter | |
RotationIndicator | Sandbox.Game.Entities.Character.MyCharacter | |
RotationSpeed | Sandbox.Game.Entities.Character.MyCharacter | |
Save | VRage.Game.Entity.MyEntity | |
SendAnimationCommand(ref MyAnimationCommand command) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SendAnimationEvent(string eventName) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SendNewFactionMessage(long factionId1, long factionId2, MyFactionChatItem chatItem) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SendNewGlobalMessage(MyPlayer.PlayerId senderId, string text) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SendNewPlayerMessage(MyPlayer.PlayerId senderId, MyPlayer.PlayerId receiverId, string text, TimeSpan timestamp) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SendRagdollTransforms(Matrix world, Matrix[] localBodiesTransforms) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SendRefillFromBottle(MyDefinitionId gasId) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SentFromServer | VRage.Game.Entity.MyEntity | |
SerializeControls(BitStream stream) | Sandbox.Game.Entities.Character.MyCharacter | inlinevirtual |
SetBoneLODs(Dictionary< float, string[]> boneLODs) | Sandbox.Game.Entities.MySkinnedEntity | inline |
SetEmissiveParts(string emissiveName, Color emissivePartColor, float emissivity) | VRage.Game.Entity.MyEntity | inline |
SetEmissivePartsForSubparts(string emissiveName, Color emissivePartColor, float emissivity) | VRage.Game.Entity.MyEntity | inline |
SetHandAdditionalRotation(Quaternion rotation, bool updateSync=true) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SetHeadAdditionalRotation(Quaternion rotation, bool updateSync=true) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SetLocalHeadAnimation(float?targetX, float?targetY, float length) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SetNetState(ref MyCharacterNetState state, bool animating) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SetPhysicsEnabled(bool enabled) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SetPlayer(MyPlayer player, bool update=true) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SetPreviousMovementState(MyCharacterMovementEnum previousMovementState) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SetSpeedsAccordingToServerValues() | VRage.Game.Entity.MyEntity | inline |
SetSpineAdditionalRotation(Quaternion rotation, Quaternion rotationForClients, bool updateSync=true) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SetupAutoswitch(MyDefinitionId?switchToNow, MyDefinitionId?switchOnEndShoot) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SetUpperHandAdditionalRotation(Quaternion rotation, bool updateSync=true) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SetWorldMatrix(MatrixD worldMatrix, bool forceUpdate=false, bool updateChildren=true) | VRage.Game.Entity.MyEntity | inlinevirtual |
ShootDirection | Sandbox.Game.Entities.Character.MyCharacter | |
ShowAggregateInventoryScreen(MyInventoryBase rightSelectedInventory=null) | Sandbox.Game.Entities.Character.MyCharacter | inline |
ShowInventory() | Sandbox.Game.Entities.Character.MyCharacter | inline |
ShowOutOfAmmoNotification() | Sandbox.Game.Entities.Character.MyCharacter | inline |
ShowTerminal() | Sandbox.Game.Entities.Character.MyCharacter | inline |
SinkComp | Sandbox.Game.Entities.Character.MyCharacter | |
Sit(bool enableFirstPerson, bool playerIsPilot, bool enableBag, string animation) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SoundComp | Sandbox.Game.Entities.Character.MyCharacter | |
SpawnCharacterRelative(long RelatedEntity, Vector3 DeltaPosition) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SpineBoneIndex | Sandbox.Game.Entities.Character.MyCharacter | |
Sprint(bool enabled) | Sandbox.Game.Entities.Character.MyCharacter | inline |
Stand() | Sandbox.Game.Entities.Character.MyCharacter | inline |
StatComp | Sandbox.Game.Entities.Character.MyCharacter | |
StaticForPruningStructure | VRage.Game.Entity.MyEntity | |
StopLowerCharacterAnimation(float blendTime) | Sandbox.Game.Entities.Character.MyCharacter | inline |
StopUpperCharacterAnimation(float blendTime) | Sandbox.Game.Entities.Character.MyCharacter | inline |
Storage | VRage.Game.Entity.MyEntity | |
Subparts | VRage.Game.Entity.MyEntity | |
SuitBattery | Sandbox.Game.Entities.Character.MyCharacter | |
SuitEnergyLevel | Sandbox.Game.Entities.Character.MyCharacter | |
SwitchAmmoMagazine() | Sandbox.Game.Entities.Character.MyCharacter | inline |
SwitchBroadcasting() | Sandbox.Game.Entities.Character.MyCharacter | inline |
SwitchJetpack() | Sandbox.Game.Entities.Character.MyCharacter | inline |
SwitchLeadingGears() | Sandbox.Game.Entities.Character.MyCharacter | inline |
SwitchLights() | Sandbox.Game.Entities.Character.MyCharacter | inline |
SwitchReactors() | Sandbox.Game.Entities.Character.MyCharacter | inline |
SwitchToWeapon(MyDefinitionId weaponDefinition) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SwitchToWeapon(MyDefinitionId?weaponDefinition, bool sync=true) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SwitchToWeapon(MyToolbarItemWeapon weapon) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SwitchToWeapon(MyToolbarItemWeapon weapon, uint?inventoryItemId) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SwitchWalk() | Sandbox.Game.Entities.Character.MyCharacter | inline |
SyncFlag | VRage.Game.Entity.MyEntity | |
SyncHeadToolTransform(ref MatrixD headMatrix) | Sandbox.Game.Entities.Character.MyCharacter | inline |
SyncObject | VRage.Game.Entity.MyEntity | |
SyncType | Sandbox.Game.Entities.Character.MyCharacter | |
TargetFromCamera | Sandbox.Game.Entities.Character.MyCharacter | |
TargetPruningProxyId | VRage.Game.Entity.MyEntity | |
Toolbar | Sandbox.Game.Entities.Character.MyCharacter | |
ToolbarType | Sandbox.Game.Entities.Character.MyCharacter | |
TopMostPruningProxyId | VRage.Game.Entity.MyEntity | |
ToString() | Sandbox.Game.Entities.Character.MyCharacter | inline |
TriggerCharacterAnimationEvent(string eventName, bool sync) | Sandbox.Game.Entities.Character.MyCharacter | inline |
TryGetAnimationDefinition(string animationSubtypeName, out MyAnimationDefinition animDefinition) | Sandbox.Game.Entities.MySkinnedEntity | inlineprotected |
TryGetSubpart(string name, out MyEntitySubpart subpart) | VRage.Game.Entity.MyEntity | inline |
UnequipWeapon() | Sandbox.Game.Entities.Character.MyCharacter | inline |
Up() | Sandbox.Game.Entities.Character.MyCharacter | inline |
UpdateAfterSimulation() | Sandbox.Game.Entities.Character.MyCharacter | inlinevirtual |
UpdateAfterSimulation10() | Sandbox.Game.Entities.Character.MyCharacter | inlinevirtual |
UpdateAfterSimulation100() | Sandbox.Game.Entities.Character.MyCharacter | inlinevirtual |
UpdateAnimation(float distance) | Sandbox.Game.Entities.Character.MyCharacter | inlinevirtual |
UpdateBeforeSimulation() | Sandbox.Game.Entities.Character.MyCharacter | inlinevirtual |
UpdateBeforeSimulation10() | Sandbox.Game.Entities.Character.MyCharacter | inlinevirtual |
UpdateBeforeSimulation100() | Sandbox.Game.Entities.Character.MyCharacter | inlinevirtual |
UpdateCalled() | Sandbox.Game.Entities.Character.MyCharacter | inline |
UpdateCustomNameWithFaction() | Sandbox.Game.Entities.Character.MyCharacter | inline |
UpdateGamePruningStructure() | VRage.Game.Entity.MyEntity | inline |
UpdateGamePruningStructureExtCallBack | VRage.Game.Entity.MyEntity | static |
UpdateHudCharacterInfo() | Sandbox.Game.Entities.Character.MyCharacter | inline |
UpdateLightPower(bool chargeImmediately=false) | Sandbox.Game.Entities.Character.MyCharacter | inline |
UpdateMovementAndFlags(MyCharacterMovementEnum movementState, MyCharacterMovementFlags flags) | Sandbox.Game.Entities.Character.MyCharacter | inline |
UpdateNamedEmissiveParts(uint renderObjectId, string emissiveName, Color emissivePartColor, float emissivity) | VRage.Game.Entity.MyEntity | inlineprotectedstatic |
UpdateOnceBeforeFrame() | Sandbox.Game.Entities.Character.MyCharacter | inlinevirtual |
UpdateOxygen(float oxygenAmount) | Sandbox.Game.Entities.Character.MyCharacter | inline |
UpdateRenderObject() | Sandbox.Game.Entities.MySkinnedEntity | inlineprotected |
UpdateShootDirection(Vector3 direction, int multiplayerUpdateInterval) | Sandbox.Game.Entities.Character.MyCharacter | inline |
UpdateStoredGas(MyDefinitionId gasId, float fillLevel) | Sandbox.Game.Entities.Character.MyCharacter | inline |
UpdateZeroMovement() | Sandbox.Game.Entities.Character.MyCharacter | inline |
UpdatingStopped() | VRage.Game.Entity.MyEntity | inlinevirtual |
Use() | Sandbox.Game.Entities.Character.MyCharacter | inline |
UseContinues() | Sandbox.Game.Entities.Character.MyCharacter | inline |
UseDamageSystem | Sandbox.Game.Entities.Character.MyCharacter | |
UseFinished() | Sandbox.Game.Entities.Character.MyCharacter | inline |
UseNewAnimationSystem | Sandbox.Game.Entities.MySkinnedEntity | |
UseTerminal() | Sandbox.Game.Entities.Character.MyCharacter | inline |
WantsJump | Sandbox.Game.Entities.Character.MyCharacter | |
WantsWalk | Sandbox.Game.Entities.Character.MyCharacter | |
WeaponBone | Sandbox.Game.Entities.Character.MyCharacter | |
WeaponEquiped | Sandbox.Game.Entities.Character.MyCharacter | |
WeaponPosition | Sandbox.Game.Entities.Character.MyCharacter | |
WeaponTakesBuilderFromInventory(MyDefinitionId?weaponDefinition) | Sandbox.Game.Entities.Character.MyCharacter | inline |
Zoom(bool newKeyPress, bool hideCrosshairWhenAiming=true) | Sandbox.Game.Entities.Character.MyCharacter | inline |
ZoomMode | Sandbox.Game.Entities.Character.MyCharacter | |