Space Engineers
Classes | Public Member Functions | Static Public Member Functions | Public Attributes | Static Public Attributes | Protected Member Functions | Protected Attributes | Properties | Events | List of all members
Sandbox.Game.Entities.Character.MyCharacter Class Reference
Inheritance diagram for Sandbox.Game.Entities.Character.MyCharacter:
VRage.Game.ModAPI.Interfaces.IMyDecalProxy VRage.Game.ModAPI.Interfaces.IMyDestroyableObject VRage.Game.ModAPI.Ingame.IMyInventoryOwner Sandbox.Game.Entities.IMyControllableEntity VRage.Game.ModAPI.Interfaces.IMyCameraController Sandbox.Game.Entities.MySkinnedEntity VRage.Game.ModAPI.Interfaces.IMyDestroyableObject VRage.Game.ModAPI.Ingame.IMyInventoryOwner Sandbox.Game.Entities.IMyControllableEntity VRage.Game.ModAPI.Interfaces.IMyCameraController Sandbox.Game.Entities.MySkinnedEntity

Public Member Functions

bool UpdateCalled ()
 
bool IsShooting (MyShootActionEnum action)
 
MyShootActionEnum GetShootingAction ()
 
 MyCharacter ()
 
override void Init (MyObjectBuilder_EntityBase objectBuilder)
 
override MyObjectBuilder_EntityBase GetObjectBuilder (bool copy=false)
 Gets object builder from object. More...
 
override void UpdateBeforeSimulation ()
 
void UpdateLightPower (bool chargeImmediately=false)
 
override void UpdateBeforeSimulation10 ()
 Called each 10th frame if registered for update10 More...
 
override void UpdateBeforeSimulation100 ()
 Called each 100th frame if registered for update100 More...
 
override void UpdateAfterSimulation10 ()
 
void DrawHud (IMyCameraController camera, long playerId)
 
override void UpdateAfterSimulation ()
 
override void UpdateAfterSimulation100 ()
 
void UpdateZeroMovement ()
 
void Rotate (Vector2 rotationIndicator, float roll)
 Rotate camera controller. More...
 
void RotateStopped ()
 Rotation of camera controller stopped. More...
 
void MoveAndRotateStopped ()
 
void MoveAndRotate (Vector3 moveIndicator, Vector2 rotationIndicator, float rollIndicator)
 
void CacheMove (ref Vector3 moveIndicator, ref Quaternion rotate)
 
void CacheMoveDelta (ref Vector3D moveDeltaIndicator)
 
bool CanPlaceCharacter (ref MatrixD worldMatrix, bool useCharacterCenter=false, bool checkCharacters=false)
 
MyCharacterMovementEnum GetCurrentMovementState ()
 
MyCharacterMovementEnum GetPreviousMovementState ()
 
MyCharacterMovementEnum GetNetworkMovementState ()
 
void CurrentMovementState (MyCharacterMovementEnum state)
 
void SetPreviousMovementState (MyCharacterMovementEnum previousMovementState)
 
MatrixD GetHeadMatrix (bool includeY, bool includeX=true, bool forceHeadAnim=false, bool forceHeadBone=false, bool preferLocalOverSync=false)
 
MatrixD Get3rdCameraMatrix (bool includeY, bool includeX=true)
 
MatrixD Get3rdBoneMatrix (bool includeY, bool includeX=true)
 
override MatrixD GetViewMatrix ()
 
override bool GetIntersectionWithLine (ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?tri, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES)
 
bool GetIntersectionWithLine (ref LineD line, ref MyCharacterHitInfo info, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES)
 Returns closest hit from line start position. More...
 
void BeginShoot (MyShootActionEnum action)
 This will be called locally to start shooting with the given action More...
 
void OnBeginShoot (MyShootActionEnum action)
 This will be called back from the sync object both on local and remote clients More...
 
void SetupAutoswitch (MyDefinitionId?switchToNow, MyDefinitionId?switchOnEndShoot)
 
void EndShoot (MyShootActionEnum action)
 This will be called locally to start shooting with the given action More...
 
void OnEndShoot (MyShootActionEnum action)
 This will be called back from the sync object both on local and remote clients More...
 
void Zoom (bool newKeyPress, bool hideCrosshairWhenAiming=true)
 
void EnableIronsight (bool enable, bool newKeyPress, bool changeCamera, bool hideCrosshairWhenAiming=true)
 
void EnableIronsightCallback (bool enable, bool newKeyPress, bool changeCamera, bool hideCrosshairWhenAiming=true)
 
MyPhysicalInventoryItem FindWeaponItemByDefinition (MyDefinitionId weaponDefinition)
 This method finds the given weapon in the character's inventory. The weapon type has to be supplied either as PhysicalGunObject od weapon entity (e.g. Welder, CubePlacer, etc...). More...
 
bool CanSwitchToWeapon (MyDefinitionId?weaponDefinition)
 
bool WeaponTakesBuilderFromInventory (MyDefinitionId?weaponDefinition)
 
void SwitchToWeapon (MyDefinitionId weaponDefinition)
 
void SwitchAmmoMagazine ()
 
bool CanSwitchAmmoMagazine ()
 
void SwitchToWeapon (MyDefinitionId?weaponDefinition, bool sync=true)
 
void SwitchToWeapon (MyToolbarItemWeapon weapon)
 
void SwitchToWeapon (MyToolbarItemWeapon weapon, uint?inventoryItemId)
 
void Use ()
 
void UseContinues ()
 
void UseTerminal ()
 
void UseFinished ()
 
void PickUp ()
 
void PickUpContinues ()
 
void PickUpFinished ()
 
void Crouch ()
 
void Down ()
 
void Up ()
 
void Sprint (bool enabled)
 
void SwitchWalk ()
 
void Jump ()
 
void ShowInventory ()
 
MyGuiScreenBase ShowAggregateInventoryScreen (MyInventoryBase rightSelectedInventory=null)
 
void ShowTerminal ()
 
void SwitchLights ()
 
void SwitchReactors ()
 
void SwitchBroadcasting ()
 
override void OnRemovedFromScene (object source)
 
void RemoveNotification (ref MyHudNotification notification)
 
string GetFactionTag ()
 
StringBuilder UpdateCustomNameWithFaction ()
 
override List< MyHudEntityParamsGetHudParams (bool allowBlink)
 
void OnAssumeControl (IMyCameraController previousCameraController)
 
void OnReleaseControl (IMyCameraController newCameraController)
 
bool CanStartConstruction (MyCubeBlockDefinition blockDefinition)
 
bool CanStartConstruction (Dictionary< MyDefinitionId, int > constructionCost)
 
void UnequipWeapon ()
 
void EnableLights (bool enable)
 
void EnableBroadcasting (bool enable)
 
void EnableBroadcastingCallback (bool enable)
 
void Sit (bool enableFirstPerson, bool playerIsPilot, bool enableBag, string animation)
 
void EnableHead (bool enabled)
 
void Stand ()
 
void ForceUpdateBreath ()
 
long GetPlayerIdentityId ()
 
bool DoDamage (float damage, MyStringHash damageType, bool updateSync, long attackerId=0)
 
void Kill (bool sync, MyDamageInformation damageInfo)
 
void Die ()
 
override void UpdateOnceBeforeFrame ()
 
void SetLocalHeadAnimation (float?targetX, float?targetY, float length)
 
bool IsLocalHeadAnimationInProgress ()
 
override void OnAddedToScene (object source)
 Called when [activated] which for entity means that was added to scene. More...
 
override string ToString ()
 
void ShowOutOfAmmoNotification ()
 
void UpdateHudCharacterInfo ()
 
void GetNetState (out MyCharacterNetState state)
 
void SetNetState (ref MyCharacterNetState state, bool animating)
 
void UpdateMovementAndFlags (MyCharacterMovementEnum movementState, MyCharacterMovementFlags flags)
 
void ChangeModelAndColor (string model, Vector3 colorMaskHSV)
 
void UpdateStoredGas (MyDefinitionId gasId, float fillLevel)
 
void UpdateOxygen (float oxygenAmount)
 
void SendRefillFromBottle (MyDefinitionId gasId)
 
void PlaySecondarySound (VRage.Audio.MyCueId soundId)
 
void SetPhysicsEnabled (bool enabled)
 
VRage.Game.MyRelationsBetweenPlayerAndBlock GetRelationTo (long playerId)
 
void SwitchLeadingGears ()
 
void OnInventoryBreak ()
 
void OnDestroy ()
 
MyEntityCameraSettings GetCameraEntitySettings ()
 
float GetSuitGasFillLevel (MyDefinitionId gasDefinitionId)
 Returns the amount of gas left in the suit, values will range between 0 and 1, where 0 is no gas and 1 is full gas. More...
 
void SpawnCharacterRelative (long RelatedEntity, Vector3 DeltaPosition)
 
void SetPlayer (MyPlayer player, bool update=true)
 
bool ResponsibleForUpdate (MyNetworkClient player)
 
void BeginShootSync (Vector3 direction, MyShootActionEnum action=MyShootActionEnum.PrimaryAction)
 
void EndShootSync (MyShootActionEnum action=MyShootActionEnum.PrimaryAction)
 
void UpdateShootDirection (Vector3 direction, int multiplayerUpdateInterval)
 
void SendNewPlayerMessage (MyPlayer.PlayerId senderId, MyPlayer.PlayerId receiverId, string text, TimeSpan timestamp)
 
bool CheckPlayerConnection (ulong senderSteamId, ulong receiverSteamId)
 
void SendNewGlobalMessage (MyPlayer.PlayerId senderId, string text)
 
void SendNewFactionMessage (long factionId1, long factionId2, MyFactionChatItem chatItem)
 
void SendAnimationCommand (ref MyAnimationCommand command)
 
void SendAnimationEvent (string eventName)
 
void SendRagdollTransforms (Matrix world, Matrix[] localBodiesTransforms)
 
Vector3 GetLocalWeaponPosition ()
 
void SyncHeadToolTransform (ref MatrixD headMatrix)
 
void SwitchJetpack ()
 
Quaternion GetRotation ()
 
void ApplyRotation (Quaternion rot)
 
override void SerializeControls (BitStream stream)
 
override void DeserializeControls (BitStream stream, bool outOfOrder)
 
override void ApplyLastControls ()
 
override void UpdateAnimation (float distance)
 
override void AddCommand (MyAnimationCommand command, bool sync=false)
 Enqueue animation command. Parameter sync is used in child classes. More...
 
void SetSpineAdditionalRotation (Quaternion rotation, Quaternion rotationForClients, bool updateSync=true)
 
void SetHeadAdditionalRotation (Quaternion rotation, bool updateSync=true)
 
void SetHandAdditionalRotation (Quaternion rotation, bool updateSync=true)
 
void SetUpperHandAdditionalRotation (Quaternion rotation, bool updateSync=true)
 
bool HasAnimation (string animationName)
 
void DisableAnimationCommands ()
 
void EnableAnimationCommands ()
 
void TriggerCharacterAnimationEvent (string eventName, bool sync)
 
void PlayCharacterAnimation (string animationName, MyBlendOption blendOption, MyFrameOption frameOption, float blendTime, float timeScale=1, bool sync=false, string influenceArea=null, bool excludeLegsWhenMoving=false)
 
void StopUpperCharacterAnimation (float blendTime)
 
void StopLowerCharacterAnimation (float blendTime)
 
- Public Member Functions inherited from Sandbox.Game.Entities.MySkinnedEntity
 MySkinnedEntity ()
 
override void Init (StringBuilder displayName, string model, MyEntity parentObject, float?scale, string modelCollision=null)
 
void SetBoneLODs (Dictionary< float, string[]> boneLODs)
 
virtual void ObtainBones ()
 Get the bones from the model and create a bone class object for each bone. We use our bone class to do the real animated bone work. More...
 
Quaternion GetAdditionalRotation (string bone)
 
- Public Member Functions inherited from VRage.Game.Entity.MyEntity
void DebugDraw ()
 
void DebugDrawInvalidTriangles ()
 
void AddDebugRenderComponent (MyDebugRenderComponentBase render)
 
void ClearDebugRenderComponents ()
 
MyEntity GetTopMostParent (Type type=null)
 Return top most parent of this entity More...
 
 MyEntity ()
 
 MyEntity (bool initComponents=true)
 Initializes a new instance of the MyEntity class. More...
 
void CreateSync ()
 
MyEntitySubpart GetSubpart (string name)
 
bool TryGetSubpart (string name, out MyEntitySubpart subpart)
 
virtual void UpdatingStopped ()
 
virtual string GetFriendlyName ()
 
void SetSpeedsAccordingToServerValues ()
 
virtual void SetWorldMatrix (MatrixD worldMatrix, bool forceUpdate=false, bool updateChildren=true)
 
virtual void DebugDrawPhysics ()
 Draw physical representation of entity More...
 
virtual bool GetIntersectionWithLine (ref LineD line, out Vector3D?v, bool useCollisionModel=true, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES)
 
virtual Vector3D GetIntersectionWithLineAndBoundingSphere (ref LineD line, float boundingSphereRadiusMultiplier)
 
virtual bool GetIntersectionWithSphere (ref BoundingSphereD sphere)
 
void GetTrianglesIntersectingSphere (ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles)
 
virtual bool DoOverlapSphereTest (float sphereRadius, Vector3D spherePos)
 
double GetSmallestDistanceBetweenCameraAndBoundingSphere ()
 
double GetLargestDistanceBetweenCameraAndBoundingSphere ()
 
double GetDistanceBetweenCameraAndBoundingSphere ()
 
double GetDistanceBetweenPlayerPositionAndBoundingSphere ()
 
double GetDistanceBetweenCameraAndPosition ()
 
virtual MyEntity GetBaseEntity ()
 
void AddToGamePruningStructure ()
 
void RemoveFromGamePruningStructure ()
 
void UpdateGamePruningStructure ()
 
void RaisePhysicsChanged ()
 
void HackyComponentInitByMiroPleaseDontUseEver (MyDefinitionId id)
 DONT USE THIS METHOD, EVER! More...
 
virtual void RefreshModels (string model, string modelCollision)
 
void Delete ()
 Every object must have this method, but not every phys object must necessarily have something to cleanup More...
 
void Close ()
 This method marks this entity for close which means, that Close will be called after all entities are updated More...
 
virtual void BeforeSave ()
 Called before method GetObjectBuilder, when saving sector More...
 
virtual void PrepareForDraw ()
 Method is called defacto from Update, preparation fo Draw More...
 
virtual void BeforePaste ()
 
virtual void AfterPaste ()
 
void SetEmissiveParts (string emissiveName, Color emissivePartColor, float emissivity)
 Sets the emissive value of a specific emissive material on entity. More...
 
void SetEmissivePartsForSubparts (string emissiveName, Color emissivePartColor, float emissivity)
 Sets the emissive value of a specific emissive material on all entity subparts. More...
 
override string ToString ()
 
virtual MyInventoryBase GetInventoryBase (int index)
 Search for inventory component with maching index. More...
 
MyInventoryBase GetInventoryBase ()
 Simply get the MyInventoryBase component stored in this entity. More...
 
delegate MyObjectBuilder_EntityBase MyEntityFactoryCreateObjectBuilderDelegate (MyEntity entity)
 
delegate MySyncComponentBase CreateDefaultSyncEntityDelegate (MyEntity thisEntity)
 
delegate bool MyWeldingGroupsGroupExistsDelegate (MyEntity entity)
 
- Public Member Functions inherited from VRage.ModAPI.IMyEntity
bool GetIntersectionWithLine (ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?tri, IntersectionFlags flags)
 
void GetTrianglesIntersectingSphere (ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, System.Collections.Generic.List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles)
 

Static Public Member Functions

static MyObjectBuilder_Character Random ()
 
static void GetModelAndDefinition (MyObjectBuilder_Character characterOb, out string characterModel, out MyCharacterDefinition characterDefinition, ref Vector3 colorMask)
 
static bool IsWalkingState (MyCharacterMovementEnum state)
 
static bool IsRunningState (MyCharacterMovementEnum state)
 
static IMyHandheldGunObject< MyDeviceBaseCreateGun (MyObjectBuilder_EntityBase gunEntity, uint?inventoryItemId=null)
 
static 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)
 This will just spawn new character, to take control, call respawn on player More...
 
static void Preload ()
 
static bool RetryFactionMessage (long factionId1, long factionId2, MyFactionChatItem chatItem, MyIdentity currentSenderIdentity)
 

Public Attributes

const float CAMERA_NEAR_DISTANCE = 60.0f
 
const float MINIMAL_SPEED = 0.001f
 
const int HK_CHARACTER_FLYING = 5
 
float CharacterGeneralDamageModifier = 1f
 
bool DebugMode = false
 
float RotationSpeed = CHARACTER_X_ROTATION_SPEED
 
readonly SyncType SyncType
 
const float REFLECTOR_RANGE = 50
 
const float REFLECTOR_CONE_ANGLE = 0.373f
 
const float REFLECTOR_BILLBOARD_LENGTH = 40f
 
const float REFLECTOR_BILLBOARD_THICKNESS = 6f
 
const float REFLECTOR_GLOSS_FACTOR = 1.0f
 
const float REFLECTOR_DIFFUSE_FACTOR = 3.14f
 
const float REFLECTOR_INTENSITY = 6
 
const float POINT_LIGHT_RANGE = 1.231f
 
const float POINT_LIGHT_INTENSITY = 0.3864f
 
const float REFLECTOR_DIRECTION = -3.5f
 
const float LIGHT_GLARE_MAX_DISTANCE = 40
 
Vector3 ShootDirection = Vector3.One
 
MyEntity ManipulatedEntity
 
- Public Attributes inherited from Sandbox.Game.Entities.MySkinnedEntity
bool UseNewAnimationSystem = false
 VRAGE TODO: THIS IS TEMPORARY! Remove when by the time we use only the new animation system. More...
 
- Public Attributes inherited from VRage.Game.Entity.MyEntity
MyDefinitionId DefinitionId = null
 
string Name
 
bool DebugAsyncLoading
 
DebugCreatedBy DebugCreatedBy
 
float m_massChangeForCollisions = 1f
 
Vector3D m_serverPosition = new Vector3D()
 
Quaternion m_serverOrientation = new Quaternion()
 
MatrixD m_serverWorldMatrix = new MatrixD()
 
Vector3 m_serverLinearVelocity
 
Vector3 m_serverAngularVelocity
 
bool m_positionResetFromServer
 
bool SentFromServer
 
int GamePruningProxyId = MyVRageConstants.PRUNING_PROXY_ID_UNITIALIZED
 
int TopMostPruningProxyId = MyVRageConstants.PRUNING_PROXY_ID_UNITIALIZED
 
bool StaticForPruningStructure = false
 
int TargetPruningProxyId = MyVRageConstants.PRUNING_PROXY_ID_UNITIALIZED
 
Dictionary< IMyReplicable, Action > ReadyForReplicationAction = new Dictionary<IMyReplicable, Action>()
 

Static Public Attributes

static MyHudNotification OutOfAmmoNotification
 
static Vector4 REFLECTOR_COLOR = Vector4.One
 
static Vector4 POINT_COLOR = Vector4.One
 
static Vector4 POINT_COLOR_SPECULAR = Vector4.One
 
static readonly string DefaultModel = "Default_Astronaut"
 
- Static Public Attributes inherited from VRage.Game.Entity.MyEntity
static Action< MyEntityAddToGamePruningStructureExtCallBack = null
 
static Action< MyEntityRemoveFromGamePruningStructureExtCallBack = null
 
static Action< MyEntityUpdateGamePruningStructureExtCallBack = null
 
static MyEntityFactoryCreateObjectBuilderDelegate MyEntityFactoryCreateObjectBuilderExtCallback = null
 
static CreateDefaultSyncEntityDelegate CreateDefaultSyncEntityExtCallback
 
static Action< MyEntityMyWeldingGroupsAddNodeExtCallback = null
 
static Action< MyEntityMyWeldingGroupsRemoveNodeExtCallback = null
 
static Action< MyEntity, List< MyEntity > > MyWeldingGroupsGetGroupNodesExtCallback = null
 
static MyWeldingGroupsGroupExistsDelegate MyWeldingGroupsGroupExistsExtCallback = null
 
static Action< MyEntityMyProceduralWorldGeneratorTrackEntityExtCallback = null
 
static Action< MyEntityCreateStandardRenderComponentsExtCallback = null
 
static Action< MyComponentContainer, MyObjectBuilderType, MyStringHash, MyObjectBuilder_ComponentContainerInitComponentsExtCallback = null
 
static Func< MyObjectBuilder_EntityBase, bool, MyEntityMyEntitiesCreateFromObjectBuilderExtCallback = null
 

Protected Member Functions

override void Closing ()
 
override void BeforeDelete ()
 
override void CalculateTransforms (float distance)
 
override void OnAnimationPlay (MyAnimationDefinition animDefinition, MyAnimationCommand command, ref string bonesArea, ref MyFrameOption frameOption, ref bool useFirstPersonVersion)
 Virtual method called when animation is started, used in MyCharacter. More...
 
- Protected Member Functions inherited from Sandbox.Game.Entities.MySkinnedEntity
void InitBones ()
 
bool TryGetAnimationDefinition (string animationSubtypeName, out MyAnimationDefinition animDefinition)
 Try getting animation definition matching given subtype name. VRage TODO: dependency on MyDefinitionManager, do we really need it here? backward compatibility is for modders? move backward compatibility to MyDefinitionManager.TryGetAnimationDefinition? then we do not need this method More...
 
bool ProcessCommands ()
 Process all commands in the animation queue at once. If any command is generated during flushing, it will be processed later. More...
 
void AddBoneDecal (uint decalId, int boneIndex)
 
Parameters
positionPosition of the decal in the binding pose
More...
 
void FlushAnimationQueue ()
 Process all commands in the animation queue at once. If any command is generated during flushing, it is processed as well. More...
 
void UpdateRenderObject ()
 
- Protected Member Functions inherited from VRage.Game.Entity.MyEntity
virtual bool CanBeAddedToRender ()
 
virtual MySyncComponentBase OnCreateSync ()
 
virtual void ClampToWorld ()
 
virtual void OnInventoryComponentAdded (MyInventoryBase inventory)
 
virtual void OnInventoryComponentRemoved (MyInventoryBase inventory)
 

Protected Attributes

bool m_characterBoneCapsulesReady = false
 
- Protected Attributes inherited from Sandbox.Game.Entities.MySkinnedEntity
ulong m_actualUpdateFrame = 0
 
ulong m_actualDrawFrame = 0
 
Dictionary< string, Quaternionm_additionalRotations = new Dictionary<string, Quaternion>()
 
- Protected Attributes inherited from VRage.Game.Entity.MyEntity
List< MyHudEntityParamsm_hudParams
 
MyModel m_modelCollision
 

Properties

int WeaponBone [get]
 
float HeadLocalXAngle [get, set]
 
float HeadLocalYAngle [get, set]
 
bool HeadMoved [get]
 
MyHandItemDefinition HandItemDefinition [get]
 
MyZoomModeEnum ZoomMode [get]
 
bool JetpackRunning [get]
 
MyResourceSinkComponent SinkComp [get, set]
 
float CurrentLightPower [get]
 
float CurrentRespawnCounter [get]
 
StringBuilder CustomNameWithFaction [get]
 
MyCharacterSoundComponent SoundComp [get, set]
 
MyAtmosphereDetectorComponent AtmosphereDetectorComp [get, set]
 
MyEntityReverbDetectorComponent ReverbDetectorComp [get, set]
 
MyCharacterStatComponent StatComp [get, set]
 
MyCharacterJetpackComponent JetpackComp [get, set]
 
float BaseMass [get]
 
float CurrentMass [get]
 
MyCharacterDefinition Definition [get]
 
bool IsInFirstPersonView [get, set]
 
bool TargetFromCamera [get, set]
 
MyToolbar Toolbar [get]
 
bool ForceFirstPersonCamera [get, set]
 
bool IsCameraNear [get]
 
MyInventoryAggregate InventoryAggregate [get, set]
 
MyCharacterOxygenComponent OxygenComponent [get]
 
MyCharacterWeaponPositionComponent WeaponPosition [get]
 
Vector3 MoveIndicator [get, set]
 
Vector2 RotationIndicator [get, set]
 
bool IsRotating [get, set]
 
float RollIndicator [get, set]
 
Vector3 RotationCenterIndicator [get, set]
 
MyPromoteLevel PromoteLevel [get, set]
 
Vector3D AimedPoint [get, set]
 For characters, which are not controlled by player, this will set the aimed point, otherwise the aimed point is determined from camera matrix More...
 
bool IsIdle [get]
 
MyEntity IsUsing [get, set]
 
float InteractiveDistance [get]
 
bool LightEnabled [get]
 
bool IsCrouching [get]
 
bool IsSprinting [get]
 
bool IsFalling [get]
 
bool IsJumping [get]
 
bool IsMagneticBootsEnabled [get]
 
Vector3 ColorMask [get]
 
string ModelName [get]
 
IMyGunObject< MyDeviceBaseCurrentWeapon [get]
 
IMyHandheldGunObject< MyDeviceBaseLeftHandItem [get]
 
MyBattery SuitBattery [get]
 
override String DisplayNameText [get]
 
static bool CharactersCanDie [get]
 
bool CharacterCanDie [get]
 
override Vector3D LocationForHudMarker [get]
 
new MyPhysicsBody Physics [get, set]
 
MyEntity Entity [get]
 
MyControllerInfo ControllerInfo [get]
 
bool IsDead [get]
 
bool IsSitting [get]
 
float CurrentJump [get]
 
MyToolbarType ToolbarType [get]
 
bool UseDamageSystem [get]
 
float Integrity [get]
 
bool PrimaryLookaround [get]
 
MyCharacterMovementFlags MovementFlags [get, set]
 
MyCharacterMovementFlags PreviousMovementFlags [get]
 
bool WantsJump [get]
 
bool WantsWalk [get]
 
MyCharacterBreath Breath [get]
 
float CharacterAccumulatedDamage [get, set]
 
MyStringId ControlContext [get]
 
float EnvironmentOxygenLevel [get]
 
float SuitEnergyLevel [get]
 Returns the amount of energy the suit has, values will range between 0 and 1, where 0 is no charge and 1 is full charge. More...
 
bool IsPlayer [get]
 Returns true is this character is a player character, otherwise false. More...
 
bool IsBot [get]
 Returns true is this character is an AI character, otherwise false. More...
 
int SpineBoneIndex [get]
 
int HeadBoneIndex [get]
 
- Properties inherited from Sandbox.Game.Entities.MySkinnedEntity
MyAnimationControllerComponent AnimationController [get]
 
Matrix[] BoneAbsoluteTransforms [get]
 
Matrix[] BoneRelativeTransforms [get]
 
List< MyBoneDecalUpdateDecalBoneUpdates [get]
 
- Properties inherited from VRage.Game.Entity.MyEntity
MyEntityComponentContainer Components [get]
 
MyPositionComponentBase PositionComp [get, set]
 
MyRenderComponentBase Render [get, set]
 
MyGameLogicComponent GameLogic [get, set]
 
long EntityId [get, set]
 Entity id, can be set by subclasses (for example when using pool...) More...
 
MySyncComponentBase SyncObject [get, protected set]
 
MyModStorageComponentBase Storage [get, set]
 
bool Closed [get, protected set]
 
bool MarkedForClose [get, protected set]
 
virtual float MaxGlassDistSq [get]
 
bool Save [get, set]
 
bool IsPreview [get, set]
 
bool IsReadyForReplication [get, set]
 
MyEntityUpdateEnum NeedsUpdate [get, set]
 
MatrixD WorldMatrix [get, set]
 
MyEntity Parent [get]
 Gets or sets the parent. More...
 
MyHierarchyComponent< MyEntityHierarchy [get, set]
 
MyPhysicsComponentBase Physics [get, set]
 Gets the physic component of the entity. More...
 
bool InvalidateOnMove [get, set]
 
bool SyncFlag [get, set]
 
bool InScene [get, set]
 
virtual bool IsVolumetric [get]
 
virtual Vector3D LocationForHudMarker [get]
 
MyModel Model [get]
 
MyModel ModelCollision [get]
 
string DisplayName [get, set]
 
string DebugName [get]
 
Dictionary< string, MyEntitySubpartSubparts [get]
 
virtual bool IsCCDForProjectiles [get]
 
int InventoryCount [get]
 Iterate through inventories and return their count. More...
 
bool HasInventory [get]
 Returns true if this entity has got at least one inventory. Note that one aggregate inventory can contain zero simple inventories => zero will be returned even if GetInventoryBase() != null. More...
 
virtual String DisplayNameText [get, set]
 Display Name for GUI etc. Override in descendant classes. Usually used to display in terminal or inventory controls. More...
 
EntityFlags Flags [get, set]
 
- Properties inherited from VRage.ModAPI.IMyEntity
MyEntityComponentContainer Components [get]
 
MyPhysicsComponentBase Physics [get, set]
 
MyPositionComponentBase PositionComp [get, set]
 
MyRenderComponentBase Render [get, set]
 
MyEntityComponentBase GameLogic [get, set]
 
MyHierarchyComponentBase Hierarchy [get, set]
 
MySyncComponentBase SyncObject [get]
 
MyModStorageComponentBase Storage [get, set]
 Custom storage for mods. Shared with all mods. More...
 
EntityFlags Flags [get, set]
 
long EntityId [get, set]
 
string Name [get, set]
 
bool MarkedForClose [get]
 
bool Closed [get]
 
bool DebugAsyncLoading [get]
 
bool Save [get, set]
 
MyPersistentEntityFlags2 PersistentFlags [get, set]
 
MyEntityUpdateEnum NeedsUpdate [get, set]
 
IMyEntity Parent [get]
 
Matrix LocalMatrix [get, set]
 
bool NearFlag [get, set]
 
bool CastShadows [get, set]
 
bool FastCastShadowResolve [get, set]
 
bool NeedsResolveCastShadow [get, set]
 
float MaxGlassDistSq [get]
 
bool NeedsDraw [get, set]
 
bool NeedsDrawFromParent [get, set]
 
bool Transparent [get, set]
 
bool ShadowBoxLod [get, set]
 
bool SkipIfTooSmall [get, set]
 
bool Visible [get, set]
 
bool InScene [get, set]
 
bool InvalidateOnMove [get]
 
new VRageMath.MatrixD WorldMatrix [get, set]
 
VRageMath.MatrixD WorldMatrixInvScaled [get]
 
VRageMath.MatrixD WorldMatrixNormalizedInv [get]
 
bool IsVolumetric [get]
 
BoundingBox LocalAABB [get, set]
 
BoundingBox LocalAABBHr [get]
 
BoundingSphere LocalVolume [get, set]
 
Vector3 LocalVolumeOffset [get, set]
 
Vector3 LocationForHudMarker [get]
 
bool IsCCDForProjectiles [get]
 
string DisplayName [get, set]
 
- Properties inherited from VRage.Game.ModAPI.Ingame.IMyEntity
MyEntityComponentContainer Components [get]
 
long EntityId [get]
 
VRageMath.BoundingBoxD WorldAABB [get]
 
VRageMath.BoundingBoxD WorldAABBHr [get]
 
VRageMath.MatrixD WorldMatrix [get]
 
VRageMath.BoundingSphereD WorldVolume [get]
 
VRageMath.BoundingSphereD WorldVolumeHr [get]
 
- Properties inherited from VRage.Game.ModAPI.Interfaces.IMyCameraController
bool IsInFirstPersonView [get, set]
 
bool ForceFirstPersonCamera [get, set]
 
bool AllowCubeBuilding [get]
 
- Properties inherited from Sandbox.Game.Entities.IMyControllableEntity
MyControllerInfo ControllerInfo [get]
 
new MyEntity Entity [get]
 
float HeadLocalXAngle [get, set]
 
float HeadLocalYAngle [get, set]
 
bool EnabledBroadcasting [get]
 
MyToolbarType ToolbarType [get]
 
MyStringId ControlContext [get]
 
MyToolbar Toolbar [get]
 
- Properties inherited from VRage.Game.ModAPI.Interfaces.IMyControllableEntity
IMyEntity Entity [get]
 
bool ForceFirstPersonCamera [get, set]
 
bool EnabledThrusts [get]
 
bool EnabledDamping [get]
 
bool EnabledLights [get]
 
bool EnabledLeadingGears [get]
 
bool EnabledReactors [get]
 
bool EnabledHelmet [get]
 
bool PrimaryLookaround [get]
 
- Properties inherited from VRage.Game.ModAPI.Ingame.IMyInventoryOwner
int InventoryCount [get]
 
long EntityId [get]
 
bool UseConveyorSystem [get, set]
 
bool HasInventory [get]
 
- Properties inherited from VRage.Game.ModAPI.Interfaces.IMyDestroyableObject
float Integrity [get]
 
bool UseDamageSystem [get]
 When set to true, it should use MyDamageSystem damage routing. More...
 

Events

static Action< MyCharacterOnCharacterDied
 
Action< IMyHandheldGunObject< MyDeviceBase > > WeaponEquiped
 
CharacterMovementStateDelegate OnMovementStateChanged
 
EventHandler OnWeaponChanged
 
Action< MyCharacterCharacterDied
 
- Events inherited from VRage.Game.Entity.MyEntity
Action< MyEntityOnMarkForClose
 This event may not be invoked at all, when calling MyEntities.CloseAll, marking is bypassed More...
 
Action< MyEntityOnClose
 
Action< MyEntityOnClosing
 
Action< MyEntityOnPhysicsChanged
 
- Events inherited from VRage.ModAPI.IMyEntity
Action< IMyEntityOnClose
 
Action< IMyEntityOnClosing
 
Action< IMyEntityOnMarkForClose
 
Action< IMyEntityOnPhysicsChanged
 

Additional Inherited Members

- Static Protected Member Functions inherited from VRage.Game.Entity.MyEntity
static void UpdateNamedEmissiveParts (uint renderObjectId, string emissiveName, Color emissivePartColor, float emissivity)
 

Detailed Description

Definition at line 162 of file MyCharacter.cs.

Constructor & Destructor Documentation

Sandbox.Game.Entities.Character.MyCharacter.MyCharacter ( )
inline

Definition at line 750 of file MyCharacter.cs.

Member Function Documentation

override void Sandbox.Game.Entities.Character.MyCharacter.AddCommand ( MyAnimationCommand  command,
bool  sync = false 
)
inlinevirtual

Enqueue animation command. Parameter sync is used in child classes.

Reimplemented from Sandbox.Game.Entities.MySkinnedEntity.

Definition at line 331 of file MyCharacter.UpdateAnimations.cs.

override void Sandbox.Game.Entities.Character.MyCharacter.ApplyLastControls ( )
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 9076 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.ApplyRotation ( Quaternion  rot)
inline

Definition at line 9018 of file MyCharacter.cs.

override void Sandbox.Game.Entities.Character.MyCharacter.BeforeDelete ( )
inlineprotectedvirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 1813 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.BeginShoot ( MyShootActionEnum  action)
inline

This will be called locally to start shooting with the given action

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 4558 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.BeginShootSync ( Vector3  direction,
MyShootActionEnum  action = MyShootActionEnum.PrimaryAction 
)
inline

Definition at line 8428 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.CacheMove ( ref Vector3  moveIndicator,
ref Quaternion  rotate 
)
inline

Definition at line 2805 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.CacheMoveDelta ( ref Vector3D  moveDeltaIndicator)
inline

Definition at line 2815 of file MyCharacter.cs.

override void Sandbox.Game.Entities.Character.MyCharacter.CalculateTransforms ( float  distance)
inlineprotectedvirtual

Reimplemented from Sandbox.Game.Entities.MySkinnedEntity.

Definition at line 88 of file MyCharacter.UpdateAnimations.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.CanPlaceCharacter ( ref MatrixD  worldMatrix,
bool  useCharacterCenter = false,
bool  checkCharacters = false 
)
inline

Definition at line 3073 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.CanStartConstruction ( MyCubeBlockDefinition  blockDefinition)
inline

Definition at line 5869 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.CanStartConstruction ( Dictionary< MyDefinitionId, int >  constructionCost)
inline

Definition at line 5883 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.CanSwitchAmmoMagazine ( )
inline

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 4927 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.CanSwitchToWeapon ( MyDefinitionId weaponDefinition)
inline

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 4900 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.ChangeModelAndColor ( string  model,
Vector3  colorMaskHSV 
)
inline

Definition at line 7394 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.CheckPlayerConnection ( ulong  senderSteamId,
ulong  receiverSteamId 
)
inline

Definition at line 8620 of file MyCharacter.cs.

override void Sandbox.Game.Entities.Character.MyCharacter.Closing ( )
inlineprotectedvirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 1782 of file MyCharacter.cs.

static MyCharacter 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 
)
inlinestatic

This will just spawn new character, to take control, call respawn on player

Definition at line 7016 of file MyCharacter.cs.

static IMyHandheldGunObject<MyDeviceBase> Sandbox.Game.Entities.Character.MyCharacter.CreateGun ( MyObjectBuilder_EntityBase  gunEntity,
uint?  inventoryItemId = null 
)
inlinestatic

Definition at line 4840 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.Crouch ( )
inline
void Sandbox.Game.Entities.Character.MyCharacter.CurrentMovementState ( MyCharacterMovementEnum  state)
inline

Definition at line 3144 of file MyCharacter.cs.

override void Sandbox.Game.Entities.Character.MyCharacter.DeserializeControls ( BitStream  stream,
bool  outOfOrder 
)
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 9061 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.Die ( )
inline
void Sandbox.Game.Entities.Character.MyCharacter.DisableAnimationCommands ( )
inline

Definition at line 406 of file MyCharacter.UpdateAnimations.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.DoDamage ( float  damage,
MyStringHash  damageType,
bool  updateSync,
long  attackerId = 0 
)
inline

Definition at line 6368 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.Down ( )
inline
void Sandbox.Game.Entities.Character.MyCharacter.DrawHud ( IMyCameraController  camera,
long  playerId 
)
inline
void Sandbox.Game.Entities.Character.MyCharacter.EnableAnimationCommands ( )
inline

Definition at line 411 of file MyCharacter.UpdateAnimations.cs.

void Sandbox.Game.Entities.Character.MyCharacter.EnableBroadcasting ( bool  enable)
inline

Definition at line 6194 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.EnableBroadcastingCallback ( bool  enable)
inline

Definition at line 6202 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.EnableHead ( bool  enabled)
inline

Definition at line 6314 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.EnableIronsight ( bool  enable,
bool  newKeyPress,
bool  changeCamera,
bool  hideCrosshairWhenAiming = true 
)
inline

Definition at line 4785 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.EnableIronsightCallback ( bool  enable,
bool  newKeyPress,
bool  changeCamera,
bool  hideCrosshairWhenAiming = true 
)
inline

Definition at line 4793 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.EnableLights ( bool  enable)
inline

Definition at line 6175 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.EndShoot ( MyShootActionEnum  action)
inline

This will be called locally to start shooting with the given action

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 4714 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.EndShootSync ( MyShootActionEnum  action = MyShootActionEnum.PrimaryAction)
inline

Definition at line 8454 of file MyCharacter.cs.

MyPhysicalInventoryItem Sandbox.Game.Entities.Character.MyCharacter.FindWeaponItemByDefinition ( MyDefinitionId  weaponDefinition)
inline

This method finds the given weapon in the character's inventory. The weapon type has to be supplied either as PhysicalGunObject od weapon entity (e.g. Welder, CubePlacer, etc...).

Definition at line 4871 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.ForceUpdateBreath ( )
inline

Definition at line 6352 of file MyCharacter.cs.

MatrixD Sandbox.Game.Entities.Character.MyCharacter.Get3rdBoneMatrix ( bool  includeY,
bool  includeX = true 
)
inline

Definition at line 4300 of file MyCharacter.cs.

MatrixD Sandbox.Game.Entities.Character.MyCharacter.Get3rdCameraMatrix ( bool  includeY,
bool  includeX = true 
)
inline

Definition at line 4295 of file MyCharacter.cs.

MyEntityCameraSettings Sandbox.Game.Entities.Character.MyCharacter.GetCameraEntitySettings ( )
inline

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 8219 of file MyCharacter.cs.

MyCharacterMovementEnum Sandbox.Game.Entities.Character.MyCharacter.GetCurrentMovementState ( )
inline

Definition at line 3129 of file MyCharacter.cs.

string Sandbox.Game.Entities.Character.MyCharacter.GetFactionTag ( )
inline

Definition at line 5593 of file MyCharacter.cs.

MatrixD Sandbox.Game.Entities.Character.MyCharacter.GetHeadMatrix ( bool  includeY,
bool  includeX = true,
bool  forceHeadAnim = false,
bool  forceHeadBone = false,
bool  preferLocalOverSync = false 
)
inline

Definition at line 4275 of file MyCharacter.cs.

override List<MyHudEntityParams> Sandbox.Game.Entities.Character.MyCharacter.GetHudParams ( bool  allowBlink)
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 5639 of file MyCharacter.cs.

override bool Sandbox.Game.Entities.Character.MyCharacter.GetIntersectionWithLine ( ref LineD  line,
out VRage.Game.Models.MyIntersectionResultLineTriangleEx tri,
IntersectionFlags  flags = IntersectionFlags.ALL_TRIANGLES 
)
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 4385 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.GetIntersectionWithLine ( ref LineD  line,
ref MyCharacterHitInfo  info,
IntersectionFlags  flags = IntersectionFlags.ALL_TRIANGLES 
)
inline

Returns closest hit from line start position.

Definition at line 4395 of file MyCharacter.cs.

Vector3 Sandbox.Game.Entities.Character.MyCharacter.GetLocalWeaponPosition ( )
inline

Definition at line 8967 of file MyCharacter.cs.

static void Sandbox.Game.Entities.Character.MyCharacter.GetModelAndDefinition ( MyObjectBuilder_Character  characterOb,
out string  characterModel,
out MyCharacterDefinition  characterDefinition,
ref Vector3  colorMask 
)
inlinestatic

Definition at line 1131 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.GetNetState ( out MyCharacterNetState  state)
inline

Definition at line 7267 of file MyCharacter.cs.

MyCharacterMovementEnum Sandbox.Game.Entities.Character.MyCharacter.GetNetworkMovementState ( )
inline

Definition at line 3139 of file MyCharacter.cs.

override MyObjectBuilder_EntityBase Sandbox.Game.Entities.Character.MyCharacter.GetObjectBuilder ( bool  copy = false)
inlinevirtual

Gets object builder from object.

Returns

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 1712 of file MyCharacter.cs.

long Sandbox.Game.Entities.Character.MyCharacter.GetPlayerIdentityId ( )
inline

Definition at line 6358 of file MyCharacter.cs.

MyCharacterMovementEnum Sandbox.Game.Entities.Character.MyCharacter.GetPreviousMovementState ( )
inline

Definition at line 3134 of file MyCharacter.cs.

VRage.Game.MyRelationsBetweenPlayerAndBlock Sandbox.Game.Entities.Character.MyCharacter.GetRelationTo ( long  playerId)
inline

Definition at line 7553 of file MyCharacter.cs.

Quaternion Sandbox.Game.Entities.Character.MyCharacter.GetRotation ( )
inline

Definition at line 9006 of file MyCharacter.cs.

MyShootActionEnum Sandbox.Game.Entities.Character.MyCharacter.GetShootingAction ( )
inline

Definition at line 704 of file MyCharacter.cs.

float Sandbox.Game.Entities.Character.MyCharacter.GetSuitGasFillLevel ( MyDefinitionId  gasDefinitionId)
inline

Returns the amount of gas left in the suit, values will range between 0 and 1, where 0 is no gas and 1 is full gas.

Parameters
gasDefinitionIdDefinition Id of the gas. Common example: new MyDefinitionId(typeof(MyObjectBuilder_GasProperties), "Oxygen")
Returns

Definition at line 8264 of file MyCharacter.cs.

override MatrixD Sandbox.Game.Entities.Character.MyCharacter.GetViewMatrix ( )
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 4305 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.HasAnimation ( string  animationName)
inline

Definition at line 396 of file MyCharacter.UpdateAnimations.cs.

override void Sandbox.Game.Entities.Character.MyCharacter.Init ( MyObjectBuilder_EntityBase  objectBuilder)
inlinevirtual

Wee need to get the character subtype, before passing init to base classes so the components can be properly initialized..

This will retrieve definition and set the subtype for the character

Set the subtype from the definition

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 824 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.IsLocalHeadAnimationInProgress ( )
inline

Definition at line 6987 of file MyCharacter.cs.

static bool Sandbox.Game.Entities.Character.MyCharacter.IsRunningState ( MyCharacterMovementEnum  state)
inlinestatic

Definition at line 3293 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.IsShooting ( MyShootActionEnum  action)
inline

Definition at line 699 of file MyCharacter.cs.

static bool Sandbox.Game.Entities.Character.MyCharacter.IsWalkingState ( MyCharacterMovementEnum  state)
inlinestatic

Definition at line 3256 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.Jump ( )
inline
void Sandbox.Game.Entities.Character.MyCharacter.Kill ( bool  sync,
MyDamageInformation  damageInfo 
)
inline

Definition at line 6512 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.MoveAndRotate ( Vector3  moveIndicator,
Vector2  rotationIndicator,
float  rollIndicator 
)
inline
void Sandbox.Game.Entities.Character.MyCharacter.MoveAndRotateStopped ( )
inline
override void Sandbox.Game.Entities.Character.MyCharacter.OnAddedToScene ( object  source)
inlinevirtual

Called when [activated] which for entity means that was added to scene.

Parameters
sourceThe source of activation.

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 6992 of file MyCharacter.cs.

override void Sandbox.Game.Entities.Character.MyCharacter.OnAnimationPlay ( MyAnimationDefinition  animDefinition,
MyAnimationCommand  command,
ref string  bonesArea,
ref MyFrameOption  frameOption,
ref bool  useFirstPersonVersion 
)
inlineprotectedvirtual

Virtual method called when animation is started, used in MyCharacter.

Reimplemented from Sandbox.Game.Entities.MySkinnedEntity.

Definition at line 271 of file MyCharacter.UpdateAnimations.cs.

void Sandbox.Game.Entities.Character.MyCharacter.OnAssumeControl ( IMyCameraController  previousCameraController)
inline

Implements VRage.Game.ModAPI.Interfaces.IMyCameraController.

Definition at line 5728 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.OnBeginShoot ( MyShootActionEnum  action)
inline

This will be called back from the sync object both on local and remote clients

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 4592 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.OnDestroy ( )
inline
void Sandbox.Game.Entities.Character.MyCharacter.OnEndShoot ( MyShootActionEnum  action)
inline

This will be called back from the sync object both on local and remote clients

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 4735 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.OnInventoryBreak ( )
inline

Definition at line 7730 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.OnReleaseControl ( IMyCameraController  newCameraController)
inline

Implements VRage.Game.ModAPI.Interfaces.IMyCameraController.

Definition at line 5742 of file MyCharacter.cs.

override void Sandbox.Game.Entities.Character.MyCharacter.OnRemovedFromScene ( object  source)
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 5489 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.PickUp ( )
inline
void Sandbox.Game.Entities.Character.MyCharacter.PickUpContinues ( )
inline
void Sandbox.Game.Entities.Character.MyCharacter.PickUpFinished ( )
inline

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 5291 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.PlayCharacterAnimation ( string  animationName,
MyBlendOption  blendOption,
MyFrameOption  frameOption,
float  blendTime,
float  timeScale = 1,
bool  sync = false,
string  influenceArea = null,
bool  excludeLegsWhenMoving = false 
)
inline

Definition at line 431 of file MyCharacter.UpdateAnimations.cs.

void Sandbox.Game.Entities.Character.MyCharacter.PlaySecondarySound ( VRage.Audio.MyCueId  soundId)
inline

Definition at line 7451 of file MyCharacter.cs.

static void Sandbox.Game.Entities.Character.MyCharacter.Preload ( )
inlinestatic

Definition at line 8080 of file MyCharacter.cs.

static MyObjectBuilder_Character Sandbox.Game.Entities.Character.MyCharacter.Random ( )
inlinestatic

Definition at line 739 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.RemoveNotification ( ref MyHudNotification  notification)
inline

Definition at line 5502 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.ResponsibleForUpdate ( MyNetworkClient  player)
inline

Definition at line 8397 of file MyCharacter.cs.

static bool Sandbox.Game.Entities.Character.MyCharacter.RetryFactionMessage ( long  factionId1,
long  factionId2,
MyFactionChatItem  chatItem,
MyIdentity  currentSenderIdentity 
)
inlinestatic

Definition at line 8795 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.Rotate ( Vector2  rotationIndicator,
float  rollIndicator 
)
inline

Rotate camera controller.

Implements VRage.Game.ModAPI.Interfaces.IMyCameraController.

Definition at line 2744 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.RotateStopped ( )
inline

Rotation of camera controller stopped.

Implements VRage.Game.ModAPI.Interfaces.IMyCameraController.

Definition at line 2758 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SendAnimationCommand ( ref MyAnimationCommand  command)
inline

Definition at line 8883 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SendAnimationEvent ( string  eventName)
inline

Definition at line 8894 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SendNewFactionMessage ( long  factionId1,
long  factionId2,
MyFactionChatItem  chatItem 
)
inline

Definition at line 8676 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SendNewGlobalMessage ( MyPlayer.PlayerId  senderId,
string  text 
)
inline

Definition at line 8628 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SendNewPlayerMessage ( MyPlayer.PlayerId  senderId,
MyPlayer.PlayerId  receiverId,
string  text,
TimeSpan  timestamp 
)
inline

Definition at line 8561 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SendRagdollTransforms ( Matrix  world,
Matrix[]  localBodiesTransforms 
)
inline

Definition at line 8908 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SendRefillFromBottle ( MyDefinitionId  gasId)
inline

Definition at line 7437 of file MyCharacter.cs.

override void Sandbox.Game.Entities.Character.MyCharacter.SerializeControls ( BitStream  stream)
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 9043 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SetHandAdditionalRotation ( Quaternion  rotation,
bool  updateSync = true 
)
inline

Definition at line 370 of file MyCharacter.UpdateAnimations.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SetHeadAdditionalRotation ( Quaternion  rotation,
bool  updateSync = true 
)
inline

Definition at line 357 of file MyCharacter.UpdateAnimations.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SetLocalHeadAnimation ( float?  targetX,
float?  targetY,
float  length 
)
inline

Definition at line 6958 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SetNetState ( ref MyCharacterNetState  state,
bool  animating 
)
inline

Definition at line 7283 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SetPhysicsEnabled ( bool  enabled)
inline

Definition at line 7542 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SetPlayer ( MyPlayer  player,
bool  update = true 
)
inline

Definition at line 8344 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SetPreviousMovementState ( MyCharacterMovementEnum  previousMovementState)
inline

Definition at line 3149 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SetSpineAdditionalRotation ( Quaternion  rotation,
Quaternion  rotationForClients,
bool  updateSync = true 
)
inline

Definition at line 345 of file MyCharacter.UpdateAnimations.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SetupAutoswitch ( MyDefinitionId switchToNow,
MyDefinitionId switchOnEndShoot 
)
inline

Definition at line 4699 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SetUpperHandAdditionalRotation ( Quaternion  rotation,
bool  updateSync = true 
)
inline

Definition at line 383 of file MyCharacter.UpdateAnimations.cs.

MyGuiScreenBase Sandbox.Game.Entities.Character.MyCharacter.ShowAggregateInventoryScreen ( MyInventoryBase  rightSelectedInventory = null)
inline

Definition at line 5417 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.ShowInventory ( )
inline
void Sandbox.Game.Entities.Character.MyCharacter.ShowOutOfAmmoNotification ( )
inline

Definition at line 7115 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.ShowTerminal ( )
inline
void Sandbox.Game.Entities.Character.MyCharacter.Sit ( bool  enableFirstPerson,
bool  playerIsPilot,
bool  enableBag,
string  animation 
)
inline

Definition at line 6243 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SpawnCharacterRelative ( long  RelatedEntity,
Vector3  DeltaPosition 
)
inline

Definition at line 8324 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.Sprint ( bool  enabled)
inline

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 5354 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.Stand ( )
inline

Definition at line 6333 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.StopLowerCharacterAnimation ( float  blendTime)
inline

Definition at line 504 of file MyCharacter.UpdateAnimations.cs.

void Sandbox.Game.Entities.Character.MyCharacter.StopUpperCharacterAnimation ( float  blendTime)
inline

Definition at line 490 of file MyCharacter.UpdateAnimations.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SwitchAmmoMagazine ( )
inline

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 4922 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SwitchBroadcasting ( )
inline

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 5478 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SwitchJetpack ( )
inline

Definition at line 8998 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SwitchLeadingGears ( )
inline
void Sandbox.Game.Entities.Character.MyCharacter.SwitchLights ( )
inline
void Sandbox.Game.Entities.Character.MyCharacter.SwitchReactors ( )
inline
void Sandbox.Game.Entities.Character.MyCharacter.SwitchToWeapon ( MyDefinitionId  weaponDefinition)
inline

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 4917 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SwitchToWeapon ( MyDefinitionId weaponDefinition,
bool  sync = true 
)
inline

Definition at line 4953 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SwitchToWeapon ( MyToolbarItemWeapon  weapon)
inline

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 4983 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SwitchToWeapon ( MyToolbarItemWeapon  weapon,
uint?  inventoryItemId 
)
inline

Definition at line 4988 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.SwitchWalk ( )
inline
void Sandbox.Game.Entities.Character.MyCharacter.SyncHeadToolTransform ( ref MatrixD  headMatrix)
inline

Definition at line 8981 of file MyCharacter.cs.

override string Sandbox.Game.Entities.Character.MyCharacter.ToString ( )
inline

Definition at line 7090 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.TriggerCharacterAnimationEvent ( string  eventName,
bool  sync 
)
inline

Definition at line 416 of file MyCharacter.UpdateAnimations.cs.

void Sandbox.Game.Entities.Character.MyCharacter.UnequipWeapon ( )
inline

Definition at line 5911 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.Up ( )
inline
override void Sandbox.Game.Entities.Character.MyCharacter.UpdateAfterSimulation ( )
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 2106 of file MyCharacter.cs.

override void Sandbox.Game.Entities.Character.MyCharacter.UpdateAfterSimulation10 ( )
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 2037 of file MyCharacter.cs.

override void Sandbox.Game.Entities.Character.MyCharacter.UpdateAfterSimulation100 ( )
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 2235 of file MyCharacter.cs.

override void Sandbox.Game.Entities.Character.MyCharacter.UpdateAnimation ( float  distance)
inlinevirtual

Reimplemented from Sandbox.Game.Entities.MySkinnedEntity.

Definition at line 152 of file MyCharacter.UpdateAnimations.cs.

override void Sandbox.Game.Entities.Character.MyCharacter.UpdateBeforeSimulation ( )
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 1825 of file MyCharacter.cs.

override void Sandbox.Game.Entities.Character.MyCharacter.UpdateBeforeSimulation10 ( )
inlinevirtual

Called each 10th frame if registered for update10

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 1995 of file MyCharacter.cs.

override void Sandbox.Game.Entities.Character.MyCharacter.UpdateBeforeSimulation100 ( )
inlinevirtual

Called each 100th frame if registered for update100

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 2010 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.UpdateCalled ( )
inline

Definition at line 585 of file MyCharacter.cs.

StringBuilder Sandbox.Game.Entities.Character.MyCharacter.UpdateCustomNameWithFaction ( )
inline

Definition at line 5619 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.UpdateHudCharacterInfo ( )
inline

Definition at line 7127 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.UpdateLightPower ( bool  chargeImmediately = false)
inline

Definition at line 1967 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.UpdateMovementAndFlags ( MyCharacterMovementEnum  movementState,
MyCharacterMovementFlags  flags 
)
inline

Definition at line 7334 of file MyCharacter.cs.

override void Sandbox.Game.Entities.Character.MyCharacter.UpdateOnceBeforeFrame ( )
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 6859 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.UpdateOxygen ( float  oxygenAmount)
inline

Definition at line 7423 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.UpdateShootDirection ( Vector3  direction,
int  multiplayerUpdateInterval 
)
inline

Definition at line 8477 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.UpdateStoredGas ( MyDefinitionId  gasId,
float  fillLevel 
)
inline

Definition at line 7408 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.UpdateZeroMovement ( )
inline

Definition at line 2628 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.Use ( )
inline
void Sandbox.Game.Entities.Character.MyCharacter.UseContinues ( )
inline
void Sandbox.Game.Entities.Character.MyCharacter.UseFinished ( )
inline

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 5262 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.UseTerminal ( )
inline

Definition at line 5248 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.WeaponTakesBuilderFromInventory ( MyDefinitionId weaponDefinition)
inline

Definition at line 4908 of file MyCharacter.cs.

void Sandbox.Game.Entities.Character.MyCharacter.Zoom ( bool  newKeyPress,
bool  hideCrosshairWhenAiming = true 
)
inline

Definition at line 4750 of file MyCharacter.cs.

Member Data Documentation

const float Sandbox.Game.Entities.Character.MyCharacter.CAMERA_NEAR_DISTANCE = 60.0f

Definition at line 180 of file MyCharacter.cs.

float Sandbox.Game.Entities.Character.MyCharacter.CharacterGeneralDamageModifier = 1f

Definition at line 240 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.DebugMode = false

Definition at line 247 of file MyCharacter.cs.

readonly string Sandbox.Game.Entities.Character.MyCharacter.DefaultModel = "Default_Astronaut"
static

Definition at line 735 of file MyCharacter.cs.

const int Sandbox.Game.Entities.Character.MyCharacter.HK_CHARACTER_FLYING = 5

Definition at line 200 of file MyCharacter.cs.

const float Sandbox.Game.Entities.Character.MyCharacter.LIGHT_GLARE_MAX_DISTANCE = 40

Definition at line 407 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.m_characterBoneCapsulesReady = false
protected

Definition at line 299 of file MyCharacter.cs.

MyEntity Sandbox.Game.Entities.Character.MyCharacter.ManipulatedEntity

Definition at line 8307 of file MyCharacter.cs.

const float Sandbox.Game.Entities.Character.MyCharacter.MINIMAL_SPEED = 0.001f

Definition at line 185 of file MyCharacter.cs.

MyHudNotification Sandbox.Game.Entities.Character.MyCharacter.OutOfAmmoNotification
static

Definition at line 236 of file MyCharacter.cs.

Vector4 Sandbox.Game.Entities.Character.MyCharacter.POINT_COLOR = Vector4.One
static

Definition at line 401 of file MyCharacter.cs.

Vector4 Sandbox.Game.Entities.Character.MyCharacter.POINT_COLOR_SPECULAR = Vector4.One
static

Definition at line 402 of file MyCharacter.cs.

const float Sandbox.Game.Entities.Character.MyCharacter.POINT_LIGHT_INTENSITY = 0.3864f

Definition at line 404 of file MyCharacter.cs.

const float Sandbox.Game.Entities.Character.MyCharacter.POINT_LIGHT_RANGE = 1.231f

Definition at line 403 of file MyCharacter.cs.

const float Sandbox.Game.Entities.Character.MyCharacter.REFLECTOR_BILLBOARD_LENGTH = 40f

Definition at line 394 of file MyCharacter.cs.

const float Sandbox.Game.Entities.Character.MyCharacter.REFLECTOR_BILLBOARD_THICKNESS = 6f

Definition at line 395 of file MyCharacter.cs.

Vector4 Sandbox.Game.Entities.Character.MyCharacter.REFLECTOR_COLOR = Vector4.One
static

Definition at line 399 of file MyCharacter.cs.

const float Sandbox.Game.Entities.Character.MyCharacter.REFLECTOR_CONE_ANGLE = 0.373f

Definition at line 393 of file MyCharacter.cs.

const float Sandbox.Game.Entities.Character.MyCharacter.REFLECTOR_DIFFUSE_FACTOR = 3.14f

Definition at line 397 of file MyCharacter.cs.

const float Sandbox.Game.Entities.Character.MyCharacter.REFLECTOR_DIRECTION = -3.5f

Definition at line 405 of file MyCharacter.cs.

const float Sandbox.Game.Entities.Character.MyCharacter.REFLECTOR_GLOSS_FACTOR = 1.0f

Definition at line 396 of file MyCharacter.cs.

const float Sandbox.Game.Entities.Character.MyCharacter.REFLECTOR_INTENSITY = 6

Definition at line 400 of file MyCharacter.cs.

const float Sandbox.Game.Entities.Character.MyCharacter.REFLECTOR_RANGE = 50

Definition at line 390 of file MyCharacter.cs.

float Sandbox.Game.Entities.Character.MyCharacter.RotationSpeed = CHARACTER_X_ROTATION_SPEED

Definition at line 258 of file MyCharacter.cs.

Vector3 Sandbox.Game.Entities.Character.MyCharacter.ShootDirection = Vector3.One

Definition at line 714 of file MyCharacter.cs.

readonly SyncType Sandbox.Game.Entities.Character.MyCharacter.SyncType

Definition at line 387 of file MyCharacter.cs.

Property Documentation

Vector3D Sandbox.Game.Entities.Character.MyCharacter.AimedPoint
getset

For characters, which are not controlled by player, this will set the aimed point, otherwise the aimed point is determined from camera matrix

Definition at line 2672 of file MyCharacter.cs.

MyAtmosphereDetectorComponent Sandbox.Game.Entities.Character.MyCharacter.AtmosphereDetectorComp
getset

Definition at line 476 of file MyCharacter.cs.

float Sandbox.Game.Entities.Character.MyCharacter.BaseMass
get

Definition at line 501 of file MyCharacter.cs.

MyCharacterBreath Sandbox.Game.Entities.Character.MyCharacter.Breath
get

Definition at line 8203 of file MyCharacter.cs.

float Sandbox.Game.Entities.Character.MyCharacter.CharacterAccumulatedDamage
getset

Definition at line 8217 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.CharacterCanDie
get

Definition at line 6940 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.CharactersCanDie
staticget

Definition at line 6935 of file MyCharacter.cs.

Vector3 Sandbox.Game.Entities.Character.MyCharacter.ColorMask
get

Definition at line 6903 of file MyCharacter.cs.

MyStringId Sandbox.Game.Entities.Character.MyCharacter.ControlContext
get

Definition at line 8225 of file MyCharacter.cs.

MyControllerInfo Sandbox.Game.Entities.Character.MyCharacter.ControllerInfo
get

Definition at line 7103 of file MyCharacter.cs.

float Sandbox.Game.Entities.Character.MyCharacter.CurrentJump
get

Definition at line 7382 of file MyCharacter.cs.

float Sandbox.Game.Entities.Character.MyCharacter.CurrentLightPower
get

Definition at line 410 of file MyCharacter.cs.

float Sandbox.Game.Entities.Character.MyCharacter.CurrentMass
get

Definition at line 504 of file MyCharacter.cs.

float Sandbox.Game.Entities.Character.MyCharacter.CurrentRespawnCounter
get

Definition at line 434 of file MyCharacter.cs.

IMyGunObject<MyDeviceBase> Sandbox.Game.Entities.Character.MyCharacter.CurrentWeapon
get

Definition at line 6913 of file MyCharacter.cs.

StringBuilder Sandbox.Game.Entities.Character.MyCharacter.CustomNameWithFaction
get

Definition at line 461 of file MyCharacter.cs.

MyCharacterDefinition Sandbox.Game.Entities.Character.MyCharacter.Definition
get

Definition at line 525 of file MyCharacter.cs.

override String Sandbox.Game.Entities.Character.MyCharacter.DisplayNameText
get

Definition at line 6930 of file MyCharacter.cs.

MyEntity Sandbox.Game.Entities.Character.MyCharacter.Entity
get

Definition at line 7096 of file MyCharacter.cs.

float Sandbox.Game.Entities.Character.MyCharacter.EnvironmentOxygenLevel
get

Definition at line 8247 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.ForceFirstPersonCamera
getset

Definition at line 580 of file MyCharacter.cs.

MyHandItemDefinition Sandbox.Game.Entities.Character.MyCharacter.HandItemDefinition
get

Definition at line 313 of file MyCharacter.cs.

int Sandbox.Game.Entities.Character.MyCharacter.HeadBoneIndex
get

Definition at line 8296 of file MyCharacter.cs.

float Sandbox.Game.Entities.Character.MyCharacter.HeadLocalXAngle
getset

Definition at line 261 of file MyCharacter.cs.

float Sandbox.Game.Entities.Character.MyCharacter.HeadLocalYAngle
getset

Definition at line 271 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.HeadMoved
get

Definition at line 281 of file MyCharacter.cs.

float Sandbox.Game.Entities.Character.MyCharacter.Integrity
get

Definition at line 7743 of file MyCharacter.cs.

float Sandbox.Game.Entities.Character.MyCharacter.InteractiveDistance
get

Definition at line 6132 of file MyCharacter.cs.

MyInventoryAggregate Sandbox.Game.Entities.Character.MyCharacter.InventoryAggregate
getset

Definition at line 606 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.IsBot
get

Returns true is this character is an AI character, otherwise false.

Definition at line 8286 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.IsCameraNear
get

Definition at line 593 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.IsCrouching
get

Definition at line 6212 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.IsDead
get

Definition at line 7106 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.IsFalling
get

Definition at line 6222 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.IsIdle
get

Definition at line 3067 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.IsInFirstPersonView
getset

Definition at line 534 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.IsJumping
get

Definition at line 6231 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.IsMagneticBootsEnabled
get

Definition at line 6236 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.IsPlayer
get

Returns true is this character is a player character, otherwise false.

Definition at line 8273 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.IsRotating
getset

Definition at line 647 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.IsSitting
get

Definition at line 7111 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.IsSprinting
get

Definition at line 6217 of file MyCharacter.cs.

MyEntity Sandbox.Game.Entities.Character.MyCharacter.IsUsing
getset

Definition at line 5899 of file MyCharacter.cs.

MyCharacterJetpackComponent Sandbox.Game.Entities.Character.MyCharacter.JetpackComp
getset

Definition at line 494 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.JetpackRunning
get

Definition at line 352 of file MyCharacter.cs.

IMyHandheldGunObject<MyDeviceBase> Sandbox.Game.Entities.Character.MyCharacter.LeftHandItem
get

Definition at line 6918 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.LightEnabled
get

Definition at line 6171 of file MyCharacter.cs.

override Vector3D Sandbox.Game.Entities.Character.MyCharacter.LocationForHudMarker
get

Definition at line 6945 of file MyCharacter.cs.

string Sandbox.Game.Entities.Character.MyCharacter.ModelName
get

Definition at line 6908 of file MyCharacter.cs.

Vector3 Sandbox.Game.Entities.Character.MyCharacter.MoveIndicator
getset

Definition at line 635 of file MyCharacter.cs.

MyCharacterMovementFlags Sandbox.Game.Entities.Character.MyCharacter.MovementFlags
getset

Definition at line 8115 of file MyCharacter.cs.

MyCharacterOxygenComponent Sandbox.Game.Entities.Character.MyCharacter.OxygenComponent
get

Definition at line 623 of file MyCharacter.cs.

new MyPhysicsBody Sandbox.Game.Entities.Character.MyCharacter.Physics
getset

Definition at line 6952 of file MyCharacter.cs.

MyCharacterMovementFlags Sandbox.Game.Entities.Character.MyCharacter.PreviousMovementFlags
get

Definition at line 8124 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.PrimaryLookaround
get

Definition at line 8019 of file MyCharacter.cs.

MyPromoteLevel Sandbox.Game.Entities.Character.MyCharacter.PromoteLevel
getset

Definition at line 681 of file MyCharacter.cs.

MyEntityReverbDetectorComponent Sandbox.Game.Entities.Character.MyCharacter.ReverbDetectorComp
getset

Definition at line 482 of file MyCharacter.cs.

float Sandbox.Game.Entities.Character.MyCharacter.RollIndicator
getset

Definition at line 653 of file MyCharacter.cs.

Vector3 Sandbox.Game.Entities.Character.MyCharacter.RotationCenterIndicator
getset

Definition at line 659 of file MyCharacter.cs.

Vector2 Sandbox.Game.Entities.Character.MyCharacter.RotationIndicator
getset

Definition at line 641 of file MyCharacter.cs.

MyResourceSinkComponent Sandbox.Game.Entities.Character.MyCharacter.SinkComp
getset

Definition at line 371 of file MyCharacter.cs.

MyCharacterSoundComponent Sandbox.Game.Entities.Character.MyCharacter.SoundComp
getset

Definition at line 470 of file MyCharacter.cs.

int Sandbox.Game.Entities.Character.MyCharacter.SpineBoneIndex
get

Definition at line 8291 of file MyCharacter.cs.

MyCharacterStatComponent Sandbox.Game.Entities.Character.MyCharacter.StatComp
getset

Definition at line 488 of file MyCharacter.cs.

MyBattery Sandbox.Game.Entities.Character.MyCharacter.SuitBattery
get

Definition at line 6925 of file MyCharacter.cs.

float Sandbox.Game.Entities.Character.MyCharacter.SuitEnergyLevel
get

Returns the amount of energy the suit has, values will range between 0 and 1, where 0 is no charge and 1 is full charge.

Definition at line 8255 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.TargetFromCamera
getset

Definition at line 548 of file MyCharacter.cs.

MyToolbar Sandbox.Game.Entities.Character.MyCharacter.Toolbar
get

Definition at line 566 of file MyCharacter.cs.

MyToolbarType Sandbox.Game.Entities.Character.MyCharacter.ToolbarType
get

Definition at line 7387 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.UseDamageSystem
get

Definition at line 7740 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.WantsJump
get

Definition at line 8129 of file MyCharacter.cs.

bool Sandbox.Game.Entities.Character.MyCharacter.WantsWalk
get

Definition at line 8153 of file MyCharacter.cs.

int Sandbox.Game.Entities.Character.MyCharacter.WeaponBone
get

Definition at line 239 of file MyCharacter.cs.

MyCharacterWeaponPositionComponent Sandbox.Game.Entities.Character.MyCharacter.WeaponPosition
get

Definition at line 629 of file MyCharacter.cs.

MyZoomModeEnum Sandbox.Game.Entities.Character.MyCharacter.ZoomMode
get

Definition at line 315 of file MyCharacter.cs.

Event Documentation

Action<MyCharacter> Sandbox.Game.Entities.Character.MyCharacter.CharacterDied

Definition at line 603 of file MyCharacter.cs.

Action<MyCharacter> Sandbox.Game.Entities.Character.MyCharacter.OnCharacterDied
static

Definition at line 211 of file MyCharacter.cs.

CharacterMovementStateDelegate Sandbox.Game.Entities.Character.MyCharacter.OnMovementStateChanged

Definition at line 309 of file MyCharacter.cs.

EventHandler Sandbox.Game.Entities.Character.MyCharacter.OnWeaponChanged

Definition at line 601 of file MyCharacter.cs.

Action<IMyHandheldGunObject<MyDeviceBase> > Sandbox.Game.Entities.Character.MyCharacter.WeaponEquiped

Definition at line 242 of file MyCharacter.cs.


The documentation for this class was generated from the following files: