Space Engineers
Public Member Functions | Properties | List of all members
Sandbox.Game.Entities.MyControllableSphere Class Reference
Inheritance diagram for Sandbox.Game.Entities.MyControllableSphere:
VRage.Game.Entity.MyEntity VRage.Game.ModAPI.Interfaces.IMyCameraController Sandbox.Game.Entities.IMyControllableEntity VRage.ModAPI.IMyEntity VRage.Game.ModAPI.Interfaces.IMyControllableEntity VRage.Game.ModAPI.Ingame.IMyEntity

Public Member Functions

 MyControllableSphere ()
 
void Init ()
 
void MoveAndRotate (Vector3 moveIndicator, Vector2 rotationIndicator, float roll)
 
void OnAssumeControl (IMyCameraController previousCameraController)
 
void OnReleaseControl (IMyCameraController newCameraController)
 
void MoveAndRotateStopped ()
 
void Rotate (Vector2 rotationIndicator, float roll)
 Rotate camera controller. More...
 
void RotateStopped ()
 Rotation of camera controller stopped. 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 SwitchOnEndShoot (MyDefinitionId?weaponDefinition)
 
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)
 
void Use ()
 
void UseContinues ()
 
void UseFinished ()
 
void PickUp ()
 
void PickUpContinues ()
 
void PickUpFinished ()
 
void Crouch ()
 
void Down ()
 
void Up ()
 
void Jump ()
 
void SwitchWalk ()
 
void Sprint (bool enabled)
 
void SwitchBroadcasting ()
 
void ShowInventory ()
 
void ShowTerminal ()
 
void SwitchHelmet ()
 
void EnableDampeners (bool enable, bool updateSync=true)
 
void EnableJetpack (bool enable, bool fromLoad=false, bool updateSync=true, bool fromInit=false)
 
void SwitchDamping ()
 Switches jetpack modes for character. More...
 
void SwitchThrusts ()
 
void SwitchLights ()
 
void SwitchReactors ()
 
bool CanSwitchToWeapon (MyDefinitionId?weaponDefinition)
 
void OnControlAcquired (MyEntityController controller)
 
void OnControlReleased (MyEntityController controller)
 
void Die ()
 
void DrawHud (IMyCameraController camera, long playerId)
 
MatrixD GetHeadMatrix (bool includeY, bool includeX=true, bool forceHeadAnim=false, bool forceHeadBone=false)
 
override MatrixD GetViewMatrix ()
 
void SwitchToWeapon (MyDefinitionId weaponDefinition)
 
void SwitchToWeapon (MyToolbarItemWeapon weapon)
 
void SwitchAmmoMagazine ()
 
bool CanSwitchAmmoMagazine ()
 
void SwitchLeadingGears ()
 
MyEntityCameraSettings GetCameraEntitySettings ()
 
- 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...
 
virtual List< MyHudEntityParamsGetHudParams (bool allowBlink)
 
 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 UpdateOnceBeforeFrame ()
 
virtual void UpdateBeforeSimulation ()
 
virtual void UpdateAfterSimulation ()
 
virtual void UpdatingStopped ()
 
virtual void UpdateBeforeSimulation10 ()
 Called each 10th frame if registered for update10 More...
 
virtual void UpdateAfterSimulation10 ()
 
virtual void UpdateBeforeSimulation100 ()
 Called each 100th frame if registered for update100 More...
 
virtual void UpdateAfterSimulation100 ()
 
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 bool GetIntersectionWithLine (ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?t, 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 ()
 
virtual void OnAddedToScene (object source)
 Called when [activated] which for entity means that was added to scene. More...
 
virtual void OnRemovedFromScene (object source)
 
void AddToGamePruningStructure ()
 
void RemoveFromGamePruningStructure ()
 
void UpdateGamePruningStructure ()
 
void RaisePhysicsChanged ()
 
void HackyComponentInitByMiroPleaseDontUseEver (MyDefinitionId id)
 DONT USE THIS METHOD, EVER! More...
 
virtual void Init (MyObjectBuilder_EntityBase objectBuilder)
 
virtual void Init (StringBuilder displayName, string model, MyEntity parentObject, float?scale, string modelCollision=null)
 
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 MyObjectBuilder_EntityBase GetObjectBuilder (bool copy=false)
 Gets object builder from object. 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)
 
virtual void SerializeControls (BitStream stream)
 
virtual void DeserializeControls (BitStream stream, bool outOfOrder)
 
virtual void ApplyLastControls ()
 
- 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)
 

Properties

MyControllerInfo ControllerInfo [get]
 
bool IsInFirstPersonView [get, set]
 
bool EnabledThrusts [get]
 
bool EnabledDamping [get]
 
bool EnabledLights [get]
 
bool EnabledLeadingGears [get]
 
bool EnabledReactors [get]
 
bool EnabledBroadcasting [get]
 
bool EnabledHelmet [get]
 
bool PrimaryLookaround [get]
 
MyEntity Entity [get]
 
bool ForceFirstPersonCamera [get, set]
 
float HeadLocalXAngle [get, set]
 
float HeadLocalYAngle [get, set]
 
MyToolbarType ToolbarType [get]
 
MyToolbar Toolbar [get]
 
MyStringId ControlContext [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]
 

Additional Inherited Members

- 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 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 inherited from VRage.Game.Entity.MyEntity
virtual bool CanBeAddedToRender ()
 
virtual MySyncComponentBase OnCreateSync ()
 
virtual void ClampToWorld ()
 
virtual void BeforeDelete ()
 
virtual void Closing ()
 
virtual void OnInventoryComponentAdded (MyInventoryBase inventory)
 
virtual void OnInventoryComponentRemoved (MyInventoryBase inventory)
 
- Static Protected Member Functions inherited from VRage.Game.Entity.MyEntity
static void UpdateNamedEmissiveParts (uint renderObjectId, string emissiveName, Color emissivePartColor, float emissivity)
 
- Protected Attributes inherited from VRage.Game.Entity.MyEntity
List< MyHudEntityParamsm_hudParams
 
MyModel m_modelCollision
 
- 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
 

Detailed Description

Definition at line 23 of file MyControllableSphere.cs.

Constructor & Destructor Documentation

Sandbox.Game.Entities.MyControllableSphere.MyControllableSphere ( )
inline

Definition at line 36 of file MyControllableSphere.cs.

Member Function Documentation

void Sandbox.Game.Entities.MyControllableSphere.BeginShoot ( MyShootActionEnum  action)
inline

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

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 118 of file MyControllableSphere.cs.

bool Sandbox.Game.Entities.MyControllableSphere.CanSwitchAmmoMagazine ( )
inline
bool Sandbox.Game.Entities.MyControllableSphere.CanSwitchToWeapon ( MyDefinitionId weaponDefinition)
inline
void Sandbox.Game.Entities.MyControllableSphere.Crouch ( )
inline
void Sandbox.Game.Entities.MyControllableSphere.Die ( )
inline
void Sandbox.Game.Entities.MyControllableSphere.Down ( )
inline
void Sandbox.Game.Entities.MyControllableSphere.DrawHud ( IMyCameraController  camera,
long  playerId 
)
inline
void Sandbox.Game.Entities.MyControllableSphere.EnableDampeners ( bool  enable,
bool  updateSync = true 
)
inline

Definition at line 259 of file MyControllableSphere.cs.

void Sandbox.Game.Entities.MyControllableSphere.EnableJetpack ( bool  enable,
bool  fromLoad = false,
bool  updateSync = true,
bool  fromInit = false 
)
inline

Definition at line 264 of file MyControllableSphere.cs.

void Sandbox.Game.Entities.MyControllableSphere.EndShoot ( MyShootActionEnum  action)
inline

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

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 158 of file MyControllableSphere.cs.

MyEntityCameraSettings Sandbox.Game.Entities.MyControllableSphere.GetCameraEntitySettings ( )
inline
MatrixD Sandbox.Game.Entities.MyControllableSphere.GetHeadMatrix ( bool  includeY,
bool  includeX = true,
bool  forceHeadAnim = false,
bool  forceHeadBone = false 
)
inline
override MatrixD Sandbox.Game.Entities.MyControllableSphere.GetViewMatrix ( )
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 374 of file MyControllableSphere.cs.

void Sandbox.Game.Entities.MyControllableSphere.Init ( )
inline

Definition at line 44 of file MyControllableSphere.cs.

void Sandbox.Game.Entities.MyControllableSphere.Jump ( )
inline
void Sandbox.Game.Entities.MyControllableSphere.MoveAndRotate ( Vector3  moveIndicator,
Vector2  rotationIndicator,
float  roll 
)
inline
void Sandbox.Game.Entities.MyControllableSphere.MoveAndRotateStopped ( )
inline
void Sandbox.Game.Entities.MyControllableSphere.OnAssumeControl ( IMyCameraController  previousCameraController)
inline
void Sandbox.Game.Entities.MyControllableSphere.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 123 of file MyControllableSphere.cs.

void Sandbox.Game.Entities.MyControllableSphere.OnControlAcquired ( MyEntityController  controller)
inline

Definition at line 332 of file MyControllableSphere.cs.

void Sandbox.Game.Entities.MyControllableSphere.OnControlReleased ( MyEntityController  controller)
inline

Definition at line 337 of file MyControllableSphere.cs.

void Sandbox.Game.Entities.MyControllableSphere.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 163 of file MyControllableSphere.cs.

void Sandbox.Game.Entities.MyControllableSphere.OnReleaseControl ( IMyCameraController  newCameraController)
inline
void Sandbox.Game.Entities.MyControllableSphere.PickUp ( )
inline
void Sandbox.Game.Entities.MyControllableSphere.PickUpContinues ( )
inline
void Sandbox.Game.Entities.MyControllableSphere.PickUpFinished ( )
inline
void Sandbox.Game.Entities.MyControllableSphere.Rotate ( Vector2  rotationIndicator,
float  rollIndicator 
)
inline

Rotate camera controller.

Implements VRage.Game.ModAPI.Interfaces.IMyCameraController.

Definition at line 93 of file MyControllableSphere.cs.

void Sandbox.Game.Entities.MyControllableSphere.RotateStopped ( )
inline

Rotation of camera controller stopped.

Implements VRage.Game.ModAPI.Interfaces.IMyCameraController.

Definition at line 99 of file MyControllableSphere.cs.

void Sandbox.Game.Entities.MyControllableSphere.ShowInventory ( )
inline
void Sandbox.Game.Entities.MyControllableSphere.ShowTerminal ( )
inline
void Sandbox.Game.Entities.MyControllableSphere.Sprint ( bool  enabled)
inline
void Sandbox.Game.Entities.MyControllableSphere.SwitchAmmoMagazine ( )
inline
void Sandbox.Game.Entities.MyControllableSphere.SwitchBroadcasting ( )
inline
void Sandbox.Game.Entities.MyControllableSphere.SwitchDamping ( )
inline

Switches jetpack modes for character.

Implements VRage.Game.ModAPI.Interfaces.IMyControllableEntity.

Definition at line 272 of file MyControllableSphere.cs.

void Sandbox.Game.Entities.MyControllableSphere.SwitchHelmet ( )
inline
void Sandbox.Game.Entities.MyControllableSphere.SwitchLeadingGears ( )
inline
void Sandbox.Game.Entities.MyControllableSphere.SwitchLights ( )
inline
void Sandbox.Game.Entities.MyControllableSphere.SwitchOnEndShoot ( MyDefinitionId weaponDefinition)
inline

Definition at line 148 of file MyControllableSphere.cs.

void Sandbox.Game.Entities.MyControllableSphere.SwitchReactors ( )
inline
void Sandbox.Game.Entities.MyControllableSphere.SwitchThrusts ( )
inline
void Sandbox.Game.Entities.MyControllableSphere.SwitchToWeapon ( MyDefinitionId  weaponDefinition)
inline
void Sandbox.Game.Entities.MyControllableSphere.SwitchToWeapon ( MyToolbarItemWeapon  weapon)
inline
void Sandbox.Game.Entities.MyControllableSphere.SwitchWalk ( )
inline
void Sandbox.Game.Entities.MyControllableSphere.Up ( )
inline
void Sandbox.Game.Entities.MyControllableSphere.Use ( )
inline
void Sandbox.Game.Entities.MyControllableSphere.UseContinues ( )
inline
void Sandbox.Game.Entities.MyControllableSphere.UseFinished ( )
inline
void Sandbox.Game.Entities.MyControllableSphere.Zoom ( bool  newKeyPress)
inline

Definition at line 168 of file MyControllableSphere.cs.

Property Documentation

MyStringId Sandbox.Game.Entities.MyControllableSphere.ControlContext
get

Definition at line 498 of file MyControllableSphere.cs.

MyControllerInfo Sandbox.Game.Entities.MyControllableSphere.ControllerInfo
get

Definition at line 28 of file MyControllableSphere.cs.

bool Sandbox.Game.Entities.MyControllableSphere.EnabledBroadcasting
get

Definition at line 317 of file MyControllableSphere.cs.

bool Sandbox.Game.Entities.MyControllableSphere.EnabledDamping
get

Definition at line 297 of file MyControllableSphere.cs.

bool Sandbox.Game.Entities.MyControllableSphere.EnabledHelmet
get

Definition at line 322 of file MyControllableSphere.cs.

bool Sandbox.Game.Entities.MyControllableSphere.EnabledLeadingGears
get

Definition at line 307 of file MyControllableSphere.cs.

bool Sandbox.Game.Entities.MyControllableSphere.EnabledLights
get

Definition at line 302 of file MyControllableSphere.cs.

bool Sandbox.Game.Entities.MyControllableSphere.EnabledReactors
get

Definition at line 312 of file MyControllableSphere.cs.

bool Sandbox.Game.Entities.MyControllableSphere.EnabledThrusts
get

Definition at line 292 of file MyControllableSphere.cs.

MyEntity Sandbox.Game.Entities.MyControllableSphere.Entity
get

Definition at line 359 of file MyControllableSphere.cs.

bool Sandbox.Game.Entities.MyControllableSphere.ForceFirstPersonCamera
getset

Definition at line 362 of file MyControllableSphere.cs.

float Sandbox.Game.Entities.MyControllableSphere.HeadLocalXAngle
getset

Definition at line 406 of file MyControllableSphere.cs.

float Sandbox.Game.Entities.MyControllableSphere.HeadLocalYAngle
getset

Definition at line 407 of file MyControllableSphere.cs.

bool Sandbox.Game.Entities.MyControllableSphere.IsInFirstPersonView
getset

Definition at line 65 of file MyControllableSphere.cs.

bool Sandbox.Game.Entities.MyControllableSphere.PrimaryLookaround
get

Definition at line 355 of file MyControllableSphere.cs.

MyToolbar Sandbox.Game.Entities.MyControllableSphere.Toolbar
get

Definition at line 418 of file MyControllableSphere.cs.

MyToolbarType Sandbox.Game.Entities.MyControllableSphere.ToolbarType
get

Definition at line 410 of file MyControllableSphere.cs.


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