AddFloatingObjectAmount(MyFloatingObject obj, MyFixedPoint amount) | Sandbox.Game.Entities.MyFloatingObjects | inlinestatic |
AfterLoadData() | VRage.Game.Components.MySessionComponentBase | inline |
BeforeStart() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
ChangeObjectBuilder(MyComponentDefinition componentDef, MyObjectBuilder_EntityBase entityOb) | Sandbox.Game.Entities.MyFloatingObjects | inlinestatic |
ComponentType | VRage.Game.Components.MySessionComponentBase | |
DebugName | VRage.Game.Components.MySessionComponentBase | |
Definition | VRage.Game.Components.MySessionComponentBase | |
Dependencies | VRage.Game.Components.MySessionComponentBase | |
Draw() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
EnqueueInventoryItemSpawn(MyPhysicalInventoryItem inventoryItem, BoundingBoxD boundingBox, Vector3D inheritedVelocity) | Sandbox.Game.Entities.MyFloatingObjects | inlinestatic |
FloatingItemCount | Sandbox.Game.Entities.MyFloatingObjects | static |
FloatingOreCount | Sandbox.Game.Entities.MyFloatingObjects | static |
GetObjectBuilder() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
HandleInput() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
Init(MyObjectBuilder_SessionComponent sessionComponent) | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
InitFromDefinition(MySessionComponentDefinition definition) | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
Initialized | VRage.Game.Components.MySessionComponentBase | |
IsRequiredByGame | VRage.Game.Components.MySessionComponentBase | |
LoadData() | Sandbox.Game.Entities.MyFloatingObjects | inlinevirtual |
Loaded | VRage.Game.Components.MySessionComponentBase | |
MySessionComponentBase() | VRage.Game.Components.MySessionComponentBase | inline |
ObjectBuilderType | VRage.Game.Components.MySessionComponentBase | |
Priority | VRage.Game.Components.MySessionComponentBase | |
ReduceFloatingObjects() | Sandbox.Game.Entities.MyFloatingObjects | inlinestatic |
RemoveFloatingObject(MyFloatingObject obj, bool sync) | Sandbox.Game.Entities.MyFloatingObjects | inlinestatic |
RemoveFloatingObject(MyFloatingObject obj) | Sandbox.Game.Entities.MyFloatingObjects | inlinestatic |
RequestSpawnCreative(MyObjectBuilder_FloatingObject obj) | Sandbox.Game.Entities.MyFloatingObjects | inlinestatic |
SaveData() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
Session | VRage.Game.Components.MySessionComponentBase | |
SetUpdateOrder(MyUpdateOrder order) | VRage.Game.Components.MySessionComponentBase | inline |
Simulate() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
Spawn(MyPhysicalInventoryItem item, Vector3D position, Vector3D forward, Vector3D up, MyPhysicsComponentBase motionInheritedFrom=null) | Sandbox.Game.Entities.MyFloatingObjects | inlinestatic |
Spawn(MyPhysicalInventoryItem item, MatrixD worldMatrix, MyPhysicsComponentBase motionInheritedFrom=null) | Sandbox.Game.Entities.MyFloatingObjects | inlinestatic |
Spawn(MyPhysicalInventoryItem item, BoundingSphereD sphere, MyPhysicsComponentBase motionInheritedFrom=null, MyVoxelMaterialDefinition voxelMaterial=null) | Sandbox.Game.Entities.MyFloatingObjects | inlinestatic |
Spawn(MyPhysicalItemDefinition itemDefinition, Vector3D translation, Vector3D forward, Vector3D up, int amount=1, float scale=1) | Sandbox.Game.Entities.MyFloatingObjects | inlinestatic |
ToString() | VRage.Game.Components.MySessionComponentBase | inline |
UnloadData() | Sandbox.Game.Entities.MyFloatingObjects | inlineprotectedvirtual |
UnloadDataConditional() | VRage.Game.Components.MySessionComponentBase | inline |
UpdateAfterSimulation() | Sandbox.Game.Entities.MyFloatingObjects | inlinevirtual |
UpdateBeforeSimulation() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
UpdatedBeforeInit() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
UpdateOrder | VRage.Game.Components.MySessionComponentBase | |
UpdatingStopped() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |