Add(MyEntity entity) | Sandbox.Game.Entities.MyGamePruningStructure | inlinestatic |
AfterLoadData() | VRage.Game.Components.MySessionComponentBase | inline |
BeforeStart() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
Clear() | Sandbox.Game.Entities.MyGamePruningStructure | inlinestatic |
ComponentType | VRage.Game.Components.MySessionComponentBase | |
DebugDraw() | Sandbox.Game.Entities.MyGamePruningStructure | inlinestatic |
DebugName | VRage.Game.Components.MySessionComponentBase | |
Definition | VRage.Game.Components.MySessionComponentBase | |
Dependencies | VRage.Game.Components.MySessionComponentBase | |
Draw() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
GetAllEntitiesInBox(ref BoundingBoxD box, List< MyEntity > result, MyEntityQueryType qtype=MyEntityQueryType.Both) | Sandbox.Game.Entities.MyGamePruningStructure | inlinestatic |
GetAllEntitiesInRay(ref LineD ray, List< MyLineSegmentOverlapResult< MyEntity >> result, MyEntityQueryType qtype=MyEntityQueryType.Both) | Sandbox.Game.Entities.MyGamePruningStructure | inlinestatic |
GetAllEntitiesInSphere(ref BoundingSphereD sphere, List< MyEntity > result, MyEntityQueryType qtype=MyEntityQueryType.Both) | Sandbox.Game.Entities.MyGamePruningStructure | inlinestatic |
GetAllTargetsInSphere(ref BoundingSphereD sphere, List< MyEntity > result, MyEntityQueryType qtype=MyEntityQueryType.Both) | Sandbox.Game.Entities.MyGamePruningStructure | inlinestatic |
GetAllTopMostEntitiesInSphere(ref BoundingSphereD sphere, List< MyEntity > result, MyEntityQueryType qtype=MyEntityQueryType.Both) | Sandbox.Game.Entities.MyGamePruningStructure | inlinestatic |
GetAllTopMostStaticEntitiesInBox(ref BoundingBoxD box, List< MyEntity > result, MyEntityQueryType qtype=MyEntityQueryType.Both) | Sandbox.Game.Entities.MyGamePruningStructure | inlinestatic |
GetAllVoxelMapsInBox(ref BoundingBoxD box, List< MyVoxelBase > result) | Sandbox.Game.Entities.MyGamePruningStructure | inlinestatic |
GetAllVoxelMapsInSphere(ref BoundingSphereD sphere, List< MyVoxelBase > result) | Sandbox.Game.Entities.MyGamePruningStructure | inlinestatic |
GetAproximateDynamicClustersForSize(ref BoundingBoxD container, double clusterSize, List< BoundingBoxD > clusters) | Sandbox.Game.Entities.MyGamePruningStructure | inlinestatic |
GetClosestPlanet(Vector3D position) | Sandbox.Game.Entities.MyGamePruningStructure | inlinestatic |
GetClosestPlanet(ref BoundingBoxD box) | Sandbox.Game.Entities.MyGamePruningStructure | inlinestatic |
GetObjectBuilder() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
GetTopMostEntitiesInBox(ref BoundingBoxD box, List< MyEntity > result, MyEntityQueryType qtype=MyEntityQueryType.Both) | Sandbox.Game.Entities.MyGamePruningStructure | inlinestatic |
GetTopmostEntitiesOverlappingRay(ref LineD ray, List< MyLineSegmentOverlapResult< MyEntity >> result, MyEntityQueryType qtype=MyEntityQueryType.Both) | Sandbox.Game.Entities.MyGamePruningStructure | inlinestatic |
GetVoxelMapsOverlappingRay(ref LineD ray, List< MyLineSegmentOverlapResult< MyVoxelBase >> result) | Sandbox.Game.Entities.MyGamePruningStructure | inlinestatic |
HandleInput() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
VRage::Game::Components::MySessionComponentBase.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() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
Loaded | VRage.Game.Components.MySessionComponentBase | |
Move(MyEntity entity) | Sandbox.Game.Entities.MyGamePruningStructure | inlinestatic |
MySessionComponentBase() | VRage.Game.Components.MySessionComponentBase | inline |
ObjectBuilderType | VRage.Game.Components.MySessionComponentBase | |
Priority | VRage.Game.Components.MySessionComponentBase | |
Remove(MyEntity entity) | Sandbox.Game.Entities.MyGamePruningStructure | inlinestatic |
SaveData() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
Session | VRage.Game.Components.MySessionComponentBase | |
SetUpdateOrder(MyUpdateOrder order) | VRage.Game.Components.MySessionComponentBase | inline |
Simulate() | Sandbox.Game.Entities.MyGamePruningStructure | inlinevirtual |
ToString() | VRage.Game.Components.MySessionComponentBase | inline |
UnloadData() | VRage.Game.Components.MySessionComponentBase | inlineprotectedvirtual |
UnloadDataConditional() | VRage.Game.Components.MySessionComponentBase | inline |
UpdateAfterSimulation() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
UpdateBeforeSimulation() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
UpdatedBeforeInit() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
UpdateOrder | VRage.Game.Components.MySessionComponentBase | |
UpdatingStopped() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |