Space Engineers
Sandbox.Game.Entities.MyGhostCharacter Member List

This is the complete list of members for Sandbox.Game.Entities.MyGhostCharacter, including all inherited members.

AddDebugRenderComponent(MyDebugRenderComponentBase render)VRage.Game.Entity.MyEntityinline
AddToGamePruningStructure()VRage.Game.Entity.MyEntityinline
AddToGamePruningStructureExtCallBackVRage.Game.Entity.MyEntitystatic
AfterPaste()VRage.Game.Entity.MyEntityinlinevirtual
ApplyLastControls()VRage.Game.Entity.MyEntityinlinevirtual
BeforeDelete()VRage.Game.Entity.MyEntityinlineprotectedvirtual
BeforePaste()VRage.Game.Entity.MyEntityinlinevirtual
BeforeSave()VRage.Game.Entity.MyEntityinlinevirtual
BeginShoot(MyShootActionEnum action)Sandbox.Game.Entities.MyGhostCharacterinline
CanBeAddedToRender()VRage.Game.Entity.MyEntityinlineprotectedvirtual
CanSwitchAmmoMagazine()Sandbox.Game.Entities.MyGhostCharacterinline
CanSwitchToWeapon(VRage.Game.MyDefinitionId?weaponDefinition)Sandbox.Game.Entities.MyGhostCharacterinline
Sandbox::Game::Entities::IMyControllableEntity.CanSwitchToWeapon(MyDefinitionId?weaponDefinition)Sandbox.Game.Entities.IMyControllableEntity
ClampToWorld()VRage.Game.Entity.MyEntityinlineprotectedvirtual
ClearDebugRenderComponents()VRage.Game.Entity.MyEntityinline
Close()VRage.Game.Entity.MyEntityinline
ClosedVRage.Game.Entity.MyEntity
Closing()VRage.Game.Entity.MyEntityinlineprotectedvirtual
ComponentsVRage.Game.Entity.MyEntity
ControlContextSandbox.Game.Entities.MyGhostCharacter
ControllerInfoSandbox.Game.Entities.MyGhostCharacter
CreateDefaultSyncEntityDelegate(MyEntity thisEntity)VRage.Game.Entity.MyEntity
CreateDefaultSyncEntityExtCallbackVRage.Game.Entity.MyEntitystatic
CreateStandardRenderComponentsExtCallbackVRage.Game.Entity.MyEntitystatic
CreateSync()VRage.Game.Entity.MyEntityinline
Crouch()Sandbox.Game.Entities.MyGhostCharacterinline
DebugAsyncLoadingVRage.Game.Entity.MyEntity
DebugCreatedByVRage.Game.Entity.MyEntity
DebugDraw()VRage.Game.Entity.MyEntityinline
DebugDrawInvalidTriangles()VRage.Game.Entity.MyEntityinline
DebugDrawPhysics()VRage.Game.Entity.MyEntityinlinevirtual
DebugNameVRage.Game.Entity.MyEntity
DefinitionIdVRage.Game.Entity.MyEntity
Delete()VRage.Game.Entity.MyEntityinline
DeserializeControls(BitStream stream, bool outOfOrder)VRage.Game.Entity.MyEntityinlinevirtual
Die()Sandbox.Game.Entities.MyGhostCharacterinline
DisplayNameVRage.Game.Entity.MyEntity
DisplayNameTextVRage.Game.Entity.MyEntity
DoDamage(float damage, MyStringHash damageSource, bool sync, VRage.Game.ModAPI.MyHitInfo?hitInfo=null, long attackerId=0)Sandbox.Game.Entities.MyGhostCharacterinline
VRage::Game::ModAPI::Interfaces::IMyDestroyableObject.DoDamage(float damage, MyStringHash damageSource, bool sync, MyHitInfo?hitInfo=null, long attackerId=0)VRage.Game.ModAPI.Interfaces.IMyDestroyableObject
DoOverlapSphereTest(float sphereRadius, Vector3D spherePos)VRage.Game.Entity.MyEntityinlinevirtual
Down()Sandbox.Game.Entities.MyGhostCharacterinline
DrawHud(VRage.Game.ModAPI.Interfaces.IMyCameraController camera, long playerId)Sandbox.Game.Entities.MyGhostCharacterinline
Sandbox::Game::Entities::IMyControllableEntity.DrawHud(IMyCameraController camera, long playerId)VRage.Game.ModAPI.Interfaces.IMyControllableEntity
EnabledBroadcastingSandbox.Game.Entities.MyGhostCharacter
EnabledDampingSandbox.Game.Entities.MyGhostCharacter
EnabledHelmetSandbox.Game.Entities.MyGhostCharacter
EnabledLeadingGearsSandbox.Game.Entities.MyGhostCharacter
EnabledLightsSandbox.Game.Entities.MyGhostCharacter
EnabledReactorsSandbox.Game.Entities.MyGhostCharacter
EnabledThrustsSandbox.Game.Entities.MyGhostCharacter
EndShoot(MyShootActionEnum action)Sandbox.Game.Entities.MyGhostCharacterinline
EntitySandbox.Game.Entities.MyGhostCharacter
EntityIdVRage.Game.Entity.MyEntity
FlagsVRage.Game.Entity.MyEntity
ForceFirstPersonCameraSandbox.Game.Entities.MyGhostCharacter
GameLogicVRage.Game.Entity.MyEntity
GamePruningProxyIdVRage.Game.Entity.MyEntity
GetBaseEntity()VRage.Game.Entity.MyEntityinlinevirtual
GetCameraEntitySettings()Sandbox.Game.Entities.MyGhostCharacterinline
GetDistanceBetweenCameraAndBoundingSphere()VRage.Game.Entity.MyEntityinline
GetDistanceBetweenCameraAndPosition()VRage.Game.Entity.MyEntityinline
GetDistanceBetweenPlayerPositionAndBoundingSphere()VRage.Game.Entity.MyEntityinline
GetFriendlyName()VRage.Game.Entity.MyEntityinlinevirtual
GetHeadMatrix(bool includeY, bool includeX, bool forceHeadAnim, bool forceHeadBone)Sandbox.Game.Entities.MyGhostCharacterinline
GetHudParams(bool allowBlink)VRage.Game.Entity.MyEntityinlinevirtual
GetIntersectionWithLine(ref LineD line, out Vector3D?v, bool useCollisionModel=true, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES)VRage.Game.Entity.MyEntityinlinevirtual
GetIntersectionWithLine(ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?t, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES)VRage.Game.Entity.MyEntityinlinevirtual
VRage::ModAPI::IMyEntity.GetIntersectionWithLine(ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?tri, IntersectionFlags flags)VRage.ModAPI.IMyEntity
GetIntersectionWithLineAndBoundingSphere(ref LineD line, float boundingSphereRadiusMultiplier)VRage.Game.Entity.MyEntityinlinevirtual
GetIntersectionWithSphere(ref BoundingSphereD sphere)VRage.Game.Entity.MyEntityinlinevirtual
GetInventoryBase(int index)VRage.Game.Entity.MyEntityinlinevirtual
GetInventoryBase()VRage.Game.Entity.MyEntityinline
GetLargestDistanceBetweenCameraAndBoundingSphere()VRage.Game.Entity.MyEntityinline
GetObjectBuilder(bool copy=false)Sandbox.Game.Entities.MyGhostCharacterinlinevirtual
GetSmallestDistanceBetweenCameraAndBoundingSphere()VRage.Game.Entity.MyEntityinline
GetSubpart(string name)VRage.Game.Entity.MyEntityinline
GetTopMostParent(Type type=null)VRage.Game.Entity.MyEntityinline
GetTrianglesIntersectingSphere(ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles)VRage.Game.Entity.MyEntityinline
VRage::ModAPI::IMyEntity.GetTrianglesIntersectingSphere(ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, System.Collections.Generic.List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles)VRage.ModAPI.IMyEntity
GetViewMatrix()VRage.Game.Entity.MyEntityinlinevirtual
HackyComponentInitByMiroPleaseDontUseEver(MyDefinitionId id)VRage.Game.Entity.MyEntityinline
HasInventoryVRage.Game.Entity.MyEntity
HeadLocalXAngleSandbox.Game.Entities.MyGhostCharacter
HeadLocalYAngleSandbox.Game.Entities.MyGhostCharacter
HierarchyVRage.Game.Entity.MyEntity
Init(MyObjectBuilder_EntityBase objectBuilder)Sandbox.Game.Entities.MyGhostCharacterinlinevirtual
VRage::Game::Entity::MyEntity.Init(StringBuilder displayName, string model, MyEntity parentObject, float?scale, string modelCollision=null)VRage.Game.Entity.MyEntityinlinevirtual
InitComponentsExtCallbackVRage.Game.Entity.MyEntitystatic
InSceneVRage.Game.Entity.MyEntity
IntegritySandbox.Game.Entities.MyGhostCharacter
InvalidateOnMoveVRage.Game.Entity.MyEntity
InventoryCountVRage.Game.Entity.MyEntity
IsCCDForProjectilesVRage.Game.Entity.MyEntity
IsPreviewVRage.Game.Entity.MyEntity
IsReadyForReplicationVRage.Game.Entity.MyEntity
IsVolumetricVRage.Game.Entity.MyEntity
Jump()Sandbox.Game.Entities.MyGhostCharacterinline
LocationForHudMarkerVRage.Game.Entity.MyEntity
m_hudParamsVRage.Game.Entity.MyEntityprotected
m_massChangeForCollisionsVRage.Game.Entity.MyEntity
m_modelCollisionVRage.Game.Entity.MyEntityprotected
m_positionResetFromServerVRage.Game.Entity.MyEntity
m_serverAngularVelocityVRage.Game.Entity.MyEntity
m_serverLinearVelocityVRage.Game.Entity.MyEntity
m_serverOrientationVRage.Game.Entity.MyEntity
m_serverPositionVRage.Game.Entity.MyEntity
m_serverWorldMatrixVRage.Game.Entity.MyEntity
MarkedForCloseVRage.Game.Entity.MyEntity
MaxGlassDistSqVRage.Game.Entity.MyEntity
ModelVRage.Game.Entity.MyEntity
ModelCollisionVRage.Game.Entity.MyEntity
MoveAndRotate(VRageMath.Vector3 moveIndicator, VRageMath.Vector2 rotationIndicator, float rollIndicator)Sandbox.Game.Entities.MyGhostCharacterinline
Sandbox::Game::Entities::IMyControllableEntity.MoveAndRotate(Vector3 moveIndicator, Vector2 rotationIndicator, float rollIndicator)VRage.Game.ModAPI.Interfaces.IMyControllableEntity
MoveAndRotateStopped()Sandbox.Game.Entities.MyGhostCharacterinline
MyEntitiesCreateFromObjectBuilderExtCallbackVRage.Game.Entity.MyEntitystatic
MyEntity()VRage.Game.Entity.MyEntityinline
MyEntity(bool initComponents=true)VRage.Game.Entity.MyEntityinline
MyEntityFactoryCreateObjectBuilderDelegate(MyEntity entity)VRage.Game.Entity.MyEntity
MyEntityFactoryCreateObjectBuilderExtCallbackVRage.Game.Entity.MyEntitystatic
MyGhostCharacter()Sandbox.Game.Entities.MyGhostCharacterinline
MyProceduralWorldGeneratorTrackEntityExtCallbackVRage.Game.Entity.MyEntitystatic
MyWeldingGroupsAddNodeExtCallbackVRage.Game.Entity.MyEntitystatic
MyWeldingGroupsGetGroupNodesExtCallbackVRage.Game.Entity.MyEntitystatic
MyWeldingGroupsGroupExistsDelegate(MyEntity entity)VRage.Game.Entity.MyEntity
MyWeldingGroupsGroupExistsExtCallbackVRage.Game.Entity.MyEntitystatic
MyWeldingGroupsRemoveNodeExtCallbackVRage.Game.Entity.MyEntitystatic
NameVRage.Game.Entity.MyEntity
NeedsUpdateVRage.Game.Entity.MyEntity
OnAddedToScene(object source)VRage.Game.Entity.MyEntityinlinevirtual
VRage::Game::ModAPI::Interfaces::IMyCameraController.OnAssumeControl(IMyCameraController previousCameraController)VRage.Game.ModAPI.Interfaces.IMyCameraController
OnBeginShoot(MyShootActionEnum action)Sandbox.Game.Entities.MyGhostCharacterinline
OnCloseVRage.Game.Entity.MyEntity
OnClosingVRage.Game.Entity.MyEntity
OnCreateSync()VRage.Game.Entity.MyEntityinlineprotectedvirtual
OnDestroy()Sandbox.Game.Entities.MyGhostCharacterinline
OnEndShoot(MyShootActionEnum action)Sandbox.Game.Entities.MyGhostCharacterinline
OnInventoryComponentAdded(MyInventoryBase inventory)VRage.Game.Entity.MyEntityinlineprotectedvirtual
OnInventoryComponentRemoved(MyInventoryBase inventory)VRage.Game.Entity.MyEntityinlineprotectedvirtual
OnMarkForCloseVRage.Game.Entity.MyEntity
OnPhysicsChangedVRage.Game.Entity.MyEntity
VRage::Game::ModAPI::Interfaces::IMyCameraController.OnReleaseControl(IMyCameraController newCameraController)VRage.Game.ModAPI.Interfaces.IMyCameraController
OnRemovedFromScene(object source)VRage.Game.Entity.MyEntityinlinevirtual
ParentVRage.Game.Entity.MyEntity
PhysicsSandbox.Game.Entities.MyGhostCharacter
PickUp()Sandbox.Game.Entities.MyGhostCharacterinline
PickUpContinues()Sandbox.Game.Entities.MyGhostCharacterinline
PickUpFinished()Sandbox.Game.Entities.MyGhostCharacterinline
PositionCompVRage.Game.Entity.MyEntity
PrepareForDraw()VRage.Game.Entity.MyEntityinlinevirtual
PrimaryLookaroundSandbox.Game.Entities.MyGhostCharacter
RaisePhysicsChanged()VRage.Game.Entity.MyEntityinline
ReadyForReplicationActionVRage.Game.Entity.MyEntity
RefreshModels(string model, string modelCollision)VRage.Game.Entity.MyEntityinlinevirtual
RemoveFromGamePruningStructure()VRage.Game.Entity.MyEntityinline
RemoveFromGamePruningStructureExtCallBackVRage.Game.Entity.MyEntitystatic
RenderVRage.Game.Entity.MyEntity
SaveVRage.Game.Entity.MyEntity
SentFromServerVRage.Game.Entity.MyEntity
SerializeControls(BitStream stream)VRage.Game.Entity.MyEntityinlinevirtual
SetEmissiveParts(string emissiveName, Color emissivePartColor, float emissivity)VRage.Game.Entity.MyEntityinline
SetEmissivePartsForSubparts(string emissiveName, Color emissivePartColor, float emissivity)VRage.Game.Entity.MyEntityinline
SetSpeedsAccordingToServerValues()VRage.Game.Entity.MyEntityinline
SetWorldMatrix(MatrixD worldMatrix, bool forceUpdate=false, bool updateChildren=true)VRage.Game.Entity.MyEntityinlinevirtual
ShowInventory()Sandbox.Game.Entities.MyGhostCharacterinline
ShowTerminal()Sandbox.Game.Entities.MyGhostCharacterinline
Sprint(bool enabled)Sandbox.Game.Entities.MyGhostCharacterinline
StaticForPruningStructureVRage.Game.Entity.MyEntity
StorageVRage.Game.Entity.MyEntity
SubpartsVRage.Game.Entity.MyEntity
SwitchAmmoMagazine()Sandbox.Game.Entities.MyGhostCharacterinline
SwitchBroadcasting()Sandbox.Game.Entities.MyGhostCharacterinline
SwitchDamping()Sandbox.Game.Entities.MyGhostCharacterinline
SwitchHelmet()Sandbox.Game.Entities.MyGhostCharacterinline
SwitchLeadingGears()Sandbox.Game.Entities.MyGhostCharacterinline
SwitchLights()Sandbox.Game.Entities.MyGhostCharacterinline
SwitchReactors()Sandbox.Game.Entities.MyGhostCharacterinline
SwitchThrusts()Sandbox.Game.Entities.MyGhostCharacterinline
SwitchToWeapon(VRage.Game.MyDefinitionId weaponDefinition)Sandbox.Game.Entities.MyGhostCharacterinline
SwitchToWeapon(Screens.Helpers.MyToolbarItemWeapon weapon)Sandbox.Game.Entities.MyGhostCharacterinline
Sandbox::Game::Entities::IMyControllableEntity.SwitchToWeapon(MyDefinitionId weaponDefinition)Sandbox.Game.Entities.IMyControllableEntity
Sandbox::Game::Entities::IMyControllableEntity.SwitchToWeapon(MyToolbarItemWeapon weapon)Sandbox.Game.Entities.IMyControllableEntity
SwitchWalk()Sandbox.Game.Entities.MyGhostCharacterinline
SyncFlagVRage.Game.Entity.MyEntity
SyncObjectVRage.Game.Entity.MyEntity
TargetPruningProxyIdVRage.Game.Entity.MyEntity
ToolbarSandbox.Game.Entities.MyGhostCharacter
ToolbarTypeSandbox.Game.Entities.MyGhostCharacter
TopMostPruningProxyIdVRage.Game.Entity.MyEntity
ToString()VRage.Game.Entity.MyEntityinline
TryGetSubpart(string name, out MyEntitySubpart subpart)VRage.Game.Entity.MyEntityinline
Up()Sandbox.Game.Entities.MyGhostCharacterinline
UpdateAfterSimulation()Sandbox.Game.Entities.MyGhostCharacterinlinevirtual
UpdateAfterSimulation10()VRage.Game.Entity.MyEntityinlinevirtual
UpdateAfterSimulation100()VRage.Game.Entity.MyEntityinlinevirtual
UpdateBeforeSimulation()VRage.Game.Entity.MyEntityinlinevirtual
UpdateBeforeSimulation10()VRage.Game.Entity.MyEntityinlinevirtual
UpdateBeforeSimulation100()VRage.Game.Entity.MyEntityinlinevirtual
UpdateGamePruningStructure()VRage.Game.Entity.MyEntityinline
UpdateGamePruningStructureExtCallBackVRage.Game.Entity.MyEntitystatic
UpdateNamedEmissiveParts(uint renderObjectId, string emissiveName, Color emissivePartColor, float emissivity)VRage.Game.Entity.MyEntityinlineprotectedstatic
UpdateOnceBeforeFrame()Sandbox.Game.Entities.MyGhostCharacterinlinevirtual
UpdatingStopped()VRage.Game.Entity.MyEntityinlinevirtual
Use()Sandbox.Game.Entities.MyGhostCharacterinline
UseContinues()Sandbox.Game.Entities.MyGhostCharacterinline
UseDamageSystemSandbox.Game.Entities.MyGhostCharacter
UseFinished()Sandbox.Game.Entities.MyGhostCharacterinline
WorldMatrixVRage.Game.Entity.MyEntity