| AddDebugRenderComponent(MyDebugRenderComponentBase render) | VRage.Game.Entity.MyEntity | inline | 
  | AddToGamePruningStructure() | VRage.Game.Entity.MyEntity | inline | 
  | AddToGamePruningStructureExtCallBack | VRage.Game.Entity.MyEntity | static | 
  | AfterPaste() | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | ApplyLastControls() | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | BeforeDelete() | VRage.Game.Entity.MyEntity | inlineprotectedvirtual | 
  | BeforePaste() | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | BeforeSave() | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | BeginShoot(MyShootActionEnum action) | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | CanBeAddedToRender() | VRage.Game.Entity.MyEntity | inlineprotectedvirtual | 
  | CanSwitchAmmoMagazine() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | CanSwitchToWeapon(VRage.Game.MyDefinitionId?weaponDefinition) | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | Sandbox::Game::Entities::IMyControllableEntity.CanSwitchToWeapon(MyDefinitionId?weaponDefinition) | Sandbox.Game.Entities.IMyControllableEntity |  | 
  | ClampToWorld() | VRage.Game.Entity.MyEntity | inlineprotectedvirtual | 
  | ClearDebugRenderComponents() | VRage.Game.Entity.MyEntity | inline | 
  | Close() | VRage.Game.Entity.MyEntity | inline | 
  | Closed | VRage.Game.Entity.MyEntity |  | 
  | Closing() | VRage.Game.Entity.MyEntity | inlineprotectedvirtual | 
  | Components | VRage.Game.Entity.MyEntity |  | 
  | ControlContext | Sandbox.Game.Entities.MyGhostCharacter |  | 
  | ControllerInfo | Sandbox.Game.Entities.MyGhostCharacter |  | 
  | CreateDefaultSyncEntityDelegate(MyEntity thisEntity) | VRage.Game.Entity.MyEntity |  | 
  | CreateDefaultSyncEntityExtCallback | VRage.Game.Entity.MyEntity | static | 
  | CreateStandardRenderComponentsExtCallback | VRage.Game.Entity.MyEntity | static | 
  | CreateSync() | VRage.Game.Entity.MyEntity | inline | 
  | Crouch() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | DebugAsyncLoading | VRage.Game.Entity.MyEntity |  | 
  | DebugCreatedBy | VRage.Game.Entity.MyEntity |  | 
  | DebugDraw() | VRage.Game.Entity.MyEntity | inline | 
  | DebugDrawInvalidTriangles() | VRage.Game.Entity.MyEntity | inline | 
  | DebugDrawPhysics() | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | DebugName | VRage.Game.Entity.MyEntity |  | 
  | DefinitionId | VRage.Game.Entity.MyEntity |  | 
  | Delete() | VRage.Game.Entity.MyEntity | inline | 
  | DeserializeControls(BitStream stream, bool outOfOrder) | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | Die() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | DisplayName | VRage.Game.Entity.MyEntity |  | 
  | DisplayNameText | VRage.Game.Entity.MyEntity |  | 
  | DoDamage(float damage, MyStringHash damageSource, bool sync, VRage.Game.ModAPI.MyHitInfo?hitInfo=null, long attackerId=0) | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | 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.MyEntity | inlinevirtual | 
  | Down() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | DrawHud(VRage.Game.ModAPI.Interfaces.IMyCameraController camera, long playerId) | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | Sandbox::Game::Entities::IMyControllableEntity.DrawHud(IMyCameraController camera, long playerId) | VRage.Game.ModAPI.Interfaces.IMyControllableEntity |  | 
  | EnabledBroadcasting | Sandbox.Game.Entities.MyGhostCharacter |  | 
  | EnabledDamping | Sandbox.Game.Entities.MyGhostCharacter |  | 
  | EnabledHelmet | Sandbox.Game.Entities.MyGhostCharacter |  | 
  | EnabledLeadingGears | Sandbox.Game.Entities.MyGhostCharacter |  | 
  | EnabledLights | Sandbox.Game.Entities.MyGhostCharacter |  | 
  | EnabledReactors | Sandbox.Game.Entities.MyGhostCharacter |  | 
  | EnabledThrusts | Sandbox.Game.Entities.MyGhostCharacter |  | 
  | EndShoot(MyShootActionEnum action) | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | Entity | Sandbox.Game.Entities.MyGhostCharacter |  | 
  | EntityId | VRage.Game.Entity.MyEntity |  | 
  | Flags | VRage.Game.Entity.MyEntity |  | 
  | ForceFirstPersonCamera | Sandbox.Game.Entities.MyGhostCharacter |  | 
  | GameLogic | VRage.Game.Entity.MyEntity |  | 
  | GamePruningProxyId | VRage.Game.Entity.MyEntity |  | 
  | GetBaseEntity() | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | GetCameraEntitySettings() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | GetDistanceBetweenCameraAndBoundingSphere() | VRage.Game.Entity.MyEntity | inline | 
  | GetDistanceBetweenCameraAndPosition() | VRage.Game.Entity.MyEntity | inline | 
  | GetDistanceBetweenPlayerPositionAndBoundingSphere() | VRage.Game.Entity.MyEntity | inline | 
  | GetFriendlyName() | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | GetHeadMatrix(bool includeY, bool includeX, bool forceHeadAnim, bool forceHeadBone) | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | GetHudParams(bool allowBlink) | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | GetIntersectionWithLine(ref LineD line, out Vector3D?v, bool useCollisionModel=true, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | GetIntersectionWithLine(ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?t, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | 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.MyEntity | inlinevirtual | 
  | GetIntersectionWithSphere(ref BoundingSphereD sphere) | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | GetInventoryBase(int index) | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | GetInventoryBase() | VRage.Game.Entity.MyEntity | inline | 
  | GetLargestDistanceBetweenCameraAndBoundingSphere() | VRage.Game.Entity.MyEntity | inline | 
  | GetObjectBuilder(bool copy=false) | Sandbox.Game.Entities.MyGhostCharacter | inlinevirtual | 
  | GetSmallestDistanceBetweenCameraAndBoundingSphere() | VRage.Game.Entity.MyEntity | inline | 
  | GetSubpart(string name) | VRage.Game.Entity.MyEntity | inline | 
  | GetTopMostParent(Type type=null) | VRage.Game.Entity.MyEntity | inline | 
  | GetTrianglesIntersectingSphere(ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles) | VRage.Game.Entity.MyEntity | inline | 
  | 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.MyEntity | inlinevirtual | 
  | HackyComponentInitByMiroPleaseDontUseEver(MyDefinitionId id) | VRage.Game.Entity.MyEntity | inline | 
  | HasInventory | VRage.Game.Entity.MyEntity |  | 
  | HeadLocalXAngle | Sandbox.Game.Entities.MyGhostCharacter |  | 
  | HeadLocalYAngle | Sandbox.Game.Entities.MyGhostCharacter |  | 
  | Hierarchy | VRage.Game.Entity.MyEntity |  | 
  | Init(MyObjectBuilder_EntityBase objectBuilder) | Sandbox.Game.Entities.MyGhostCharacter | inlinevirtual | 
  | VRage::Game::Entity::MyEntity.Init(StringBuilder displayName, string model, MyEntity parentObject, float?scale, string modelCollision=null) | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | InitComponentsExtCallback | VRage.Game.Entity.MyEntity | static | 
  | InScene | VRage.Game.Entity.MyEntity |  | 
  | Integrity | Sandbox.Game.Entities.MyGhostCharacter |  | 
  | InvalidateOnMove | VRage.Game.Entity.MyEntity |  | 
  | InventoryCount | VRage.Game.Entity.MyEntity |  | 
  | IsCCDForProjectiles | VRage.Game.Entity.MyEntity |  | 
  | IsPreview | VRage.Game.Entity.MyEntity |  | 
  | IsReadyForReplication | VRage.Game.Entity.MyEntity |  | 
  | IsVolumetric | VRage.Game.Entity.MyEntity |  | 
  | Jump() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | LocationForHudMarker | VRage.Game.Entity.MyEntity |  | 
  | m_hudParams | VRage.Game.Entity.MyEntity | protected | 
  | m_massChangeForCollisions | VRage.Game.Entity.MyEntity |  | 
  | m_modelCollision | VRage.Game.Entity.MyEntity | protected | 
  | m_positionResetFromServer | VRage.Game.Entity.MyEntity |  | 
  | m_serverAngularVelocity | VRage.Game.Entity.MyEntity |  | 
  | m_serverLinearVelocity | VRage.Game.Entity.MyEntity |  | 
  | m_serverOrientation | VRage.Game.Entity.MyEntity |  | 
  | m_serverPosition | VRage.Game.Entity.MyEntity |  | 
  | m_serverWorldMatrix | VRage.Game.Entity.MyEntity |  | 
  | MarkedForClose | VRage.Game.Entity.MyEntity |  | 
  | MaxGlassDistSq | VRage.Game.Entity.MyEntity |  | 
  | Model | VRage.Game.Entity.MyEntity |  | 
  | ModelCollision | VRage.Game.Entity.MyEntity |  | 
  | MoveAndRotate(VRageMath.Vector3 moveIndicator, VRageMath.Vector2 rotationIndicator, float rollIndicator) | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | Sandbox::Game::Entities::IMyControllableEntity.MoveAndRotate(Vector3 moveIndicator, Vector2 rotationIndicator, float rollIndicator) | VRage.Game.ModAPI.Interfaces.IMyControllableEntity |  | 
  | MoveAndRotateStopped() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | MyEntitiesCreateFromObjectBuilderExtCallback | VRage.Game.Entity.MyEntity | static | 
  | MyEntity() | VRage.Game.Entity.MyEntity | inline | 
  | MyEntity(bool initComponents=true) | VRage.Game.Entity.MyEntity | inline | 
  | MyEntityFactoryCreateObjectBuilderDelegate(MyEntity entity) | VRage.Game.Entity.MyEntity |  | 
  | MyEntityFactoryCreateObjectBuilderExtCallback | VRage.Game.Entity.MyEntity | static | 
  | MyGhostCharacter() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | MyProceduralWorldGeneratorTrackEntityExtCallback | VRage.Game.Entity.MyEntity | static | 
  | MyWeldingGroupsAddNodeExtCallback | VRage.Game.Entity.MyEntity | static | 
  | MyWeldingGroupsGetGroupNodesExtCallback | VRage.Game.Entity.MyEntity | static | 
  | MyWeldingGroupsGroupExistsDelegate(MyEntity entity) | VRage.Game.Entity.MyEntity |  | 
  | MyWeldingGroupsGroupExistsExtCallback | VRage.Game.Entity.MyEntity | static | 
  | MyWeldingGroupsRemoveNodeExtCallback | VRage.Game.Entity.MyEntity | static | 
  | Name | VRage.Game.Entity.MyEntity |  | 
  | NeedsUpdate | VRage.Game.Entity.MyEntity |  | 
  | OnAddedToScene(object source) | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | VRage::Game::ModAPI::Interfaces::IMyCameraController.OnAssumeControl(IMyCameraController previousCameraController) | VRage.Game.ModAPI.Interfaces.IMyCameraController |  | 
  | OnBeginShoot(MyShootActionEnum action) | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | OnClose | VRage.Game.Entity.MyEntity |  | 
  | OnClosing | VRage.Game.Entity.MyEntity |  | 
  | OnCreateSync() | VRage.Game.Entity.MyEntity | inlineprotectedvirtual | 
  | OnDestroy() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | OnEndShoot(MyShootActionEnum action) | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | OnInventoryComponentAdded(MyInventoryBase inventory) | VRage.Game.Entity.MyEntity | inlineprotectedvirtual | 
  | OnInventoryComponentRemoved(MyInventoryBase inventory) | VRage.Game.Entity.MyEntity | inlineprotectedvirtual | 
  | OnMarkForClose | VRage.Game.Entity.MyEntity |  | 
  | OnPhysicsChanged | VRage.Game.Entity.MyEntity |  | 
  | VRage::Game::ModAPI::Interfaces::IMyCameraController.OnReleaseControl(IMyCameraController newCameraController) | VRage.Game.ModAPI.Interfaces.IMyCameraController |  | 
  | OnRemovedFromScene(object source) | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | Parent | VRage.Game.Entity.MyEntity |  | 
  | Physics | Sandbox.Game.Entities.MyGhostCharacter |  | 
  | PickUp() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | PickUpContinues() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | PickUpFinished() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | PositionComp | VRage.Game.Entity.MyEntity |  | 
  | PrepareForDraw() | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | PrimaryLookaround | Sandbox.Game.Entities.MyGhostCharacter |  | 
  | RaisePhysicsChanged() | VRage.Game.Entity.MyEntity | inline | 
  | ReadyForReplicationAction | VRage.Game.Entity.MyEntity |  | 
  | RefreshModels(string model, string modelCollision) | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | RemoveFromGamePruningStructure() | VRage.Game.Entity.MyEntity | inline | 
  | RemoveFromGamePruningStructureExtCallBack | VRage.Game.Entity.MyEntity | static | 
  | Render | VRage.Game.Entity.MyEntity |  | 
  | Save | VRage.Game.Entity.MyEntity |  | 
  | SentFromServer | VRage.Game.Entity.MyEntity |  | 
  | SerializeControls(BitStream stream) | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | SetEmissiveParts(string emissiveName, Color emissivePartColor, float emissivity) | VRage.Game.Entity.MyEntity | inline | 
  | SetEmissivePartsForSubparts(string emissiveName, Color emissivePartColor, float emissivity) | VRage.Game.Entity.MyEntity | inline | 
  | SetSpeedsAccordingToServerValues() | VRage.Game.Entity.MyEntity | inline | 
  | SetWorldMatrix(MatrixD worldMatrix, bool forceUpdate=false, bool updateChildren=true) | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | ShowInventory() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | ShowTerminal() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | Sprint(bool enabled) | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | StaticForPruningStructure | VRage.Game.Entity.MyEntity |  | 
  | Storage | VRage.Game.Entity.MyEntity |  | 
  | Subparts | VRage.Game.Entity.MyEntity |  | 
  | SwitchAmmoMagazine() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | SwitchBroadcasting() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | SwitchDamping() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | SwitchHelmet() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | SwitchLeadingGears() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | SwitchLights() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | SwitchReactors() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | SwitchThrusts() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | SwitchToWeapon(VRage.Game.MyDefinitionId weaponDefinition) | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | SwitchToWeapon(Screens.Helpers.MyToolbarItemWeapon weapon) | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | 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.MyGhostCharacter | inline | 
  | SyncFlag | VRage.Game.Entity.MyEntity |  | 
  | SyncObject | VRage.Game.Entity.MyEntity |  | 
  | TargetPruningProxyId | VRage.Game.Entity.MyEntity |  | 
  | Toolbar | Sandbox.Game.Entities.MyGhostCharacter |  | 
  | ToolbarType | Sandbox.Game.Entities.MyGhostCharacter |  | 
  | TopMostPruningProxyId | VRage.Game.Entity.MyEntity |  | 
  | ToString() | VRage.Game.Entity.MyEntity | inline | 
  | TryGetSubpart(string name, out MyEntitySubpart subpart) | VRage.Game.Entity.MyEntity | inline | 
  | Up() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | UpdateAfterSimulation() | Sandbox.Game.Entities.MyGhostCharacter | inlinevirtual | 
  | UpdateAfterSimulation10() | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | UpdateAfterSimulation100() | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | UpdateBeforeSimulation() | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | UpdateBeforeSimulation10() | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | UpdateBeforeSimulation100() | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | UpdateGamePruningStructure() | VRage.Game.Entity.MyEntity | inline | 
  | UpdateGamePruningStructureExtCallBack | VRage.Game.Entity.MyEntity | static | 
  | UpdateNamedEmissiveParts(uint renderObjectId, string emissiveName, Color emissivePartColor, float emissivity) | VRage.Game.Entity.MyEntity | inlineprotectedstatic | 
  | UpdateOnceBeforeFrame() | Sandbox.Game.Entities.MyGhostCharacter | inlinevirtual | 
  | UpdatingStopped() | VRage.Game.Entity.MyEntity | inlinevirtual | 
  | Use() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | UseContinues() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | UseDamageSystem | Sandbox.Game.Entities.MyGhostCharacter |  | 
  | UseFinished() | Sandbox.Game.Entities.MyGhostCharacter | inline | 
  | WorldMatrix | VRage.Game.Entity.MyEntity |  |