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 | |