|  | 
| void | BeginShoot (MyShootActionEnum action) | 
|  | This will be called locally to start shooting with the given action  More... 
 | 
|  | 
| void | EndShoot (MyShootActionEnum action) | 
|  | This will be called locally to start shooting with the given action  More... 
 | 
|  | 
| void | OnBeginShoot (MyShootActionEnum action) | 
|  | This will be called back from the sync object both on local and remote clients  More... 
 | 
|  | 
| void | OnEndShoot (MyShootActionEnum action) | 
|  | This will be called back from the sync object both on local and remote clients  More... 
 | 
|  | 
| void | UseFinished () | 
|  | 
| void | PickUpFinished () | 
|  | 
| void | Sprint (bool enabled) | 
|  | 
| void | SwitchToWeapon (VRage.Game.MyDefinitionId weaponDefinition) | 
|  | 
| void | SwitchToWeapon (Screens.Helpers.MyToolbarItemWeapon weapon) | 
|  | 
| bool | CanSwitchToWeapon (VRage.Game.MyDefinitionId?weaponDefinition) | 
|  | 
| void | SwitchAmmoMagazine () | 
|  | 
| bool | CanSwitchAmmoMagazine () | 
|  | 
| void | SwitchBroadcasting () | 
|  | 
| Multiplayer.MyEntityCameraSettings | GetCameraEntitySettings () | 
|  | 
| VRageMath.MatrixD | GetHeadMatrix (bool includeY, bool includeX, bool forceHeadAnim, bool forceHeadBone) | 
|  | 
| void | MoveAndRotate (VRageMath.Vector3 moveIndicator, VRageMath.Vector2 rotationIndicator, float rollIndicator) | 
|  | 
| void | MoveAndRotateStopped () | 
|  | 
| void | Use () | 
|  | 
| void | UseContinues () | 
|  | 
| void | PickUp () | 
|  | 
| void | PickUpContinues () | 
|  | 
| void | Jump () | 
|  | 
| void | SwitchWalk () | 
|  | 
| void | Up () | 
|  | 
| void | Crouch () | 
|  | 
| void | Down () | 
|  | 
| void | ShowInventory () | 
|  | 
| void | ShowTerminal () | 
|  | 
| void | SwitchThrusts () | 
|  | 
| void | SwitchDamping () | 
|  | 
| void | SwitchLights () | 
|  | 
| void | SwitchLeadingGears () | 
|  | 
| void | SwitchReactors () | 
|  | 
| void | SwitchHelmet () | 
|  | 
| void | DrawHud (VRage.Game.ModAPI.Interfaces.IMyCameraController camera, long playerId) | 
|  | 
| void | Die () | 
|  | 
| void | OnDestroy () | 
|  | 
| bool | DoDamage (float damage, MyStringHash damageSource, bool sync, VRage.Game.ModAPI.MyHitInfo?hitInfo=null, long attackerId=0) | 
|  | 
|  | MyGhostCharacter () | 
|  | 
| override void | UpdateAfterSimulation () | 
|  | 
| override void | Init (MyObjectBuilder_EntityBase objectBuilder) | 
|  | 
| override MyObjectBuilder_EntityBase | GetObjectBuilder (bool copy=false) | 
|  | Gets object builder from object.  More... 
 | 
|  | 
| override void | UpdateOnceBeforeFrame () | 
|  | 
| void | DebugDraw () | 
|  | 
| void | DebugDrawInvalidTriangles () | 
|  | 
| void | AddDebugRenderComponent (MyDebugRenderComponentBase render) | 
|  | 
| void | ClearDebugRenderComponents () | 
|  | 
| MyEntity | GetTopMostParent (Type type=null) | 
|  | Return top most parent of this entity  More... 
 | 
|  | 
| virtual List< MyHudEntityParams > | GetHudParams (bool allowBlink) | 
|  | 
|  | MyEntity () | 
|  | 
|  | MyEntity (bool initComponents=true) | 
|  | Initializes a new instance of the MyEntity class.  More... 
 | 
|  | 
| void | CreateSync () | 
|  | 
| MyEntitySubpart | GetSubpart (string name) | 
|  | 
| bool | TryGetSubpart (string name, out MyEntitySubpart subpart) | 
|  | 
| virtual void | UpdateBeforeSimulation () | 
|  | 
| virtual void | UpdatingStopped () | 
|  | 
| virtual void | UpdateBeforeSimulation10 () | 
|  | Called each 10th frame if registered for update10  More... 
 | 
|  | 
| virtual void | UpdateAfterSimulation10 () | 
|  | 
| virtual void | UpdateBeforeSimulation100 () | 
|  | Called each 100th frame if registered for update100  More... 
 | 
|  | 
| virtual void | UpdateAfterSimulation100 () | 
|  | 
| virtual string | GetFriendlyName () | 
|  | 
| virtual MatrixD | GetViewMatrix () | 
|  | 
| void | SetSpeedsAccordingToServerValues () | 
|  | 
| virtual void | SetWorldMatrix (MatrixD worldMatrix, bool forceUpdate=false, bool updateChildren=true) | 
|  | 
| virtual void | DebugDrawPhysics () | 
|  | Draw physical representation of entity  More... 
 | 
|  | 
| virtual bool | GetIntersectionWithLine (ref LineD line, out Vector3D?v, bool useCollisionModel=true, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) | 
|  | 
| virtual bool | GetIntersectionWithLine (ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?t, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) | 
|  | 
| virtual Vector3D | GetIntersectionWithLineAndBoundingSphere (ref LineD line, float boundingSphereRadiusMultiplier) | 
|  | 
| virtual bool | GetIntersectionWithSphere (ref BoundingSphereD sphere) | 
|  | 
| void | GetTrianglesIntersectingSphere (ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles) | 
|  | 
| virtual bool | DoOverlapSphereTest (float sphereRadius, Vector3D spherePos) | 
|  | 
| double | GetSmallestDistanceBetweenCameraAndBoundingSphere () | 
|  | 
| double | GetLargestDistanceBetweenCameraAndBoundingSphere () | 
|  | 
| double | GetDistanceBetweenCameraAndBoundingSphere () | 
|  | 
| double | GetDistanceBetweenPlayerPositionAndBoundingSphere () | 
|  | 
| double | GetDistanceBetweenCameraAndPosition () | 
|  | 
| virtual MyEntity | GetBaseEntity () | 
|  | 
| virtual void | OnAddedToScene (object source) | 
|  | Called when [activated] which for entity means that was added to scene.  More... 
 | 
|  | 
| virtual void | OnRemovedFromScene (object source) | 
|  | 
| void | AddToGamePruningStructure () | 
|  | 
| void | RemoveFromGamePruningStructure () | 
|  | 
| void | UpdateGamePruningStructure () | 
|  | 
| void | RaisePhysicsChanged () | 
|  | 
| void | HackyComponentInitByMiroPleaseDontUseEver (MyDefinitionId id) | 
|  | DONT USE THIS METHOD, EVER!  More... 
 | 
|  | 
| virtual void | Init (StringBuilder displayName, string model, MyEntity parentObject, float?scale, string modelCollision=null) | 
|  | 
| virtual void | RefreshModels (string model, string modelCollision) | 
|  | 
| void | Delete () | 
|  | Every object must have this method, but not every phys object must necessarily have something to cleanup  More... 
 | 
|  | 
| void | Close () | 
|  | This method marks this entity for close which means, that Close will be called after all entities are updated  More... 
 | 
|  | 
| virtual void | BeforeSave () | 
|  | Called before method GetObjectBuilder, when saving sector  More... 
 | 
|  | 
| virtual void | PrepareForDraw () | 
|  | Method is called defacto from Update, preparation fo Draw  More... 
 | 
|  | 
| virtual void | BeforePaste () | 
|  | 
| virtual void | AfterPaste () | 
|  | 
| void | SetEmissiveParts (string emissiveName, Color emissivePartColor, float emissivity) | 
|  | Sets the emissive value of a specific emissive material on entity.  More... 
 | 
|  | 
| void | SetEmissivePartsForSubparts (string emissiveName, Color emissivePartColor, float emissivity) | 
|  | Sets the emissive value of a specific emissive material on all entity subparts.  More... 
 | 
|  | 
| override string | ToString () | 
|  | 
| virtual MyInventoryBase | GetInventoryBase (int index) | 
|  | Search for inventory component with maching index.  More... 
 | 
|  | 
| MyInventoryBase | GetInventoryBase () | 
|  | Simply get the MyInventoryBase component stored in this entity.  More... 
 | 
|  | 
| delegate MyObjectBuilder_EntityBase | MyEntityFactoryCreateObjectBuilderDelegate (MyEntity entity) | 
|  | 
| delegate MySyncComponentBase | CreateDefaultSyncEntityDelegate (MyEntity thisEntity) | 
|  | 
| delegate bool | MyWeldingGroupsGroupExistsDelegate (MyEntity entity) | 
|  | 
| virtual void | SerializeControls (BitStream stream) | 
|  | 
| virtual void | DeserializeControls (BitStream stream, bool outOfOrder) | 
|  | 
| virtual void | ApplyLastControls () | 
|  | 
| bool | GetIntersectionWithLine (ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?tri, IntersectionFlags flags) | 
|  | 
| void | GetTrianglesIntersectingSphere (ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, System.Collections.Generic.List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles) | 
|  | 
|  Public Member Functions inherited from Sandbox.Game.Entities.IMyControllableEntity | 
| void | SwitchToWeapon (MyDefinitionId weaponDefinition) | 
|  | 
| void | SwitchToWeapon (MyToolbarItemWeapon weapon) | 
|  | 
| bool | CanSwitchToWeapon (MyDefinitionId?weaponDefinition) | 
|  | 
| void | MoveAndRotate (Vector3 moveIndicator, Vector2 rotationIndicator, float rollIndicator) | 
|  | 
| void | DrawHud (IMyCameraController camera, long playerId) | 
|  | 
| void | OnAssumeControl (IMyCameraController previousCameraController) | 
|  | 
| void | OnReleaseControl (IMyCameraController newCameraController) | 
|  | 
| bool | DoDamage (float damage, MyStringHash damageSource, bool sync, MyHitInfo?hitInfo=null, long attackerId=0) | 
|  | 
|  | 
| new MyPhysicsBody | Physics  [get, set] | 
|  | 
| World.MyControllerInfo | ControllerInfo  [get] | 
|  | 
| VRage.Game.Entity.MyEntity | Entity  [get] | 
|  | 
| float | HeadLocalXAngle  [get, set] | 
|  | 
| float | HeadLocalYAngle  [get, set] | 
|  | 
| bool | EnabledBroadcasting  [get] | 
|  | 
| VRage.Game.MyToolbarType | ToolbarType  [get] | 
|  | 
| VRage.Utils.MyStringId | ControlContext  [get] | 
|  | 
| MyToolbar | Toolbar  [get] | 
|  | 
| bool | ForceFirstPersonCamera  [get, set] | 
|  | 
| bool | EnabledThrusts  [get] | 
|  | 
| bool | EnabledDamping  [get] | 
|  | 
| bool | EnabledLights  [get] | 
|  | 
| bool | EnabledLeadingGears  [get] | 
|  | 
| bool | EnabledReactors  [get] | 
|  | 
| bool | EnabledHelmet  [get] | 
|  | 
| bool | PrimaryLookaround  [get] | 
|  | 
| float | Integrity  [get] | 
|  | 
| bool | UseDamageSystem  [get] | 
|  | 
| MyEntityComponentContainer | Components  [get] | 
|  | 
| MyPositionComponentBase | PositionComp  [get, set] | 
|  | 
| MyRenderComponentBase | Render  [get, set] | 
|  | 
| MyGameLogicComponent | GameLogic  [get, set] | 
|  | 
| long | EntityId  [get, set] | 
|  | Entity id, can be set by subclasses (for example when using pool...)  More... 
 | 
|  | 
| MySyncComponentBase | SyncObject  [get, protected set] | 
|  | 
| MyModStorageComponentBase | Storage  [get, set] | 
|  | 
| bool | Closed  [get, protected set] | 
|  | 
| bool | MarkedForClose  [get, protected set] | 
|  | 
| virtual float | MaxGlassDistSq  [get] | 
|  | 
| bool | Save  [get, set] | 
|  | 
| bool | IsPreview  [get, set] | 
|  | 
| bool | IsReadyForReplication  [get, set] | 
|  | 
| MyEntityUpdateEnum | NeedsUpdate  [get, set] | 
|  | 
| MatrixD | WorldMatrix  [get, set] | 
|  | 
| MyEntity | Parent  [get] | 
|  | Gets or sets the parent.  More... 
 | 
|  | 
| MyHierarchyComponent< MyEntity > | Hierarchy  [get, set] | 
|  | 
| MyPhysicsComponentBase | Physics  [get, set] | 
|  | Gets the physic component of the entity.  More... 
 | 
|  | 
| bool | InvalidateOnMove  [get, set] | 
|  | 
| bool | SyncFlag  [get, set] | 
|  | 
| bool | InScene  [get, set] | 
|  | 
| virtual bool | IsVolumetric  [get] | 
|  | 
| virtual Vector3D | LocationForHudMarker  [get] | 
|  | 
| MyModel | Model  [get] | 
|  | 
| MyModel | ModelCollision  [get] | 
|  | 
| string | DisplayName  [get, set] | 
|  | 
| string | DebugName  [get] | 
|  | 
| Dictionary< string, MyEntitySubpart > | Subparts  [get] | 
|  | 
| virtual bool | IsCCDForProjectiles  [get] | 
|  | 
| int | InventoryCount  [get] | 
|  | Iterate through inventories and return their count.  More... 
 | 
|  | 
| bool | HasInventory  [get] | 
|  | Returns true if this entity has got at least one inventory. Note that one aggregate inventory can contain zero simple inventories => zero will be returned even if GetInventoryBase() != null.  More... 
 | 
|  | 
| virtual String | DisplayNameText  [get, set] | 
|  | Display Name for GUI etc. Override in descendant classes. Usually used to display in terminal or inventory controls.  More... 
 | 
|  | 
| EntityFlags | Flags  [get, set] | 
|  | 
| MyEntityComponentContainer | Components  [get] | 
|  | 
| MyPhysicsComponentBase | Physics  [get, set] | 
|  | 
| MyPositionComponentBase | PositionComp  [get, set] | 
|  | 
| MyRenderComponentBase | Render  [get, set] | 
|  | 
| MyEntityComponentBase | GameLogic  [get, set] | 
|  | 
| MyHierarchyComponentBase | Hierarchy  [get, set] | 
|  | 
| MySyncComponentBase | SyncObject  [get] | 
|  | 
| MyModStorageComponentBase | Storage  [get, set] | 
|  | Custom storage for mods. Shared with all mods.  More... 
 | 
|  | 
| EntityFlags | Flags  [get, set] | 
|  | 
| long | EntityId  [get, set] | 
|  | 
| string | Name  [get, set] | 
|  | 
| bool | MarkedForClose  [get] | 
|  | 
| bool | Closed  [get] | 
|  | 
| bool | DebugAsyncLoading  [get] | 
|  | 
| bool | Save  [get, set] | 
|  | 
| MyPersistentEntityFlags2 | PersistentFlags  [get, set] | 
|  | 
| MyEntityUpdateEnum | NeedsUpdate  [get, set] | 
|  | 
| IMyEntity | Parent  [get] | 
|  | 
| Matrix | LocalMatrix  [get, set] | 
|  | 
| bool | NearFlag  [get, set] | 
|  | 
| bool | CastShadows  [get, set] | 
|  | 
| bool | FastCastShadowResolve  [get, set] | 
|  | 
| bool | NeedsResolveCastShadow  [get, set] | 
|  | 
| float | MaxGlassDistSq  [get] | 
|  | 
| bool | NeedsDraw  [get, set] | 
|  | 
| bool | NeedsDrawFromParent  [get, set] | 
|  | 
| bool | Transparent  [get, set] | 
|  | 
| bool | ShadowBoxLod  [get, set] | 
|  | 
| bool | SkipIfTooSmall  [get, set] | 
|  | 
| bool | Visible  [get, set] | 
|  | 
| bool | InScene  [get, set] | 
|  | 
| bool | InvalidateOnMove  [get] | 
|  | 
| new VRageMath.MatrixD | WorldMatrix  [get, set] | 
|  | 
| VRageMath.MatrixD | WorldMatrixInvScaled  [get] | 
|  | 
| VRageMath.MatrixD | WorldMatrixNormalizedInv  [get] | 
|  | 
| bool | IsVolumetric  [get] | 
|  | 
| BoundingBox | LocalAABB  [get, set] | 
|  | 
| BoundingBox | LocalAABBHr  [get] | 
|  | 
| BoundingSphere | LocalVolume  [get, set] | 
|  | 
| Vector3 | LocalVolumeOffset  [get, set] | 
|  | 
| Vector3 | LocationForHudMarker  [get] | 
|  | 
| bool | IsCCDForProjectiles  [get] | 
|  | 
| string | DisplayName  [get, set] | 
|  | 
| MyEntityComponentContainer | Components  [get] | 
|  | 
| long | EntityId  [get] | 
|  | 
| VRageMath.BoundingBoxD | WorldAABB  [get] | 
|  | 
| VRageMath.BoundingBoxD | WorldAABBHr  [get] | 
|  | 
| VRageMath.MatrixD | WorldMatrix  [get] | 
|  | 
| VRageMath.BoundingSphereD | WorldVolume  [get] | 
|  | 
| VRageMath.BoundingSphereD | WorldVolumeHr  [get] | 
|  | 
|  Properties inherited from Sandbox.Game.Entities.IMyControllableEntity | 
| MyControllerInfo | ControllerInfo  [get] | 
|  | 
| new MyEntity | Entity  [get] | 
|  | 
| float | HeadLocalXAngle  [get, set] | 
|  | 
| float | HeadLocalYAngle  [get, set] | 
|  | 
| bool | EnabledBroadcasting  [get] | 
|  | 
| MyToolbarType | ToolbarType  [get] | 
|  | 
| MyStringId | ControlContext  [get] | 
|  | 
| MyToolbar | Toolbar  [get] | 
|  | 
| IMyEntity | Entity  [get] | 
|  | 
| bool | ForceFirstPersonCamera  [get, set] | 
|  | 
| bool | EnabledThrusts  [get] | 
|  | 
| bool | EnabledDamping  [get] | 
|  | 
| bool | EnabledLights  [get] | 
|  | 
| bool | EnabledLeadingGears  [get] | 
|  | 
| bool | EnabledReactors  [get] | 
|  | 
| bool | EnabledHelmet  [get] | 
|  | 
| bool | PrimaryLookaround  [get] | 
|  | 
| bool | IsInFirstPersonView  [get, set] | 
|  | 
| bool | ForceFirstPersonCamera  [get, set] | 
|  | 
| bool | AllowCubeBuilding  [get] | 
|  | 
| float | Integrity  [get] | 
|  | 
| bool | UseDamageSystem  [get] | 
|  | When set to true, it should use MyDamageSystem damage routing.  More... 
 | 
|  | 
|  | 
| MyDefinitionId | DefinitionId = null | 
|  | 
| string | Name | 
|  | 
| bool | DebugAsyncLoading | 
|  | 
| DebugCreatedBy | DebugCreatedBy | 
|  | 
| float | m_massChangeForCollisions = 1f | 
|  | 
| Vector3D | m_serverPosition = new Vector3D() | 
|  | 
| Quaternion | m_serverOrientation = new Quaternion() | 
|  | 
| MatrixD | m_serverWorldMatrix = new MatrixD() | 
|  | 
| Vector3 | m_serverLinearVelocity | 
|  | 
| Vector3 | m_serverAngularVelocity | 
|  | 
| bool | m_positionResetFromServer | 
|  | 
| bool | SentFromServer | 
|  | 
| int | GamePruningProxyId = MyVRageConstants.PRUNING_PROXY_ID_UNITIALIZED | 
|  | 
| int | TopMostPruningProxyId = MyVRageConstants.PRUNING_PROXY_ID_UNITIALIZED | 
|  | 
| bool | StaticForPruningStructure = false | 
|  | 
| int | TargetPruningProxyId = MyVRageConstants.PRUNING_PROXY_ID_UNITIALIZED | 
|  | 
| Dictionary< IMyReplicable, Action > | ReadyForReplicationAction = new Dictionary<IMyReplicable, Action>() | 
|  | 
| static Action< MyEntity > | AddToGamePruningStructureExtCallBack = null | 
|  | 
| static Action< MyEntity > | RemoveFromGamePruningStructureExtCallBack = null | 
|  | 
| static Action< MyEntity > | UpdateGamePruningStructureExtCallBack = null | 
|  | 
| static MyEntityFactoryCreateObjectBuilderDelegate | MyEntityFactoryCreateObjectBuilderExtCallback = null | 
|  | 
| static CreateDefaultSyncEntityDelegate | CreateDefaultSyncEntityExtCallback | 
|  | 
| static Action< MyEntity > | MyWeldingGroupsAddNodeExtCallback = null | 
|  | 
| static Action< MyEntity > | MyWeldingGroupsRemoveNodeExtCallback = null | 
|  | 
| static Action< MyEntity, List< MyEntity > > | MyWeldingGroupsGetGroupNodesExtCallback = null | 
|  | 
| static MyWeldingGroupsGroupExistsDelegate | MyWeldingGroupsGroupExistsExtCallback = null | 
|  | 
| static Action< MyEntity > | MyProceduralWorldGeneratorTrackEntityExtCallback = null | 
|  | 
| static Action< MyEntity > | CreateStandardRenderComponentsExtCallback = null | 
|  | 
| static Action< MyComponentContainer, MyObjectBuilderType, MyStringHash, MyObjectBuilder_ComponentContainer > | InitComponentsExtCallback = null | 
|  | 
| static Func< MyObjectBuilder_EntityBase, bool, MyEntity > | MyEntitiesCreateFromObjectBuilderExtCallback = null | 
|  | 
| virtual bool | CanBeAddedToRender () | 
|  | 
| virtual MySyncComponentBase | OnCreateSync () | 
|  | 
| virtual void | ClampToWorld () | 
|  | 
| virtual void | BeforeDelete () | 
|  | 
| virtual void | Closing () | 
|  | 
| virtual void | OnInventoryComponentAdded (MyInventoryBase inventory) | 
|  | 
| virtual void | OnInventoryComponentRemoved (MyInventoryBase inventory) | 
|  | 
| static void | UpdateNamedEmissiveParts (uint renderObjectId, string emissiveName, Color emissivePartColor, float emissivity) | 
|  | 
| List< MyHudEntityParams > | m_hudParams | 
|  | 
| MyModel | m_modelCollision | 
|  | 
| Action< MyEntity > | OnMarkForClose | 
|  | This event may not be invoked at all, when calling MyEntities.CloseAll, marking is bypassed  More... 
 | 
|  | 
| Action< MyEntity > | OnClose | 
|  | 
| Action< MyEntity > | OnClosing | 
|  | 
| Action< MyEntity > | OnPhysicsChanged | 
|  | 
| Action< IMyEntity > | OnClose | 
|  | 
| Action< IMyEntity > | OnClosing | 
|  | 
| Action< IMyEntity > | OnMarkForClose | 
|  | 
| Action< IMyEntity > | OnPhysicsChanged | 
|  | 
Definition at line 52 of file MyGhostCharacter.cs.