Space Engineers
Classes | Public Member Functions | Properties | List of all members
Sandbox.Game.Entities.MyGhostCharacter Class Reference
Inheritance diagram for Sandbox.Game.Entities.MyGhostCharacter:
VRage.Game.Entity.MyEntity Sandbox.Game.Entities.IMyControllableEntity VRage.Game.ModAPI.Interfaces.IMyCameraController VRage.Game.ModAPI.Interfaces.IMyDestroyableObject VRage.ModAPI.IMyEntity VRage.Game.ModAPI.Interfaces.IMyControllableEntity VRage.Game.ModAPI.Ingame.IMyEntity

Classes

interface  ITouchPadListener
 

Public Member Functions

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 ()
 
- Public Member Functions inherited from VRage.Game.Entity.MyEntity
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< MyHudEntityParamsGetHudParams (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 ()
 
- Public Member Functions inherited from VRage.ModAPI.IMyEntity
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)
 
- Public Member Functions inherited from VRage.Game.ModAPI.Interfaces.IMyControllableEntity
void MoveAndRotate (Vector3 moveIndicator, Vector2 rotationIndicator, float rollIndicator)
 
void DrawHud (IMyCameraController camera, long playerId)
 
- Public Member Functions inherited from VRage.Game.ModAPI.Interfaces.IMyCameraController
void OnAssumeControl (IMyCameraController previousCameraController)
 
void OnReleaseControl (IMyCameraController newCameraController)
 
- Public Member Functions inherited from VRage.Game.ModAPI.Interfaces.IMyDestroyableObject
bool DoDamage (float damage, MyStringHash damageSource, bool sync, MyHitInfo?hitInfo=null, long attackerId=0)
 

Properties

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]
 
- Properties inherited from VRage.Game.Entity.MyEntity
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< MyEntityHierarchy [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, MyEntitySubpartSubparts [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]
 
- Properties inherited from VRage.ModAPI.IMyEntity
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]
 
- Properties inherited from VRage.Game.ModAPI.Ingame.IMyEntity
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]
 
- Properties inherited from VRage.Game.ModAPI.Interfaces.IMyControllableEntity
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]
 
- Properties inherited from VRage.Game.ModAPI.Interfaces.IMyCameraController
bool IsInFirstPersonView [get, set]
 
bool ForceFirstPersonCamera [get, set]
 
bool AllowCubeBuilding [get]
 
- Properties inherited from VRage.Game.ModAPI.Interfaces.IMyDestroyableObject
float Integrity [get]
 
bool UseDamageSystem [get]
 When set to true, it should use MyDamageSystem damage routing. More...
 

Additional Inherited Members

- Public Attributes inherited from VRage.Game.Entity.MyEntity
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 Public Attributes inherited from VRage.Game.Entity.MyEntity
static Action< MyEntityAddToGamePruningStructureExtCallBack = null
 
static Action< MyEntityRemoveFromGamePruningStructureExtCallBack = null
 
static Action< MyEntityUpdateGamePruningStructureExtCallBack = null
 
static MyEntityFactoryCreateObjectBuilderDelegate MyEntityFactoryCreateObjectBuilderExtCallback = null
 
static CreateDefaultSyncEntityDelegate CreateDefaultSyncEntityExtCallback
 
static Action< MyEntityMyWeldingGroupsAddNodeExtCallback = null
 
static Action< MyEntityMyWeldingGroupsRemoveNodeExtCallback = null
 
static Action< MyEntity, List< MyEntity > > MyWeldingGroupsGetGroupNodesExtCallback = null
 
static MyWeldingGroupsGroupExistsDelegate MyWeldingGroupsGroupExistsExtCallback = null
 
static Action< MyEntityMyProceduralWorldGeneratorTrackEntityExtCallback = null
 
static Action< MyEntityCreateStandardRenderComponentsExtCallback = null
 
static Action< MyComponentContainer, MyObjectBuilderType, MyStringHash, MyObjectBuilder_ComponentContainerInitComponentsExtCallback = null
 
static Func< MyObjectBuilder_EntityBase, bool, MyEntityMyEntitiesCreateFromObjectBuilderExtCallback = null
 
- Protected Member Functions inherited from VRage.Game.Entity.MyEntity
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 Protected Member Functions inherited from VRage.Game.Entity.MyEntity
static void UpdateNamedEmissiveParts (uint renderObjectId, string emissiveName, Color emissivePartColor, float emissivity)
 
- Protected Attributes inherited from VRage.Game.Entity.MyEntity
List< MyHudEntityParamsm_hudParams
 
MyModel m_modelCollision
 
- Events inherited from VRage.Game.Entity.MyEntity
Action< MyEntityOnMarkForClose
 This event may not be invoked at all, when calling MyEntities.CloseAll, marking is bypassed More...
 
Action< MyEntityOnClose
 
Action< MyEntityOnClosing
 
Action< MyEntityOnPhysicsChanged
 
- Events inherited from VRage.ModAPI.IMyEntity
Action< IMyEntityOnClose
 
Action< IMyEntityOnClosing
 
Action< IMyEntityOnMarkForClose
 
Action< IMyEntityOnPhysicsChanged
 

Detailed Description

Definition at line 52 of file MyGhostCharacter.cs.

Constructor & Destructor Documentation

Sandbox.Game.Entities.MyGhostCharacter.MyGhostCharacter ( )
inline

Definition at line 480 of file MyGhostCharacter.cs.

Member Function Documentation

void Sandbox.Game.Entities.MyGhostCharacter.BeginShoot ( MyShootActionEnum  action)
inline

This will be called locally to start shooting with the given action

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 102 of file MyGhostCharacter.cs.

bool Sandbox.Game.Entities.MyGhostCharacter.CanSwitchAmmoMagazine ( )
inline

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 182 of file MyGhostCharacter.cs.

bool Sandbox.Game.Entities.MyGhostCharacter.CanSwitchToWeapon ( VRage.Game.MyDefinitionId weaponDefinition)
inline

Definition at line 171 of file MyGhostCharacter.cs.

void Sandbox.Game.Entities.MyGhostCharacter.Crouch ( )
inline
void Sandbox.Game.Entities.MyGhostCharacter.Die ( )
inline
bool Sandbox.Game.Entities.MyGhostCharacter.DoDamage ( float  damage,
MyStringHash  damageSource,
bool  sync,
VRage.Game.ModAPI.MyHitInfo hitInfo = null,
long  attackerId = 0 
)
inline

Definition at line 462 of file MyGhostCharacter.cs.

void Sandbox.Game.Entities.MyGhostCharacter.Down ( )
inline
void Sandbox.Game.Entities.MyGhostCharacter.DrawHud ( VRage.Game.ModAPI.Interfaces.IMyCameraController  camera,
long  playerId 
)
inline

Definition at line 373 of file MyGhostCharacter.cs.

void Sandbox.Game.Entities.MyGhostCharacter.EndShoot ( MyShootActionEnum  action)
inline

This will be called locally to start shooting with the given action

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 123 of file MyGhostCharacter.cs.

Multiplayer.MyEntityCameraSettings Sandbox.Game.Entities.MyGhostCharacter.GetCameraEntitySettings ( )
inline

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 205 of file MyGhostCharacter.cs.

VRageMath.MatrixD Sandbox.Game.Entities.MyGhostCharacter.GetHeadMatrix ( bool  includeY,
bool  includeX,
bool  forceHeadAnim,
bool  forceHeadBone 
)
inline
override MyObjectBuilder_EntityBase Sandbox.Game.Entities.MyGhostCharacter.GetObjectBuilder ( bool  copy = false)
inlinevirtual

Gets object builder from object.

Returns

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 537 of file MyGhostCharacter.cs.

override void Sandbox.Game.Entities.MyGhostCharacter.Init ( MyObjectBuilder_EntityBase  objectBuilder)
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 523 of file MyGhostCharacter.cs.

void Sandbox.Game.Entities.MyGhostCharacter.Jump ( )
inline
void Sandbox.Game.Entities.MyGhostCharacter.MoveAndRotate ( VRageMath.Vector3  moveIndicator,
VRageMath.Vector2  rotationIndicator,
float  rollIndicator 
)
inline

Definition at line 251 of file MyGhostCharacter.cs.

void Sandbox.Game.Entities.MyGhostCharacter.MoveAndRotateStopped ( )
inline
void Sandbox.Game.Entities.MyGhostCharacter.OnBeginShoot ( MyShootActionEnum  action)
inline

This will be called back from the sync object both on local and remote clients

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 136 of file MyGhostCharacter.cs.

void Sandbox.Game.Entities.MyGhostCharacter.OnDestroy ( )
inline
void Sandbox.Game.Entities.MyGhostCharacter.OnEndShoot ( MyShootActionEnum  action)
inline

This will be called back from the sync object both on local and remote clients

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 141 of file MyGhostCharacter.cs.

void Sandbox.Game.Entities.MyGhostCharacter.PickUp ( )
inline
void Sandbox.Game.Entities.MyGhostCharacter.PickUpContinues ( )
inline
void Sandbox.Game.Entities.MyGhostCharacter.PickUpFinished ( )
inline

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 151 of file MyGhostCharacter.cs.

void Sandbox.Game.Entities.MyGhostCharacter.ShowInventory ( )
inline
void Sandbox.Game.Entities.MyGhostCharacter.ShowTerminal ( )
inline
void Sandbox.Game.Entities.MyGhostCharacter.Sprint ( bool  enabled)
inline

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 156 of file MyGhostCharacter.cs.

void Sandbox.Game.Entities.MyGhostCharacter.SwitchAmmoMagazine ( )
inline

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 177 of file MyGhostCharacter.cs.

void Sandbox.Game.Entities.MyGhostCharacter.SwitchBroadcasting ( )
inline

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 188 of file MyGhostCharacter.cs.

void Sandbox.Game.Entities.MyGhostCharacter.SwitchDamping ( )
inline
void Sandbox.Game.Entities.MyGhostCharacter.SwitchHelmet ( )
inline
void Sandbox.Game.Entities.MyGhostCharacter.SwitchLeadingGears ( )
inline
void Sandbox.Game.Entities.MyGhostCharacter.SwitchLights ( )
inline
void Sandbox.Game.Entities.MyGhostCharacter.SwitchReactors ( )
inline
void Sandbox.Game.Entities.MyGhostCharacter.SwitchThrusts ( )
inline
void Sandbox.Game.Entities.MyGhostCharacter.SwitchToWeapon ( VRage.Game.MyDefinitionId  weaponDefinition)
inline

Definition at line 161 of file MyGhostCharacter.cs.

void Sandbox.Game.Entities.MyGhostCharacter.SwitchToWeapon ( Screens.Helpers.MyToolbarItemWeapon  weapon)
inline

Definition at line 166 of file MyGhostCharacter.cs.

void Sandbox.Game.Entities.MyGhostCharacter.SwitchWalk ( )
inline
void Sandbox.Game.Entities.MyGhostCharacter.Up ( )
inline
override void Sandbox.Game.Entities.MyGhostCharacter.UpdateAfterSimulation ( )
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 484 of file MyGhostCharacter.cs.

override void Sandbox.Game.Entities.MyGhostCharacter.UpdateOnceBeforeFrame ( )
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 543 of file MyGhostCharacter.cs.

void Sandbox.Game.Entities.MyGhostCharacter.Use ( )
inline
void Sandbox.Game.Entities.MyGhostCharacter.UseContinues ( )
inline
void Sandbox.Game.Entities.MyGhostCharacter.UseFinished ( )
inline

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 146 of file MyGhostCharacter.cs.

Property Documentation

VRage.Utils.MyStringId Sandbox.Game.Entities.MyGhostCharacter.ControlContext
get

Definition at line 228 of file MyGhostCharacter.cs.

World.MyControllerInfo Sandbox.Game.Entities.MyGhostCharacter.ControllerInfo
get

Definition at line 81 of file MyGhostCharacter.cs.

bool Sandbox.Game.Entities.MyGhostCharacter.EnabledBroadcasting
get

Definition at line 194 of file MyGhostCharacter.cs.

bool Sandbox.Game.Entities.MyGhostCharacter.EnabledDamping
get

Definition at line 349 of file MyGhostCharacter.cs.

bool Sandbox.Game.Entities.MyGhostCharacter.EnabledHelmet
get

Definition at line 369 of file MyGhostCharacter.cs.

bool Sandbox.Game.Entities.MyGhostCharacter.EnabledLeadingGears
get

Definition at line 359 of file MyGhostCharacter.cs.

bool Sandbox.Game.Entities.MyGhostCharacter.EnabledLights
get

Definition at line 354 of file MyGhostCharacter.cs.

bool Sandbox.Game.Entities.MyGhostCharacter.EnabledReactors
get

Definition at line 364 of file MyGhostCharacter.cs.

bool Sandbox.Game.Entities.MyGhostCharacter.EnabledThrusts
get

Definition at line 344 of file MyGhostCharacter.cs.

VRage.Game.Entity.MyEntity Sandbox.Game.Entities.MyGhostCharacter.Entity
get

Definition at line 86 of file MyGhostCharacter.cs.

bool Sandbox.Game.Entities.MyGhostCharacter.ForceFirstPersonCamera
getset

Definition at line 241 of file MyGhostCharacter.cs.

float Sandbox.Game.Entities.MyGhostCharacter.HeadLocalXAngle
getset

Definition at line 91 of file MyGhostCharacter.cs.

float Sandbox.Game.Entities.MyGhostCharacter.HeadLocalYAngle
getset

Definition at line 97 of file MyGhostCharacter.cs.

float Sandbox.Game.Entities.MyGhostCharacter.Integrity
get

Definition at line 470 of file MyGhostCharacter.cs.

new MyPhysicsBody Sandbox.Game.Entities.MyGhostCharacter.Physics
getset

Definition at line 78 of file MyGhostCharacter.cs.

bool Sandbox.Game.Entities.MyGhostCharacter.PrimaryLookaround
get

Definition at line 384 of file MyGhostCharacter.cs.

MyToolbar Sandbox.Game.Entities.MyGhostCharacter.Toolbar
get

Definition at line 232 of file MyGhostCharacter.cs.

VRage.Game.MyToolbarType Sandbox.Game.Entities.MyGhostCharacter.ToolbarType
get

Definition at line 199 of file MyGhostCharacter.cs.

bool Sandbox.Game.Entities.MyGhostCharacter.UseDamageSystem
get

Definition at line 475 of file MyGhostCharacter.cs.


The documentation for this class was generated from the following file: