Space Engineers
Sandbox.Game.Replication.MyCharacterPhysicsStateGroup Member List

This is the complete list of members for Sandbox.Game.Replication.MyCharacterPhysicsStateGroup, including all inherited members.

ClientUpdate(uint timestamp)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinline
VRage::Network::IMyStateGroup.ClientUpdate(MyTimeSpan clientTimestamp)VRage.Network.IMyStateGroup
CreateClientData(MyClientStateBase forClient)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinline
DebugSupportSandbox.Game.Replication.MyEntityPhysicsStateGroupWithSupport
Destroy()Sandbox.Game.Replication.MyEntityPhysicsStateGroupWithSupportinlinevirtual
DestroyClientData(MyClientStateBase forClient)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinline
EffectiveSimulationRatioSandbox.Game.Replication.MyEntityPhysicsStateGroupstatic
EntitySandbox.Game.Replication.MyCharacterPhysicsStateGroup
FindSupportDelegateSandbox.Game.Replication.MyEntityPhysicsStateGroupWithSupport
ForceSend(MyClientStateBase clientData)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinline
GetBasicPhysicsPriority(MyClientInfo client)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinlineprotected
GetControllingPlayer()Sandbox.Game.Replication.MyCharacterPhysicsStateGroupinlinevirtual
GetGroupPriority(int frameCountWithoutSync, MyClientInfo client, PrioritySettings settings)Sandbox.Game.Replication.MyCharacterPhysicsStateGroupinlineprotected
Sandbox::Game::Replication::MyEntityPhysicsStateGroupWithSupport.GetGroupPriority(int frameCountWithoutSync, MyClientInfo client, PrioritySettings settings)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinlineprotectedvirtual
GetMovementScale(PrioritySettings prioritySettings, out float updateOncePer)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinlineprotected
GroupTypeSandbox.Game.Replication.MyEntityPhysicsStateGroup
IsAcceleratingSandbox.Game.Replication.MyEntityPhysicsStateGroupprotected
IsControlledLocallySandbox.Game.Replication.MyEntityPhysicsStateGroupprotected
IsMoving(MyEntity entity)Sandbox.Game.Replication.MyCharacterPhysicsStateGroupinlineprotectedvirtual
IsStillDirty(EndpointId forClient)VRage.Network.IMyStateGroup
m_lastMovementFrameSandbox.Game.Replication.MyEntityPhysicsStateGroupprotected
m_lowPrecisionOrientationSandbox.Game.Replication.MyEntityPhysicsStateGroupprotected
m_positionValidationSandbox.Game.Replication.MyEntityPhysicsStateGroupprotected
m_prioritySettingsSandbox.Game.Replication.MyEntityPhysicsStateGroupprotected
MovedDelegate(ref MatrixD oldTransform, ref MatrixD newTransform)Sandbox.Game.Replication.MyEntityPhysicsStateGroup
MoveHandlerSandbox.Game.Replication.MyEntityPhysicsStateGroup
MyCharacterPhysicsStateGroup(MyEntity entity, IMyReplicable ownerReplicable)Sandbox.Game.Replication.MyCharacterPhysicsStateGroupinline
MyEntityPhysicsStateGroup(MyEntity entity, IMyReplicable ownerReplicable)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinline
MyEntityPhysicsStateGroupWithSupport(MyEntity entity, IMyReplicable ownerReplicable)Sandbox.Game.Replication.MyEntityPhysicsStateGroupWithSupportinline
NUM_DECIMAL_PRECISIONSandbox.Game.Replication.MyEntityPhysicsStateGroup
OnAck(MyClientStateBase forClient, byte packetId, bool delivered)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinline
OnMovedSandbox.Game.Replication.MyEntityPhysicsStateGroup
OnVelocityChangedSandbox.Game.Replication.MyEntityPhysicsStateGroup
OwnerVRage.Network.IMyStateGroup
OwnerReplicableSandbox.Game.Replication.MyEntityPhysicsStateGroup
PRECISIONSandbox.Game.Replication.MyEntityPhysicsStateGroupprotectedstatic
ReadAndSkipCharacterState(BitStream stream)Sandbox.Game.Replication.MyCharacterPhysicsStateGroupinlinestatic
ResponsibleForUpdate(MyEntity entity, EndpointId endpointId)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinlinestatic
Serialize(BitStream stream, EndpointId forClient, uint timeStamp, byte packetId, int maxBitPosition)Sandbox.Game.Replication.MyCharacterPhysicsStateGroupinlinevirtual
VRage::Network::IMyStateGroup.Serialize(BitStream stream, EndpointId forClient, MyTimeSpan timestamp, byte packetId, int maxBitPosition)VRage.Network.IMyStateGroup
SerializeServerTransform(BitStream stream, MyEntity entity, Vector3D?deltaPosBase, bool movingOnServer, uint timeStamp, bool lowPrecisionOrientation, ref Vector3D outPosition, ref Quaternion outOrientation, ref MatrixD outWorldMartix, Func< MyEntity, Vector3D, bool > posValidation=null)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinlineprotected
SerializeServerVelocities(BitStream stream, MyEntity entity, float simulationRatio, bool movingOnServer, ref Vector3 outLinearVelocity, ref Vector3 outAngularVelocity)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinlineprotected
SerializeTransform(BitStream stream, MyEntity entity, Vector3D?deltaPosBase, bool lowPrecisionOrientation, bool applyWhenReading, bool movingOnServer, uint timeStamp, Func< MyEntity, Vector3D, bool > posValidation=null, MovedDelegate moveHandler=null)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinlineprotectedstatic
SerializeVelocities(BitStream stream, MyEntity entity, float simulationRatio, bool applyWhenReading, bool movingOnServer, VelocityDelegate velocityHandler=null)Sandbox.Game.Replication.MyEntityPhysicsStateGroupinlineprotectedstatic
SetSupport(MyEntityPhysicsStateGroup physicsGroup)Sandbox.Game.Replication.MyEntityPhysicsStateGroupWithSupportinline
TimestampReset(MyTimeSpan timestamp)VRage.Network.IMyStateGroup
VelocityDelegate(ref Vector3 oldVelocity, ref Vector3 newVelocity)Sandbox.Game.Replication.MyEntityPhysicsStateGroup
VelocityHandlerSandbox.Game.Replication.MyEntityPhysicsStateGroupprotected