CalculatePositionDifference(ulong clientId, out bool positionValid, out bool correctServer, out Vector3D delta) | Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup | inlineprotectedvirtual |
ClientUpdate(uint timestamp) | Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup | inlinevirtual |
VRage::Network::IMyStateGroup.ClientUpdate(MyTimeSpan clientTimestamp) | VRage.Network.IMyStateGroup | |
ClientWrite(VRage.Library.Collections.BitStream stream, EndpointId forClient, uint timestamp, int maxBitPosition) | Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup | inlineprotectedvirtual |
CreateClientData(MyClientStateBase forClient) | Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup | inline |
CustomClientRead(uint timeStamp, ref MyTransformD serverPositionAndOrientation, VRage.Library.Collections.BitStream stream) | Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup | inlineprotectedvirtual |
CustomServerWrite(uint timeStamp, ulong clientId, VRage.Library.Collections.BitStream stream) | Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup | inlineprotectedvirtual |
Destroy() | Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup | inline |
DestroyClientData(MyClientStateBase forClient) | Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup | inline |
Entity | Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup | protected |
ForceSend(MyClientStateBase clientData) | Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup | inline |
GetGroupPriority(int frameCountWithoutSync, MyClientInfo forClient) | Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup | inline |
GetSupportID() | Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup | inlinevirtual |
GroupType | Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup | |
IsPositionValid(MyTransformD clientDelta) | Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup | inlineprotectedvirtual |
IsStillDirty(EndpointId forClient) | VRage.Network.IMyStateGroup | |
m_currentTimeStamp | Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup | protected |
m_serverClientData | Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup | protected |
m_timestamp | Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup | protected |
MyCharacterPositionVerificationStateGroup(MyCharacter character) | Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup | inline |
MyEntityPositionVerificationStateGroup(MyEntity entity) | Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup | inline |
OnAck(MyClientStateBase forClient, byte packetId, bool delivered) | Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup | inline |
Owner | VRage.Network.IMyStateGroup | |
Serialize(VRage.Library.Collections.BitStream stream, EndpointId forClient, uint timestamp, byte packetId, int maxBitPosition) | Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup | inline |
VRage::Network::IMyStateGroup.Serialize(BitStream stream, EndpointId forClient, MyTimeSpan timestamp, byte packetId, int maxBitPosition) | VRage.Network.IMyStateGroup | |
ServerRead(VRage.Library.Collections.BitStream stream, ulong clientId, uint timestamp) | Sandbox.Game.Replication.MyCharacterPositionVerificationStateGroup | inlineprotectedvirtual |
TimestampReset(MyTimeSpan timestamp) | VRage.Network.IMyStateGroup | |