ClientUpdate(uint timestamp) | Sandbox.Game.Replication.MyEntityInventoryStateGroup | inline |
VRage::Network::IMyStateGroup.ClientUpdate(MyTimeSpan clientTimestamp) | VRage.Network.IMyStateGroup | |
CreateClientData(MyClientStateBase forClient) | Sandbox.Game.Replication.MyEntityInventoryStateGroup | inline |
Destroy() | Sandbox.Game.Replication.MyEntityInventoryStateGroup | inline |
DestroyClientData(MyClientStateBase forClient) | Sandbox.Game.Replication.MyEntityInventoryStateGroup | inline |
ForceSend(MyClientStateBase clientData) | Sandbox.Game.Replication.MyEntityInventoryStateGroup | inline |
GetGroupPriority(int frameCountWithoutSync, MyClientInfo client) | Sandbox.Game.Replication.MyEntityInventoryStateGroup | inline |
GetPriorityStateGroup(MyClientInfo client) | Sandbox.Game.Replication.MyEntityInventoryStateGroup | inline |
GroupType | Sandbox.Game.Replication.MyEntityInventoryStateGroup | |
IsStillDirty(EndpointId forClient) | VRage.Network.IMyStateGroup | |
MyEntityInventoryStateGroup(MyInventory entity, bool attach) | Sandbox.Game.Replication.MyEntityInventoryStateGroup | inline |
OnAck(MyClientStateBase forClient, byte packetId, bool delivered) | Sandbox.Game.Replication.MyEntityInventoryStateGroup | inline |
Owner | VRage.Network.IMyStateGroup | |
Serialize(BitStream stream, EndpointId forClient, uint timestamp, byte packetId, int maxBitPosition) | Sandbox.Game.Replication.MyEntityInventoryStateGroup | inline |
VRage::Network::IMyStateGroup.Serialize(BitStream stream, EndpointId forClient, MyTimeSpan timestamp, byte packetId, int maxBitPosition) | VRage.Network.IMyStateGroup | |
TimestampReset(MyTimeSpan timestamp) | VRage.Network.IMyStateGroup | |