Space Engineers
Sandbox.Game.Replication.MyEntityInventoryStateGroup Member List

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

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