ClientUpdate(uint timestamp) | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | inline |
VRage::Network::IMyStateGroup.ClientUpdate(MyTimeSpan clientTimestamp) | VRage.Network.IMyStateGroup | |
CreateClientData(MyClientStateBase forClient) | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | inline |
Destroy() | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | inlinevirtual |
DestroyClientData(MyClientStateBase forClient) | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | inline |
EffectiveSimulationRatio | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | static |
Entity | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | |
ForceSend(MyClientStateBase clientData) | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | inline |
GetBasicPhysicsPriority(MyClientInfo client) | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | inlineprotected |
GetControllingPlayer() | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | inlinevirtual |
GetGroupPriority(int frameCountWithoutSync, MyClientInfo client, PrioritySettings settings) | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | inlineprotectedvirtual |
GetMovementScale(PrioritySettings prioritySettings, out float updateOncePer) | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | inlineprotected |
GroupType | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | |
IsAccelerating | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | protected |
IsControlledLocally | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | protected |
IsMoving(MyEntity entity) | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | inlineprotectedvirtual |
IsStillDirty(EndpointId forClient) | VRage.Network.IMyStateGroup | |
m_lastMovementFrame | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | protected |
m_lowPrecisionOrientation | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | protected |
m_positionValidation | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | protected |
m_prioritySettings | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | protected |
MovedDelegate(ref MatrixD oldTransform, ref MatrixD newTransform) | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | |
MoveHandler | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | |
MyEntityPhysicsStateGroup(MyEntity entity, IMyReplicable ownerReplicable) | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | inline |
NUM_DECIMAL_PRECISION | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | |
OnAck(MyClientStateBase forClient, byte packetId, bool delivered) | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | inline |
OnMoved | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | |
OnVelocityChanged | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | |
Owner | VRage.Network.IMyStateGroup | |
OwnerReplicable | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | |
PRECISION | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | protectedstatic |
ResponsibleForUpdate(MyEntity entity, EndpointId endpointId) | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | inlinestatic |
Serialize(BitStream stream, EndpointId forClient, uint timestamp, byte packetId, int maxBitPosition) | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | inlinevirtual |
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.MyEntityPhysicsStateGroup | inlineprotected |
SerializeServerVelocities(BitStream stream, MyEntity entity, float simulationRatio, bool movingOnServer, ref Vector3 outLinearVelocity, ref Vector3 outAngularVelocity) | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | inlineprotected |
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.MyEntityPhysicsStateGroup | inlineprotectedstatic |
SerializeVelocities(BitStream stream, MyEntity entity, float simulationRatio, bool applyWhenReading, bool movingOnServer, VelocityDelegate velocityHandler=null) | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | inlineprotectedstatic |
TimestampReset(MyTimeSpan timestamp) | VRage.Network.IMyStateGroup | |
VelocityDelegate(ref Vector3 oldVelocity, ref Vector3 newVelocity) | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | |
VelocityHandler | Sandbox.Game.Replication.MyEntityPhysicsStateGroup | protected |