Space Engineers
Sandbox.Game.Replication.MyEntityPositionVerificationStateGroup Member List

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

CalculatePositionDifference(ulong clientId, out bool positionValid, out bool correctServer, out Vector3D delta)Sandbox.Game.Replication.MyEntityPositionVerificationStateGroupprotectedpure virtual
ClientUpdate(uint timestamp)Sandbox.Game.Replication.MyEntityPositionVerificationStateGroupinlinevirtual
VRage::Network::IMyStateGroup.ClientUpdate(MyTimeSpan clientTimestamp)VRage.Network.IMyStateGroup
ClientWrite(VRage.Library.Collections.BitStream stream, EndpointId forClient, uint timestamp, int maxBitPosition)Sandbox.Game.Replication.MyEntityPositionVerificationStateGroupinlineprotectedvirtual
CreateClientData(MyClientStateBase forClient)Sandbox.Game.Replication.MyEntityPositionVerificationStateGroupinline
CustomClientRead(uint timeStamp, ref MyTransformD serverPositionAndOrientation, VRage.Library.Collections.BitStream stream)Sandbox.Game.Replication.MyEntityPositionVerificationStateGroupinlineprotectedvirtual
CustomServerWrite(uint timeStamp, ulong clientId, VRage.Library.Collections.BitStream stream)Sandbox.Game.Replication.MyEntityPositionVerificationStateGroupinlineprotectedvirtual
Destroy()Sandbox.Game.Replication.MyEntityPositionVerificationStateGroupinline
DestroyClientData(MyClientStateBase forClient)Sandbox.Game.Replication.MyEntityPositionVerificationStateGroupinline
EntitySandbox.Game.Replication.MyEntityPositionVerificationStateGroupprotected
ForceSend(MyClientStateBase clientData)Sandbox.Game.Replication.MyEntityPositionVerificationStateGroupinline
GetGroupPriority(int frameCountWithoutSync, MyClientInfo forClient)Sandbox.Game.Replication.MyEntityPositionVerificationStateGroupinline
GetSupportID()Sandbox.Game.Replication.MyEntityPositionVerificationStateGroupinlinevirtual
GroupTypeSandbox.Game.Replication.MyEntityPositionVerificationStateGroup
IsPositionValid(MyTransformD clientPos)Sandbox.Game.Replication.MyEntityPositionVerificationStateGroupinlineprotectedvirtual
IsStillDirty(EndpointId forClient)VRage.Network.IMyStateGroup
m_currentTimeStampSandbox.Game.Replication.MyEntityPositionVerificationStateGroupprotected
m_serverClientDataSandbox.Game.Replication.MyEntityPositionVerificationStateGroupprotected
m_timestampSandbox.Game.Replication.MyEntityPositionVerificationStateGroupprotected
MyEntityPositionVerificationStateGroup(MyEntity entity)Sandbox.Game.Replication.MyEntityPositionVerificationStateGroupinline
OnAck(MyClientStateBase forClient, byte packetId, bool delivered)Sandbox.Game.Replication.MyEntityPositionVerificationStateGroupinline
OwnerVRage.Network.IMyStateGroup
Serialize(VRage.Library.Collections.BitStream stream, EndpointId forClient, uint timestamp, byte packetId, int maxBitPosition)Sandbox.Game.Replication.MyEntityPositionVerificationStateGroupinline
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.MyEntityPositionVerificationStateGroupinlineprotectedvirtual
TimestampReset(MyTimeSpan timestamp)VRage.Network.IMyStateGroup