Space Engineers
Sandbox.Game.Replication.StateGroups.MyEntityInventoryStateGroup Member List

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

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