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

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

ClientUpdate(MyTimeSpan clientTimestamp)Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroupinlinevirtual
CreateClientData(MyClientStateBase forClient)Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroupinline
Destroy()Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroupinlinevirtual
DestroyClientData(MyClientStateBase forClient)Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroupinline
EntitySandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup
ForceSend(MyClientStateBase clientData)Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroupinline
GetBasicPhysicsPriority(MyClientInfo client)Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroupinlineprotected
GetGroupPriority(int frameCountWithoutSync, MyClientInfo client, PrioritySettings settings)Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroupinlineprotectedvirtual
GetMovementScale(PrioritySettings prioritySettings, out float updateOncePer)Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroupinlineprotected
GroupTypeSandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup
IsAcceleratingSandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroupprotected
IsControlledLocallySandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroupprotected
IsMoving(MyEntity entity)Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroupinlineprotectedvirtual
IsStillDirty(EndpointId forClient)Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroupinline
m_lastMovementFrameSandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroupprotected
m_prioritySettingsSandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroupprotected
MyEntityPhysicsStateGroup(MyEntity entity, IMyReplicable ownerReplicable)Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroupinline
NUM_DECIMAL_PRECISIONSandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup
OnAck(MyClientStateBase forClient, byte packetId, bool delivered)Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroupinline
OwnerSandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup
PRECISIONSandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroupprotectedstatic
ResponsibleForUpdate(MyEntity entity, EndpointId endpointId)Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroupinlinestatic
Serialize(BitStream stream, EndpointId forClient, MyTimeSpan timeStamp, byte packetId, int maxBitPosition)Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroupinlinevirtual
SnapshotSyncSandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroupprotected
TimestampReset(MyTimeSpan timestamp)Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroupinline