ClientUpdate(MyTimeSpan clientTimestamp) | Sandbox.Game.Replication.StateGroups.MyFloatingObjectPhysicsStateGroup | inlinevirtual |
CreateClientData(MyClientStateBase forClient) | Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup | inline |
Destroy() | Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup | inlinevirtual |
DestroyClientData(MyClientStateBase forClient) | Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup | inline |
Entity | Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup | |
ForceSend(MyClientStateBase clientData) | Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup | inline |
GetBasicPhysicsPriority(MyClientInfo client) | Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup | inlineprotected |
GetGroupPriority(int frameCountWithoutSync, MyClientInfo client, PrioritySettings settings) | Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup | inlineprotectedvirtual |
GetMovementScale(PrioritySettings prioritySettings, out float updateOncePer) | Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup | inlineprotected |
GroupType | Sandbox.Game.Replication.StateGroups.MyFloatingObjectPhysicsStateGroup | |
IsAccelerating | Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup | protected |
IsControlledLocally | Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup | protected |
IsMoving(MyEntity entity) | Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup | inlineprotectedvirtual |
IsStillDirty(EndpointId forClient) | Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup | inline |
m_lastMovementFrame | Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup | protected |
m_prioritySettings | Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup | protected |
MyEntityPhysicsStateGroup(MyEntity entity, IMyReplicable ownerReplicable) | Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup | inline |
MyFloatingObjectPhysicsStateGroup(MyFloatingObject entity, IMyReplicable owner) | Sandbox.Game.Replication.StateGroups.MyFloatingObjectPhysicsStateGroup | inline |
NUM_DECIMAL_PRECISION | Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup | |
OnAck(MyClientStateBase forClient, byte packetId, bool delivered) | Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup | inline |
Owner | Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup | |
PRECISION | Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup | protectedstatic |
ResponsibleForUpdate(MyEntity entity, EndpointId endpointId) | Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup | inlinestatic |
Serialize(BitStream stream, EndpointId forClient, MyTimeSpan timeStamp, byte packetId, int maxBitPosition) | Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup | inlinevirtual |
SnapshotSync | Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup | protected |
TimestampReset(MyTimeSpan timestamp) | Sandbox.Game.Replication.StateGroups.MyEntityPhysicsStateGroup | inline |