Space Engineers
Sandbox.Game.Replication.StateGroups.MyStreamingEntityStateGroup< T > Member List

This is the complete list of members for Sandbox.Game.Replication.StateGroups.MyStreamingEntityStateGroup< T >, including all inherited members.

ClientUpdate(MyTimeSpan clientTimestamp)Sandbox.Game.Replication.StateGroups.MyStreamingEntityStateGroup< T >inline
CreateClientData(MyClientStateBase forClient)Sandbox.Game.Replication.StateGroups.MyStreamingEntityStateGroup< T >inline
Destroy()Sandbox.Game.Replication.StateGroups.MyStreamingEntityStateGroup< T >inline
DestroyClientData(MyClientStateBase forClient)Sandbox.Game.Replication.StateGroups.MyStreamingEntityStateGroup< T >inline
ForceSend(MyClientStateBase clientData)Sandbox.Game.Replication.StateGroups.MyStreamingEntityStateGroup< T >inline
GetGroupPriority(int frameCountWithoutSync, MyClientInfo forClient)Sandbox.Game.Replication.StateGroups.MyStreamingEntityStateGroup< T >inline
GroupTypeSandbox.Game.Replication.StateGroups.MyStreamingEntityStateGroup< T >
InstanceSandbox.Game.Replication.StateGroups.MyStreamingEntityStateGroup< T >
IsStillDirty(EndpointId forClient)Sandbox.Game.Replication.StateGroups.MyStreamingEntityStateGroup< T >inline
MyStreamingEntityStateGroup(T obj, IMyReplicable owner)Sandbox.Game.Replication.StateGroups.MyStreamingEntityStateGroup< T >inline
OnAck(MyClientStateBase forClient, byte packetId, bool delivered)Sandbox.Game.Replication.StateGroups.MyStreamingEntityStateGroup< T >inline
OwnerSandbox.Game.Replication.StateGroups.MyStreamingEntityStateGroup< T >
Serialize(VRage.Library.Collections.BitStream stream, EndpointId forClient, MyTimeSpan timestamp, byte packetId, int maxBitPosition)Sandbox.Game.Replication.StateGroups.MyStreamingEntityStateGroup< T >inline
TimestampReset(MyTimeSpan timestamp)Sandbox.Game.Replication.StateGroups.MyStreamingEntityStateGroup< T >inline