| AddMuzzleMatrix(MyAmmoType ammoType, Matrix localMatrix) | Sandbox.Game.Weapons.MyGunBase | inline |
| AMMO_PER_SHOOT | Sandbox.Game.Weapons.MyGunBase | |
| BackkickForcePerSecond | Sandbox.Game.Weapons.MyGunBase | |
| CanSwitchAmmoMagazine() | Sandbox.Game.Weapons.MyGunBase | inlinevirtual |
| ConsumeAmmo() | Sandbox.Game.Weapons.MyGunBase | inline |
| CreateAmmoInventoryConstraints(String displayName) | Sandbox.Game.Weapons.MyGunBase | inline |
| CreateEffects(MyWeaponDefinition.WeaponEffectAction action) | Sandbox.Game.Weapons.MyGunBase | inlineprotected |
| CurrentAmmo | Sandbox.Game.Weapons.MyGunBase | |
| CurrentAmmoDefinition | Sandbox.Game.Weapons.MyGunBase | |
| CurrentAmmoMagazineDefinition | Sandbox.Game.Weapons.MyGunBase | |
| CurrentAmmoMagazineId | Sandbox.Game.Weapons.MyGunBase | |
| DeviateAngle | Sandbox.Game.Weapons.MyGunBase | |
| GetDeviatedVector(float deviateAngle, Vector3 direction) | Sandbox.Game.Weapons.MyGunBase | inline |
| GetDeviatedVector(int hash, float deviateAngle, Vector3 direction) | Sandbox.Game.Weapons.MyGunBase | inline |
| GetGunNotificationName(MyDefinitionId gunId) | Sandbox.Game.Weapons.MyDeviceBase | inlinestatic |
| GetInventoryAmmoMagazinesCount() | Sandbox.Game.Weapons.MyGunBase | inline |
| GetMuzzleLocalPosition() | Sandbox.Game.Weapons.MyGunBase | inlinevirtual |
| GetMuzzleWorldMatrix() | Sandbox.Game.Weapons.MyGunBase | inline |
| GetMuzzleWorldPosition() | Sandbox.Game.Weapons.MyGunBase | inlinevirtual |
| GetObjectBuilder() | Sandbox.Game.Weapons.MyGunBase | inline |
| GetTotalAmmunitionAmount() | Sandbox.Game.Weapons.MyGunBase | inline |
| HasAmmoMagazines | Sandbox.Game.Weapons.MyGunBase | |
| HasDummies | Sandbox.Game.Weapons.MyGunBase | |
| HasEnoughAmmunition() | Sandbox.Game.Weapons.MyGunBase | inline |
| HasMissileAmmoDefined | Sandbox.Game.Weapons.MyGunBase | |
| HasProjectileAmmoDefined | Sandbox.Game.Weapons.MyGunBase | |
| Init(MyObjectBuilder_GunBase objectBuilder, MyCubeBlockDefinition cubeBlockDefinition, IMyGunBaseUser gunBaseUser) | Sandbox.Game.Weapons.MyGunBase | inline |
| Init(MyObjectBuilder_GunBase objectBuilder, MyDefinitionId weaponDefinitionId, IMyGunBaseUser gunBaseUser) | Sandbox.Game.Weapons.MyGunBase | inline |
| Sandbox::Game::Weapons::MyDeviceBase.Init(MyObjectBuilder_DeviceBase objectBuilder) | Sandbox.Game.Weapons.MyDeviceBase | inline |
| InventoryItemId | Sandbox.Game.Weapons.MyDeviceBase | |
| IsAmmoMagazineCompatible(MyDefinitionId ammoMagazineId) | Sandbox.Game.Weapons.MyGunBase | inline |
| IsAmmoMissile | Sandbox.Game.Weapons.MyGunBase | |
| IsAmmoProjectile | Sandbox.Game.Weapons.MyGunBase | |
| LastShootTime | Sandbox.Game.Weapons.MyGunBase | |
| LoadDummies(Dictionary< string, MyModelDummy > dummies) | Sandbox.Game.Weapons.MyGunBase | inline |
| m_cachedAmmunitionAmount | Sandbox.Game.Weapons.MyGunBase | protected |
| m_dummiesByAmmoType | Sandbox.Game.Weapons.MyGunBase | protected |
| m_holdingDummyMatrix | Sandbox.Game.Weapons.MyGunBase | |
| m_remainingAmmos | Sandbox.Game.Weapons.MyGunBase | protected |
| m_user | Sandbox.Game.Weapons.MyGunBase | protected |
| m_weaponProperties | Sandbox.Game.Weapons.MyGunBase | protected |
| m_worldMatrix | Sandbox.Game.Weapons.MyGunBase | protected |
| MechanicalDamage | Sandbox.Game.Weapons.MyGunBase | |
| MuzzleFlashLifeSpan | Sandbox.Game.Weapons.MyGunBase | |
| MyGunBase() | Sandbox.Game.Weapons.MyGunBase | inline |
| NoAmmoSound | Sandbox.Game.Weapons.MyGunBase | |
| RefreshAmmunitionAmount() | Sandbox.Game.Weapons.MyGunBase | inline |
| ReleaseTimeAfterFire | Sandbox.Game.Weapons.MyGunBase | |
| ReloadSound | Sandbox.Game.Weapons.MyGunBase | |
| ReloadTime | Sandbox.Game.Weapons.MyGunBase | |
| RemainingAmmo | Sandbox.Game.Weapons.MyGunBase | |
| RemoveOldEffects(MyWeaponDefinition.WeaponEffectAction action=MyWeaponDefinition.WeaponEffectAction.Shoot) | Sandbox.Game.Weapons.MyGunBase | inline |
| SecondarySound | Sandbox.Game.Weapons.MyGunBase | |
| Shoot(Vector3 initialVelocity, MyEntity owner=null) | Sandbox.Game.Weapons.MyGunBase | inline |
| Shoot(Vector3 initialVelocity, Vector3 direction, MyEntity owner=null) | Sandbox.Game.Weapons.MyGunBase | inline |
| Shoot(Vector3D initialPosition, Vector3 initialVelocity, Vector3 direction, MyEntity owner=null) | Sandbox.Game.Weapons.MyGunBase | inline |
| ShootIntervalInMiliseconds | Sandbox.Game.Weapons.MyGunBase | |
| ShootIntervalModifier | Sandbox.Game.Weapons.MyGunBase | |
| ShootSound | Sandbox.Game.Weapons.MyGunBase | |
| ShootWithOffset(Vector3 initialVelocity, Vector3 direction, float offset, MyEntity owner=null) | Sandbox.Game.Weapons.MyGunBase | inline |
| ShotsInBurst | Sandbox.Game.Weapons.MyGunBase | |
| StartShootSound(MyEntity3DSoundEmitter soundEmitter) | Sandbox.Game.Weapons.MyGunBase | inline |
| StopShoot() | Sandbox.Game.Weapons.MyGunBase | inline |
| SwitchAmmoMagazine(MyDefinitionId ammoMagazineId) | Sandbox.Game.Weapons.MyGunBase | inline |
| SwitchAmmoMagazineToFirstAvailable() | Sandbox.Game.Weapons.MyGunBase | inline |
| SwitchAmmoMagazineToNextAvailable() | Sandbox.Game.Weapons.MyGunBase | inlinevirtual |
| SwitchToNextAmmoMagazine() | Sandbox.Game.Weapons.MyGunBase | inlinevirtual |
| UpdateEffects() | Sandbox.Game.Weapons.MyGunBase | inline |
| UseDefaultMuzzleFlash | Sandbox.Game.Weapons.MyGunBase | |
| WeaponProperties | Sandbox.Game.Weapons.MyGunBase | |
| WorldMatrix | Sandbox.Game.Weapons.MyGunBase | |