| 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 |  |