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 | |