Space Engineers
Sandbox.Game.Weapons.MyGunBase Member List

This is the complete list of members for Sandbox.Game.Weapons.MyGunBase, including all inherited members.

AddMuzzleMatrix(MyAmmoType ammoType, Matrix localMatrix)Sandbox.Game.Weapons.MyGunBaseinline
AMMO_PER_SHOOTSandbox.Game.Weapons.MyGunBase
BackkickForcePerSecondSandbox.Game.Weapons.MyGunBase
CanSwitchAmmoMagazine()Sandbox.Game.Weapons.MyGunBaseinlinevirtual
ConsumeAmmo()Sandbox.Game.Weapons.MyGunBaseinline
CreateAmmoInventoryConstraints(String displayName)Sandbox.Game.Weapons.MyGunBaseinline
CreateEffects(MyWeaponDefinition.WeaponEffectAction action)Sandbox.Game.Weapons.MyGunBaseinlineprotected
CurrentAmmoSandbox.Game.Weapons.MyGunBase
CurrentAmmoDefinitionSandbox.Game.Weapons.MyGunBase
CurrentAmmoMagazineDefinitionSandbox.Game.Weapons.MyGunBase
CurrentAmmoMagazineIdSandbox.Game.Weapons.MyGunBase
DeviateAngleSandbox.Game.Weapons.MyGunBase
GetDeviatedVector(float deviateAngle, Vector3 direction)Sandbox.Game.Weapons.MyGunBaseinline
GetDeviatedVector(int hash, float deviateAngle, Vector3 direction)Sandbox.Game.Weapons.MyGunBaseinline
GetGunNotificationName(MyDefinitionId gunId)Sandbox.Game.Weapons.MyDeviceBaseinlinestatic
GetInventoryAmmoMagazinesCount()Sandbox.Game.Weapons.MyGunBaseinline
GetMuzzleLocalPosition()Sandbox.Game.Weapons.MyGunBaseinlinevirtual
GetMuzzleWorldMatrix()Sandbox.Game.Weapons.MyGunBaseinline
GetMuzzleWorldPosition()Sandbox.Game.Weapons.MyGunBaseinlinevirtual
GetObjectBuilder()Sandbox.Game.Weapons.MyGunBaseinline
GetTotalAmmunitionAmount()Sandbox.Game.Weapons.MyGunBaseinline
HasAmmoMagazinesSandbox.Game.Weapons.MyGunBase
HasDummiesSandbox.Game.Weapons.MyGunBase
HasEnoughAmmunition()Sandbox.Game.Weapons.MyGunBaseinline
HasMissileAmmoDefinedSandbox.Game.Weapons.MyGunBase
HasProjectileAmmoDefinedSandbox.Game.Weapons.MyGunBase
Init(MyObjectBuilder_GunBase objectBuilder, MyCubeBlockDefinition cubeBlockDefinition, IMyGunBaseUser gunBaseUser)Sandbox.Game.Weapons.MyGunBaseinline
Init(MyObjectBuilder_GunBase objectBuilder, MyDefinitionId weaponDefinitionId, IMyGunBaseUser gunBaseUser)Sandbox.Game.Weapons.MyGunBaseinline
Sandbox::Game::Weapons::MyDeviceBase.Init(MyObjectBuilder_DeviceBase objectBuilder)Sandbox.Game.Weapons.MyDeviceBaseinline
InventoryItemIdSandbox.Game.Weapons.MyDeviceBase
IsAmmoMagazineCompatible(MyDefinitionId ammoMagazineId)Sandbox.Game.Weapons.MyGunBaseinline
IsAmmoMissileSandbox.Game.Weapons.MyGunBase
IsAmmoProjectileSandbox.Game.Weapons.MyGunBase
LastShootTimeSandbox.Game.Weapons.MyGunBase
LoadDummies(Dictionary< string, MyModelDummy > dummies)Sandbox.Game.Weapons.MyGunBaseinline
m_cachedAmmunitionAmountSandbox.Game.Weapons.MyGunBaseprotected
m_dummiesByAmmoTypeSandbox.Game.Weapons.MyGunBaseprotected
m_holdingDummyMatrixSandbox.Game.Weapons.MyGunBase
m_remainingAmmosSandbox.Game.Weapons.MyGunBaseprotected
m_userSandbox.Game.Weapons.MyGunBaseprotected
m_weaponPropertiesSandbox.Game.Weapons.MyGunBaseprotected
m_worldMatrixSandbox.Game.Weapons.MyGunBaseprotected
MechanicalDamageSandbox.Game.Weapons.MyGunBase
MuzzleFlashLifeSpanSandbox.Game.Weapons.MyGunBase
MyGunBase()Sandbox.Game.Weapons.MyGunBaseinline
NoAmmoSoundSandbox.Game.Weapons.MyGunBase
RefreshAmmunitionAmount()Sandbox.Game.Weapons.MyGunBaseinline
ReleaseTimeAfterFireSandbox.Game.Weapons.MyGunBase
ReloadSoundSandbox.Game.Weapons.MyGunBase
ReloadTimeSandbox.Game.Weapons.MyGunBase
RemainingAmmoSandbox.Game.Weapons.MyGunBase
RemoveOldEffects(MyWeaponDefinition.WeaponEffectAction action=MyWeaponDefinition.WeaponEffectAction.Shoot)Sandbox.Game.Weapons.MyGunBaseinline
SecondarySoundSandbox.Game.Weapons.MyGunBase
Shoot(Vector3 initialVelocity, MyEntity owner=null)Sandbox.Game.Weapons.MyGunBaseinline
Shoot(Vector3 initialVelocity, Vector3 direction, MyEntity owner=null)Sandbox.Game.Weapons.MyGunBaseinline
Shoot(Vector3D initialPosition, Vector3 initialVelocity, Vector3 direction, MyEntity owner=null)Sandbox.Game.Weapons.MyGunBaseinline
ShootIntervalInMilisecondsSandbox.Game.Weapons.MyGunBase
ShootIntervalModifierSandbox.Game.Weapons.MyGunBase
ShootSoundSandbox.Game.Weapons.MyGunBase
ShootWithOffset(Vector3 initialVelocity, Vector3 direction, float offset, MyEntity owner=null)Sandbox.Game.Weapons.MyGunBaseinline
ShotsInBurstSandbox.Game.Weapons.MyGunBase
StartShootSound(MyEntity3DSoundEmitter soundEmitter)Sandbox.Game.Weapons.MyGunBaseinline
StopShoot()Sandbox.Game.Weapons.MyGunBaseinline
SwitchAmmoMagazine(MyDefinitionId ammoMagazineId)Sandbox.Game.Weapons.MyGunBaseinline
SwitchAmmoMagazineToFirstAvailable()Sandbox.Game.Weapons.MyGunBaseinline
SwitchAmmoMagazineToNextAvailable()Sandbox.Game.Weapons.MyGunBaseinlinevirtual
SwitchToNextAmmoMagazine()Sandbox.Game.Weapons.MyGunBaseinlinevirtual
UpdateEffects()Sandbox.Game.Weapons.MyGunBaseinline
UseDefaultMuzzleFlashSandbox.Game.Weapons.MyGunBase
WeaponPropertiesSandbox.Game.Weapons.MyGunBase
WorldMatrixSandbox.Game.Weapons.MyGunBase