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| MyGunBase () |
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MyObjectBuilder_GunBase | GetObjectBuilder () |
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void | Init (MyObjectBuilder_GunBase objectBuilder, MyCubeBlockDefinition cubeBlockDefinition, IMyGunBaseUser gunBaseUser) |
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void | Init (MyObjectBuilder_GunBase objectBuilder, MyDefinitionId weaponDefinitionId, IMyGunBaseUser gunBaseUser) |
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Vector3 | GetDeviatedVector (float deviateAngle, Vector3 direction) |
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Vector3 | GetDeviatedVector (int hash, float deviateAngle, Vector3 direction) |
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void | Shoot (Vector3 initialVelocity, MyEntity owner=null) |
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void | Shoot (Vector3 initialVelocity, Vector3 direction, MyEntity owner=null) |
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void | ShootWithOffset (Vector3 initialVelocity, Vector3 direction, float offset, MyEntity owner=null) |
| This function changes default shooting position (muzzle flash) with an offset. (allow us to shoot at close objects) More...
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void | Shoot (Vector3D initialPosition, Vector3 initialVelocity, Vector3 direction, MyEntity owner=null) |
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void | UpdateEffects () |
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void | RemoveOldEffects (MyWeaponDefinition.WeaponEffectAction action=MyWeaponDefinition.WeaponEffectAction.Shoot) |
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MyInventoryConstraint | CreateAmmoInventoryConstraints (String displayName) |
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bool | IsAmmoMagazineCompatible (MyDefinitionId ammoMagazineId) |
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override bool | CanSwitchAmmoMagazine () |
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bool | SwitchAmmoMagazine (MyDefinitionId ammoMagazineId) |
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override bool | SwitchAmmoMagazineToNextAvailable () |
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override bool | SwitchToNextAmmoMagazine () |
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bool | SwitchAmmoMagazineToFirstAvailable () |
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bool | HasEnoughAmmunition () |
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void | ConsumeAmmo () |
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void | StopShoot () |
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int | GetTotalAmmunitionAmount () |
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int | GetInventoryAmmoMagazinesCount () |
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void | RefreshAmmunitionAmount () |
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void | AddMuzzleMatrix (MyAmmoType ammoType, Matrix localMatrix) |
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void | LoadDummies (Dictionary< string, MyModelDummy > dummies) |
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override Vector3D | GetMuzzleLocalPosition () |
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override Vector3D | GetMuzzleWorldPosition () |
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MatrixD | GetMuzzleWorldMatrix () |
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void | StartShootSound (MyEntity3DSoundEmitter soundEmitter) |
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Public Member Functions inherited from Sandbox.Game.Weapons.MyDeviceBase |
void | Init (MyObjectBuilder_DeviceBase objectBuilder) |
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Definition at line 32 of file MyGunBase.cs.
Sandbox.Game.Weapons.MyGunBase.MyGunBase |
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inline |
void Sandbox.Game.Weapons.MyGunBase.AddMuzzleMatrix |
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MyAmmoType |
ammoType, |
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Matrix |
localMatrix |
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) |
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inline |
override bool Sandbox.Game.Weapons.MyGunBase.CanSwitchAmmoMagazine |
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inlinevirtual |
void Sandbox.Game.Weapons.MyGunBase.ConsumeAmmo |
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MyInventoryConstraint Sandbox.Game.Weapons.MyGunBase.CreateAmmoInventoryConstraints |
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String |
displayName | ) |
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Vector3 Sandbox.Game.Weapons.MyGunBase.GetDeviatedVector |
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float |
deviateAngle, |
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Vector3 |
direction |
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) |
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inline |
Vector3 Sandbox.Game.Weapons.MyGunBase.GetDeviatedVector |
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int |
hash, |
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float |
deviateAngle, |
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Vector3 |
direction |
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) |
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inline |
int Sandbox.Game.Weapons.MyGunBase.GetInventoryAmmoMagazinesCount |
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override Vector3D Sandbox.Game.Weapons.MyGunBase.GetMuzzleLocalPosition |
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MatrixD Sandbox.Game.Weapons.MyGunBase.GetMuzzleWorldMatrix |
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override Vector3D Sandbox.Game.Weapons.MyGunBase.GetMuzzleWorldPosition |
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inlinevirtual |
int Sandbox.Game.Weapons.MyGunBase.GetTotalAmmunitionAmount |
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bool Sandbox.Game.Weapons.MyGunBase.HasEnoughAmmunition |
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bool Sandbox.Game.Weapons.MyGunBase.IsAmmoMagazineCompatible |
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MyDefinitionId |
ammoMagazineId | ) |
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void Sandbox.Game.Weapons.MyGunBase.LoadDummies |
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Dictionary< string, MyModelDummy > |
dummies | ) |
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void Sandbox.Game.Weapons.MyGunBase.RefreshAmmunitionAmount |
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inline |
void Sandbox.Game.Weapons.MyGunBase.Shoot |
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Vector3 |
initialVelocity, |
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MyEntity |
owner = null |
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inline |
void Sandbox.Game.Weapons.MyGunBase.Shoot |
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Vector3 |
initialVelocity, |
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Vector3 |
direction, |
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MyEntity |
owner = null |
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inline |
void Sandbox.Game.Weapons.MyGunBase.ShootWithOffset |
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Vector3 |
initialVelocity, |
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Vector3 |
direction, |
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float |
offset, |
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MyEntity |
owner = null |
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inline |
This function changes default shooting position (muzzle flash) with an offset. (allow us to shoot at close objects)
Definition at line 334 of file MyGunBase.cs.
void Sandbox.Game.Weapons.MyGunBase.StopShoot |
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bool Sandbox.Game.Weapons.MyGunBase.SwitchAmmoMagazine |
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MyDefinitionId |
ammoMagazineId | ) |
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bool Sandbox.Game.Weapons.MyGunBase.SwitchAmmoMagazineToFirstAvailable |
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override bool Sandbox.Game.Weapons.MyGunBase.SwitchAmmoMagazineToNextAvailable |
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override bool Sandbox.Game.Weapons.MyGunBase.SwitchToNextAmmoMagazine |
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void Sandbox.Game.Weapons.MyGunBase.UpdateEffects |
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const int Sandbox.Game.Weapons.MyGunBase.AMMO_PER_SHOOT = 1 |
readonly Sync<int> Sandbox.Game.Weapons.MyGunBase.m_cachedAmmunitionAmount |
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protected |
Dictionary<int, DummyContainer> Sandbox.Game.Weapons.MyGunBase.m_dummiesByAmmoType |
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protected |
Matrix Sandbox.Game.Weapons.MyGunBase.m_holdingDummyMatrix |
Dictionary<MyDefinitionId, int> Sandbox.Game.Weapons.MyGunBase.m_remainingAmmos |
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protected |
MatrixD Sandbox.Game.Weapons.MyGunBase.m_worldMatrix |
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float Sandbox.Game.Weapons.MyGunBase.BackkickForcePerSecond |
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get |
int Sandbox.Game.Weapons.MyGunBase.CurrentAmmo |
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getset |
float Sandbox.Game.Weapons.MyGunBase.DeviateAngle |
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get |
bool Sandbox.Game.Weapons.MyGunBase.HasAmmoMagazines |
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get |
bool Sandbox.Game.Weapons.MyGunBase.HasDummies |
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get |
bool Sandbox.Game.Weapons.MyGunBase.HasMissileAmmoDefined |
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get |
bool Sandbox.Game.Weapons.MyGunBase.HasProjectileAmmoDefined |
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bool Sandbox.Game.Weapons.MyGunBase.IsAmmoMissile |
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bool Sandbox.Game.Weapons.MyGunBase.IsAmmoProjectile |
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DateTime Sandbox.Game.Weapons.MyGunBase.LastShootTime |
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get |
float Sandbox.Game.Weapons.MyGunBase.MechanicalDamage |
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get |
int Sandbox.Game.Weapons.MyGunBase.MuzzleFlashLifeSpan |
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get |
float Sandbox.Game.Weapons.MyGunBase.ReleaseTimeAfterFire |
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get |
int Sandbox.Game.Weapons.MyGunBase.ReloadTime |
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int Sandbox.Game.Weapons.MyGunBase.RemainingAmmo |
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set |
MySoundPair Sandbox.Game.Weapons.MyGunBase.SecondarySound |
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get |
int Sandbox.Game.Weapons.MyGunBase.ShootIntervalInMiliseconds |
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get |
float Sandbox.Game.Weapons.MyGunBase.ShootIntervalModifier |
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getset |
int Sandbox.Game.Weapons.MyGunBase.ShotsInBurst |
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get |
bool Sandbox.Game.Weapons.MyGunBase.UseDefaultMuzzleFlash |
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get |
MatrixD Sandbox.Game.Weapons.MyGunBase.WorldMatrix |
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getset |
The documentation for this class was generated from the following file: