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