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