Space Engineers
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Sandbox.Game.Weapons.MyLargeTurretBase Class Reference
Inheritance diagram for Sandbox.Game.Weapons.MyLargeTurretBase:
Sandbox.Game.Entities.IMyGunBaseUser Sandbox.Game.Entities.IMyControllableEntity VRage.Game.ModAPI.Interfaces.IMyCameraController VRage.Game.ModAPI.Ingame.IMyInventoryOwner Sandbox.Game.Entities.IMyGunObject< MyGunBase > Sandbox.Game.Weapons.MyUserControllableGun Sandbox.ModAPI.IMyLargeTurretBase SpaceEngineers.Game.Weapons.Guns.MyLargeConveyorTurretBase SpaceEngineers.Game.Weapons.Guns.MyLargeInteriorTurret SpaceEngineers.Game.Weapons.Guns.MyLargeGatlingTurret SpaceEngineers.Game.Weapons.Guns.MyLargeMissileTurret

Public Types

enum  MyLargeShipGunStatus { MyLargeShipGunStatus.MyWeaponStatus_Deactivated, MyLargeShipGunStatus.MyWeaponStatus_Searching, MyLargeShipGunStatus.MyWeaponStatus_Shooting, MyLargeShipGunStatus.MyWeaponStatus_ShootDelaying }
 

Public Member Functions

MyLargeShipGunStatus GetStatus ()
 
 MyLargeTurretBase ()
 
override void Init (MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
 
override MyObjectBuilder_CubeBlock GetObjectBuilderCubeBlock (bool copy=false)
 Returns block object builder which can be serialized or added to grid More...
 
override void UpdateOnceBeforeFrame ()
 
override void UpdateBeforeSimulation ()
 
override void UpdateAfterSimulation100 ()
 
override void UpdateAfterSimulation ()
 
bool RotationAndElevation ()
 
void PlayShootingSound ()
 
void StopShootingSound ()
 
override bool GetIntersectionWithLine (ref LineD line, out MyIntersectionResultLineTriangleEx?t, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES)
 
override bool GetIntersectionWithLine (ref LineD line, out Vector3D?v, bool useCollisionModel=true, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES)
 
override bool CanShoot (out MyGunStatusEnum status)
 
override bool CanShoot (MyShootActionEnum action, long shooter, out MyGunStatusEnum status)
 
virtual void Shoot (MyShootActionEnum action, Vector3 direction, Vector3D?overrideWeaponPos, string gunAction)
 
Vector3 DirectionToTarget (Vector3D target)
 
void BeginFailReaction (MyShootActionEnum action, MyGunStatusEnum status)
 
void BeginFailReactionLocal (MyShootActionEnum action, MyGunStatusEnum status)
 
void ShootFailReactionLocal (MyShootActionEnum action, MyGunStatusEnum status)
 
void OnControlAcquired (MyCharacter owner)
 
void OnControlReleased ()
 
double GetTargetDistance ()
 
void SetTarget (MyEntity target, bool isPotential)
 
void SetInventory (MyInventory inventory, int index)
 
int GetAmmunitionAmount ()
 
void RemoveAmmoPerShot ()
 
bool WasControllingCockpitWhenSaved ()
 
void ForceReleaseControl ()
 
void UpdateRotationAndElevation (float newRotation, float newElevation)
 
UseActionResult CanUse (UseActionEnum actionEnum, IMyControllableEntity user)
 
void RemoveUsers (bool local)
 
void ExitView ()
 
MatrixD GetHeadMatrix (bool includeY, bool includeX=true, bool forceBoneAnim=false, bool forceHeadBone=false)
 
void MoveAndRotate (Vector3 moveIndicator, Vector2 rotationIndicator, float rollIndicator)
 
void MoveAndRotateStopped ()
 
void BeginShoot (MyShootActionEnum action)
 This will be called locally to start shooting with the given action More...
 
void EndShoot (MyShootActionEnum action)
 This will be called locally to start shooting with the given action More...
 
void OnBeginShoot (MyShootActionEnum action)
 This will be called back from the sync object both on local and remote clients More...
 
void OnEndShoot (MyShootActionEnum action)
 This will be called back from the sync object both on local and remote clients More...
 
void Use ()
 
void UseContinues ()
 
void UseFinished ()
 
void PickUp ()
 
void PickUpContinues ()
 
void PickUpFinished ()
 
void Sprint (bool enabled)
 
void Jump ()
 
void SwitchWalk ()
 
void Up ()
 
void Crouch ()
 
void Down ()
 
void SwitchBroadcasting ()
 
void ShowInventory ()
 
void ShowTerminal ()
 
void SwitchThrusts ()
 
void SwitchDamping ()
 
void SwitchLights ()
 
void SwitchLeadingGears ()
 
void SwitchToWeapon (MyDefinitionId weaponDefinition)
 
void SwitchToWeapon (MyToolbarItemWeapon weapon)
 
bool CanSwitchToWeapon (MyDefinitionId?weaponDefinition)
 
void DrawHud (IMyCameraController camera, long playerId)
 
void SwitchReactors ()
 
void SwitchHelmet ()
 
void Die ()
 
void SwitchAmmoMagazine ()
 
bool CanSwitchAmmoMagazine ()
 
override void TakeControlFromTerminal ()
 
void ForceTarget (MyEntity entity, bool usePrediction)
 
void TargetPosition (Vector3D pos, Vector3 velocity, bool usePrediction)
 
void ChangeIdleRotation (bool enable)
 
void ResetTargetParams ()
 
void SetManualAzimuth (float value)
 
void SetManualElevation (float value)
 
override bool CanOperate ()
 
override void ShootFromTerminal (Vector3 direction)
 
override void SyncRotationAndOrientation ()
 
void UpdateSoundEmitter ()
 
MyEntityCameraSettings GetCameraEntitySettings ()
 
- Public Member Functions inherited from Sandbox.ModAPI.Ingame.IMyTerminalBlock
void RequestShowOnHUD (bool enable)
 
- Public Member Functions inherited from VRage.ModAPI.IMyEntity
void GetTrianglesIntersectingSphere (ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, System.Collections.Generic.List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles)
 
- Public Member Functions inherited from Sandbox.Game.Weapons.MyUserControllableGun
 MyUserControllableGun ()
 
override void Init (MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
 
override MyObjectBuilder_CubeBlock GetObjectBuilderCubeBlock (bool copy=false)
 Returns block object builder which can be serialized or added to grid More...
 
virtual bool IsStationary ()
 
void ShootOncePressedEvent ()
 
void SetShooting (bool shooting)
 
override void UpdateOnceBeforeFrame ()
 
override void UpdateAfterSimulation ()
 
override void OnRemovedByCubeBuilder ()
 Method called when user removes a cube block from grid. Useful when block has to remove some other attached block (like motors). More...
 
override void OnDestroy ()
 Called when block is destroyed before being removed from grid More...
 
- Public Member Functions inherited from Sandbox.Game.Entities.Cube.MyFunctionalBlock
override void OnRemovedFromScene (object source)
 
 MyFunctionalBlock ()
 
virtual void UpdateSoundEmitters ()
 
override void SetDamageEffect (bool show)
 Start or stop dammage effect on cube block More...
 
override void StopDamageEffect ()
 
virtual int GetBlockSpecificState ()
 
- Public Member Functions inherited from Sandbox.Game.Entities.Cube.MyTerminalBlock
 MyTerminalBlock ()
 
void NotifyTerminalValueChanged (ITerminalControl control)
 
void RefreshCustomInfo ()
 Raises AppendingCustomInfo so every subscriber can append custom info. More...
 
void SetCustomName (string text)
 
void UpdateCustomName (string text)
 
void SetCustomName (StringBuilder text)
 
void SetCustomNameEvent (String name)
 
void UpdateCustomName (StringBuilder text)
 
void RaisePropertiesChanged ()
 Call this when you change detailed info or other terminal properties More...
 
bool HasLocalPlayerAccess ()
 
virtual bool HasPlayerAccess (long playerId)
 
override List< MyHudEntityParamsGetHudParams (bool allowBlink)
 
override void UpdateBeforeSimulation10 ()
 Called each 10th frame if registered for update10 More...
 
void OpenWindow (bool isEditable, bool sync)
 
void OnClosedTextBox (ResultEnum result)
 
void OnClosedMessageBox (ResultEnum result)
 
override string ToString ()
 
Sandbox.ModAPI.Interfaces.ITerminalProperty GetProperty (string id)
 
void GetProperties (List< Sandbox.ModAPI.Interfaces.ITerminalProperty > resultList, Func< Sandbox.ModAPI.Interfaces.ITerminalProperty, bool > collect=null)
 
- Public Member Functions inherited from Sandbox.Game.Entities.Cube.MySyncedBlock
 MySyncedBlock ()
 
- Public Member Functions inherited from Sandbox.Game.Entities.MyCubeBlock
string GetOwnerFactionTag ()
 
VRage.Game.MyRelationsBetweenPlayerAndBlock GetUserRelationToOwner (long identityId)
 
VRage.Game.MyRelationsBetweenPlayerAndBlock GetPlayerRelationToOwner ()
 
bool FriendlyWithBlock (MyCubeBlock block)
 Whether the two blocks are friendly. This relation is base on their owners and is symmetrical More...
 
void UpdateIsWorking ()
 Force refresh working state. Call if you change block state that could affect its working status. More...
 
bool CanContinueBuild ()
 
IMyUseObject GetInteractiveObject (uint shapeKey)
 
void ReleaseInventory (MyInventory inventory, bool damageContent=false)
 
virtual void GetTerminalName (StringBuilder result)
 
 MyCubeBlock ()
 
void Init ()
 Reloads block model and interactive objects (doors, terminals, etc...) More...
 
void GetLocalMatrix (out Matrix localMatrix)
 
void CalcLocalMatrix (out Matrix localMatrix, out string currModel)
 
sealed override MyObjectBuilder_EntityBase GetObjectBuilder (bool copy=false)
 Gets object builder from object. More...
 
override void OnAddedToScene (object source)
 Called when [activated] which for entity means that was added to scene. More...
 
virtual bool ConnectionAllowed (ref Vector3I otherBlockPos, ref Vector3I faceNormal, MyCubeBlockDefinition def)
 Returns true if this block can connect to another block (of the given type) in the given position. This is called only if CheckConnectionAllowed == true. If this method would return true for any position, set CheckConnectionAllowed to false to avoid unnecessary overhead. It is the block's responsibility to call CubeGrid.UpdateBlockNeighbors every time the conditions that are checked by this method change. More...
 
virtual bool ConnectionAllowed (ref Vector3I otherBlockMinPos, ref Vector3I otherBlockMaxPos, ref Vector3I faceNormal, MyCubeBlockDefinition def)
 Whether connection is allowed to any of the positions between otherBlockMinPos and otherBlockMaxPos (both inclusive). Default implementation calls ConnectionAllowed(ref Vector3I otherBlockPos, ref Vector3I faceNormal) in a for loop. Override this in a subclass if this is not needed (for example, because all calls would return the same value for the same face) More...
 
virtual void UpdateVisual ()
 Updates block visuals (ie. block emissivity) More...
 
virtual void OnBuildSuccess (long builtBy)
 Method called when a block has been built (after adding to the grid). This is called right after placing the block and it doesn't matter whether it is fully built (creative mode) or is only construction site. Note that it is not called for blocks which do not create FatBlock at that moment. More...
 
virtual void OnRegisteredToGridSystems ()
 Called at the end of registration from grid systems (after block has been registered). More...
 
virtual void OnUnregisteredFromGridSystems ()
 Called at the end of unregistration from grid systems (after block has been unregistered). More...
 
virtual void ContactPointCallback (ref MyGridContactInfo value)
 Return true when contact is valid More...
 
virtual void OnModelChange ()
 Called when the model referred by the block is changed More...
 
virtual string CalculateCurrentModel (out Matrix orientation)
 
void ChangeBlockOwnerRequest (long playerId, MyOwnershipShareModeEnum shareMode)
 
bool SetEffect (string effectName, bool stopPrevious=false)
 
bool SetEffect (string effectName, float parameter, bool stopPrevious=false, bool ignoreParameter=false, bool removeSameNameEffects=false)
 
int RemoveEffect (string effectName, int exception=-1)
 
void ChangeOwner (long owner, MyOwnershipShareModeEnum shareMode)
 
virtual void OnCubeGridChanged (MyCubeGrid oldGrid)
 Notifies about grid change with old grid in parameter (new grid is available in property). More...
 
virtual float GetMass ()
 
virtual BoundingBox GetGeometryLocalBox ()
 
DictionaryReader< string, MySlimBlockGetSubBlocks ()
 
bool TryGetSubBlock (string name, out MySlimBlock block)
 
MyUpgradableBlockComponent GetComponent ()
 
void AddUpgradeValue (string name, float defaultValue)
 Preferred way of registering a block for upgrades Adding directly to the dictionary can have unintended consequences when multiple mods are involved. More...
 
void CommitUpgradeValues ()
 
virtual void CreateRenderer (MyPersistentEntityFlags2 persistentFlags, Vector3 colorMaskHsv, object modelStorage)
 
MyFractureComponentCubeBlock GetFractureComponent ()
 
override void RefreshModels (string modelPath, string modelCollisionPath)
 
void Init (MyObjectBuilder_CubeBlock builder, IMyCubeGrid cubeGrid)
 Initializes block state from object builder More...
 
- Public Member Functions inherited from VRage.Game.Entity.MyEntity
void DebugDraw ()
 
void DebugDrawInvalidTriangles ()
 
void AddDebugRenderComponent (MyDebugRenderComponentBase render)
 
void ClearDebugRenderComponents ()
 
MyEntity GetTopMostParent (Type type=null)
 Return top most parent of this entity More...
 
 MyEntity ()
 
 MyEntity (bool initComponents=true)
 Initializes a new instance of the MyEntity class. More...
 
void CreateSync ()
 
MyEntitySubpart GetSubpart (string name)
 
bool TryGetSubpart (string name, out MyEntitySubpart subpart)
 
virtual void UpdatingStopped ()
 
virtual void UpdateAfterSimulation10 ()
 
virtual void UpdateBeforeSimulation100 ()
 Called each 100th frame if registered for update100 More...
 
virtual string GetFriendlyName ()
 
void SetSpeedsAccordingToServerValues ()
 
virtual void SetWorldMatrix (MatrixD worldMatrix, bool forceUpdate=false, bool updateChildren=true)
 
virtual void DebugDrawPhysics ()
 Draw physical representation of entity More...
 
virtual bool GetIntersectionWithLine (ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?t, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES)
 
virtual Vector3D GetIntersectionWithLineAndBoundingSphere (ref LineD line, float boundingSphereRadiusMultiplier)
 
virtual bool GetIntersectionWithSphere (ref BoundingSphereD sphere)
 
void GetTrianglesIntersectingSphere (ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles)
 
virtual bool DoOverlapSphereTest (float sphereRadius, Vector3D spherePos)
 
double GetSmallestDistanceBetweenCameraAndBoundingSphere ()
 
double GetLargestDistanceBetweenCameraAndBoundingSphere ()
 
double GetDistanceBetweenCameraAndBoundingSphere ()
 
double GetDistanceBetweenPlayerPositionAndBoundingSphere ()
 
double GetDistanceBetweenCameraAndPosition ()
 
virtual MyEntity GetBaseEntity ()
 
void AddToGamePruningStructure ()
 
void RemoveFromGamePruningStructure ()
 
void UpdateGamePruningStructure ()
 
void RaisePhysicsChanged ()
 
void HackyComponentInitByMiroPleaseDontUseEver (MyDefinitionId id)
 DONT USE THIS METHOD, EVER! More...
 
virtual void Init (MyObjectBuilder_EntityBase objectBuilder)
 
virtual void Init (StringBuilder displayName, string model, MyEntity parentObject, float?scale, string modelCollision=null)
 
void Delete ()
 Every object must have this method, but not every phys object must necessarily have something to cleanup More...
 
void Close ()
 This method marks this entity for close which means, that Close will be called after all entities are updated More...
 
virtual void BeforeSave ()
 Called before method GetObjectBuilder, when saving sector More...
 
virtual void PrepareForDraw ()
 Method is called defacto from Update, preparation fo Draw More...
 
virtual void BeforePaste ()
 
virtual void AfterPaste ()
 
void SetEmissiveParts (string emissiveName, Color emissivePartColor, float emissivity)
 Sets the emissive value of a specific emissive material on entity. More...
 
void SetEmissivePartsForSubparts (string emissiveName, Color emissivePartColor, float emissivity)
 Sets the emissive value of a specific emissive material on all entity subparts. More...
 
override string ToString ()
 
virtual MyInventoryBase GetInventoryBase (int index)
 Search for inventory component with maching index. More...
 
MyInventoryBase GetInventoryBase ()
 Simply get the MyInventoryBase component stored in this entity. More...
 
delegate MyObjectBuilder_EntityBase MyEntityFactoryCreateObjectBuilderDelegate (MyEntity entity)
 
delegate MySyncComponentBase CreateDefaultSyncEntityDelegate (MyEntity thisEntity)
 
delegate bool MyWeldingGroupsGroupExistsDelegate (MyEntity entity)
 
virtual void SerializeControls (BitStream stream)
 
virtual void DeserializeControls (BitStream stream, bool outOfOrder)
 
virtual void ApplyLastControls ()
 
- Public Member Functions inherited from VRage.Game.Components.IMyComponentOwner< MyIDModule >
bool GetComponent (out T component)
 Always implement explicitly, because of Obfuscation More...
 
- Public Member Functions inherited from Sandbox.Game.Entities.IMyGunObject< MyGunBase >
Vector3 DirectionToTarget (Vector3D target)
 
bool CanShoot (MyShootActionEnum action, long shooter, out MyGunStatusEnum status)
 Should return true if and only if the gun would be able to shoot using the given shoot action. This method should not do any side-effects such as play sounds or create particle FX. More...
 
void Shoot (MyShootActionEnum action, Vector3 direction, Vector3D?overrideWeaponPos, string gunAction=null)
 Perform the shoot action according to the action parameter. This method should only be called when CanShoot returns true for the given action! More...
 
void EndShoot (MyShootActionEnum action)
 
void BeginFailReaction (MyShootActionEnum action, MyGunStatusEnum status)
 Perform a fail reaction to begin shoot that is shown on all clients (e.g. fail sound, etc.) More...
 
void BeginFailReactionLocal (MyShootActionEnum action, MyGunStatusEnum status)
 
void ShootFailReactionLocal (MyShootActionEnum action, MyGunStatusEnum status)
 
int GetAmmunitionAmount ()
 
void OnControlAcquired (MyCharacter owner)
 
void OnControlReleased ()
 
void DrawHud (IMyCameraController camera, long playerId)
 
void UpdateSoundEmitter ()
 

Public Attributes

const float MAX_DISTANCE_FOR_RANDOM_ROTATING_LARGESHIP_GUNS = 600
 
- Public Attributes inherited from Sandbox.Game.Entities.Cube.MyFunctionalBlock
MyEntity3DSoundEmitter m_soundEmitter = null
 
- Public Attributes inherited from Sandbox.Game.Entities.Cube.MyTerminalBlock
bool IsAccessibleForProgrammableBlock = true
 
- Public Attributes inherited from Sandbox.Game.Entities.Cube.MySyncedBlock
readonly SyncType SyncType
 
- Public Attributes inherited from Sandbox.Game.Entities.MyCubeBlock
bool IsBeingRemoved = false
 
bool MarkedToExplode = false
 
int HackAttemptTime = 0
 
MySlimBlock SlimBlock
 
bool IsSilenced = false
 
bool SilenceInChange = false
 
bool UsedUpdateEveryFrame = false
 
- Public Attributes inherited from VRage.Game.Entity.MyEntity
MyDefinitionId DefinitionId = null
 
string Name
 
bool DebugAsyncLoading
 
DebugCreatedBy DebugCreatedBy
 
float m_massChangeForCollisions = 1f
 
Vector3D m_serverPosition = new Vector3D()
 
Quaternion m_serverOrientation = new Quaternion()
 
MatrixD m_serverWorldMatrix = new MatrixD()
 
Vector3 m_serverLinearVelocity
 
Vector3 m_serverAngularVelocity
 
bool m_positionResetFromServer
 
bool SentFromServer
 
int GamePruningProxyId = MyVRageConstants.PRUNING_PROXY_ID_UNITIALIZED
 
int TopMostPruningProxyId = MyVRageConstants.PRUNING_PROXY_ID_UNITIALIZED
 
bool StaticForPruningStructure = false
 
int TargetPruningProxyId = MyVRageConstants.PRUNING_PROXY_ID_UNITIALIZED
 
Dictionary< IMyReplicable, Action > ReadyForReplicationAction = new Dictionary<IMyReplicable, Action>()
 

Protected Member Functions

override void Closing ()
 
override bool CheckIsWorking ()
 
override void OnStopWorking ()
 
override void OnEnabledChanged ()
 
void GetCameraDummy ()
 
override void RotateModels ()
 
void ResetRotation ()
 
int GetRemainingAmmo ()
 
bool HasEnoughAmmo ()
 
override void CreateTerminalControls ()
 Control creation was moved from the static ctor into this static function. Control creation should still be static, but static ctors only ever get called once, which means we can never modify these controls (remove), since they will be removed forever. All classes that inherit MyTerminalBlock should put terminal control creation in a function called CreateTerminalControls, as MyTerminalControlFactory will properly ensure their base classes' controls are added in. I can't make this virtual because terminal controls don't deal with instances directly (this should probably change) More...
 
override void OnOwnershipChanged ()
 
void DrawLasers ()
 
override void WorldPositionChanged (object source)
 
override void RememberIdle ()
 
override void RestoreIdle ()
 
- Protected Member Functions inherited from Sandbox.Game.Weapons.MyUserControllableGun
override void CreateTerminalControls ()
 Control creation was moved from the static ctor into this static function. Control creation should still be static, but static ctors only ever get called once, which means we can never modify these controls (remove), since they will be removed forever. All classes that inherit MyTerminalBlock should put terminal control creation in a function called CreateTerminalControls, as MyTerminalControlFactory will properly ensure their base classes' controls are added in. I can't make this virtual because terminal controls don't deal with instances directly (this should probably change) More...
 
void ShootingChanged ()
 
- Protected Member Functions inherited from Sandbox.Game.Entities.Cube.MyFunctionalBlock
virtual void OnStartWorking ()
 
- Protected Member Functions inherited from Sandbox.Game.Entities.Cube.MyTerminalBlock
void RaiseVisibilityChanged ()
 Call this when you change the properties that modify the visibility of this block's controls More...
 
void RaiseShowOnHUDChanged ()
 
void RaiseShowInTerminalChanged ()
 
void RaiseShowInInventoryChanged ()
 
void RaiseShowInToolbarConfigChanged ()
 
void FixSingleInventory ()
 
- Protected Member Functions inherited from Sandbox.Game.Entities.MyCubeBlock
virtual void OnConstraintAdded (GridLinkTypeEnum type, IMyEntity attachedEntity)
 Called by constraint owner More...
 
virtual void OnConstraintRemoved (GridLinkTypeEnum type, IMyEntity detachedEntity)
 Called by constraint owner More...
 
bool AllSubBlocksInitialized ()
 
void AddSubBlock (string dummyName, MySlimBlock subblock)
 
virtual void SubBlocksInitialized (bool spawned)
 Function called when all subblocks have been initialized. More...
 
virtual void OnSubBlockClosing (MySlimBlock subBlock)
 
bool RemoveSubBlock (string subBlockName, bool removeFromGrid=true)
 Removes subblock with the given name from the block. More...
 
- Protected Member Functions inherited from VRage.Game.Entity.MyEntity
virtual bool CanBeAddedToRender ()
 
virtual MySyncComponentBase OnCreateSync ()
 
virtual void ClampToWorld ()
 
virtual void BeforeDelete ()
 
virtual void OnInventoryComponentAdded (MyInventoryBase inventory)
 
virtual void OnInventoryComponentRemoved (MyInventoryBase inventory)
 

Protected Attributes

MyLargeBarrelBase m_barrel
 
MyEntity m_base1
 
MyEntity m_base2
 
float m_rotationSpeed
 
float m_elevationSpeed
 
int m_rotationInterval_ms
 
int m_elevationInterval_ms
 
int m_randomStandbyChange_ms
 
int m_randomStandbyChangeConst_ms
 
MySoundPair m_shootingCueEnum = new MySoundPair()
 
MySoundPair m_rotatingCueEnum = new MySoundPair()
 
Vector3D m_hitPosition
 
MyGunBase m_gunBase
 
bool m_isControlled = false
 
- Protected Attributes inherited from Sandbox.Game.Weapons.MyUserControllableGun
Sync< bool > m_isShooting
 
- Protected Attributes inherited from Sandbox.Game.Entities.Cube.MyFunctionalBlock
MySoundPair m_baseIdleSound = new MySoundPair()
 
MySoundPair m_actionSound = new MySoundPair()
 
- Protected Attributes inherited from Sandbox.Game.Entities.MyCubeBlock
List< MyCubeBlockEffectm_activeEffects = null
 
Dictionary< string, MySlimBlockSubBlocks
 Map from dummy name to subblock (subgrid, note that after grid split the subblock instance will be the same) More...
 
bool m_forceBlockDestructible
 
- Protected Attributes inherited from VRage.Game.Entity.MyEntity
List< MyHudEntityParamsm_hudParams
 
MyModel m_modelCollision
 

Properties

MatrixD InitializationMatrix [get]
 
MatrixD InitializationBarrelMatrix [get, set]
 
MyEntity WeaponOwner [get, set]
 
IMyControllableEntity PreviousControlledEntity [get]
 
MyModelDummy CameraDummy [get]
 
new MyLargeTurretBaseDefinition BlockDefinition [get]
 
bool IsControlled [get]
 
bool IsPlayerControlled [get]
 
bool IsControlledByLocalPlayer [get]
 
MyCharacter Pilot [get]
 
abstract float ForwardCameraOffset [get]
 
abstract float UpCameraOffset [get]
 
MyLargeBarrelBase Barrel [get]
 
MyGunBase GunBase [get]
 
MyTurretTargetFlags TargetFlags [get, set]
 
static HashSet< long > IgnoredEntities [get, set]
 
bool EnabledInWorldRules [get]
 
float BackkickForcePerSecond [get]
 
float ShakeAmount [get, protected set]
 
bool IsShooting [get]
 
bool PerformFailReaction [get]
 
MyDefinitionId DefinitionId [get]
 
MyEntity Target [get]
 
float ShootingRange [get, set]
 
bool TargetMeteors [get, set]
 
bool TargetMoving [get, set]
 
bool TargetMissiles [get, set]
 
bool TargetSmallGrids [get, set]
 
bool TargetLargeGrids [get, set]
 
bool TargetCharacters [get, set]
 
bool TargetStations [get, set]
 
bool TargetNeutrals [get, set]
 
bool PrimaryLookaround [get]
 
MyControllerInfo ControllerInfo [get]
 
IMyEntity Entity [get]
 
bool ForceFirstPersonCamera [get, set]
 
float HeadLocalXAngle [get, set]
 
float HeadLocalYAngle [get, set]
 
bool EnabledThrusts [get]
 
bool EnabledDamping [get]
 
bool EnabledLights [get]
 
bool EnabledLeadingGears [get]
 
bool EnabledReactors [get]
 
bool EnabledBroadcasting [get]
 
bool EnabledHelmet [get]
 
MyToolbarType ToolbarType [get]
 
MyToolbar Toolbar [get]
 
MyStringId ControlContext [get]
 
- Properties inherited from Sandbox.ModAPI.Ingame.IMyFunctionalBlock
bool Enabled [get]
 
- Properties inherited from Sandbox.ModAPI.Ingame.IMyTerminalBlock
string CustomName [get]
 
string CustomNameWithFaction [get]
 
string DetailedInfo [get]
 
string CustomInfo [get]
 
string CustomData [get, set]
 Gets or sets the Custom Data string. NOTE: Only use this for user input. For storing large mod configs, create your own MyModStorageComponent More...
 
bool ShowOnHUD [get]
 
- Properties inherited from Sandbox.ModAPI.Ingame.IMyCubeBlock
Sandbox.Common.ObjectBuilders.Definitions.SerializableDefinitionId BlockDefinition [get]
 
bool CheckConnectionAllowed [get]
 
IMyCubeGrid CubeGrid [get]
 
String DefinitionDisplayNameText [get]
 
float DisassembleRatio [get]
 
String DisplayNameText [get]
 
bool IsBeingHacked [get]
 
bool IsFunctional [get]
 
bool IsWorking [get]
 
VRageMath.Vector3I Max [get]
 
VRageMath.Vector3I Min [get]
 
int NumberInGrid [get]
 
VRageMath.MyBlockOrientation Orientation [get]
 
long OwnerId [get]
 
VRageMath.Vector3I Position [get]
 
- Properties inherited from VRage.Game.ModAPI.IMyCubeBlock
SerializableDefinitionId BlockDefinition [get]
 
bool CheckConnectionAllowed [get, set]
 Whether the grid should call the ConnectionAllowed method for this block (ConnectionAllowed checks mount points and other per-block requirements) More...
 
IMyCubeGrid CubeGrid [get]
 Grid in which the block is placed More...
 
String DefinitionDisplayNameText [get]
 Definition name More...
 
float DisassembleRatio [get]
 Is set in definition Ratio at which is the block disassembled (grinding) More...
 
String DisplayNameText [get]
 Translated block name More...
 
bool IsBeingHacked [get]
 
bool IsFunctional [get]
 True if integrity is above breaking threshold More...
 
bool IsWorking [get]
 True if block is able to do its work depening on block type (is functional, powered, enabled, etc...) More...
 
VRageMath.Vector3I Max [get]
 Maximum coordinates of grid cells occupied by this block More...
 
float Mass [get]
 Block mass More...
 
VRageMath.Vector3I Min [get]
 Minimum coordinates of grid cells occupied by this block More...
 
int NumberInGrid [get, set]
 Order in which were the blocks of same type added to grid Used in default display name More...
 
VRageMath.MyBlockOrientation Orientation [get]
 Returns block orientation in base 6 directions More...
 
long OwnerId [get]
 Id of player owning block (not steam Id) More...
 
VRageMath.Vector3I Position [get]
 Position in grid coordinates More...
 
Dictionary< string, float > UpgradeValues [get]
 Get all values changed by upgrade modules Should only be used as read-only More...
 
IMySlimBlock SlimBlock [get]
 Gets the SlimBlock associated with this block More...
 
- Properties inherited from VRage.Game.ModAPI.Ingame.IMyCubeBlock
SerializableDefinitionId BlockDefinition [get]
 
bool CheckConnectionAllowed [get]
 
IMyCubeGrid CubeGrid [get]
 
String DefinitionDisplayNameText [get]
 
float DisassembleRatio [get]
 
String DisplayNameText [get]
 
bool IsBeingHacked [get]
 
bool IsFunctional [get]
 
bool IsWorking [get]
 
VRageMath.Vector3I Max [get]
 
float Mass [get]
 Block mass More...
 
VRageMath.Vector3I Min [get]
 
int NumberInGrid [get]
 
VRageMath.MyBlockOrientation Orientation [get]
 
long OwnerId [get]
 
VRageMath.Vector3I Position [get]
 
- Properties inherited from VRage.Game.ModAPI.Ingame.IMyEntity
MyEntityComponentContainer Components [get]
 
long EntityId [get]
 
VRageMath.BoundingBoxD WorldAABB [get]
 
VRageMath.BoundingBoxD WorldAABBHr [get]
 
VRageMath.MatrixD WorldMatrix [get]
 
VRageMath.BoundingSphereD WorldVolume [get]
 
VRageMath.BoundingSphereD WorldVolumeHr [get]
 
- Properties inherited from VRage.ModAPI.IMyEntity
MyEntityComponentContainer Components [get]
 
MyPhysicsComponentBase Physics [get, set]
 
MyPositionComponentBase PositionComp [get, set]
 
MyRenderComponentBase Render [get, set]
 
MyEntityComponentBase GameLogic [get, set]
 
MyHierarchyComponentBase Hierarchy [get, set]
 
MySyncComponentBase SyncObject [get]
 
MyModStorageComponentBase Storage [get, set]
 Custom storage for mods. Shared with all mods. More...
 
EntityFlags Flags [get, set]
 
long EntityId [get, set]
 
string Name [get, set]
 
bool MarkedForClose [get]
 
bool Closed [get]
 
bool DebugAsyncLoading [get]
 
bool Save [get, set]
 
MyPersistentEntityFlags2 PersistentFlags [get, set]
 
MyEntityUpdateEnum NeedsUpdate [get, set]
 
IMyEntity Parent [get]
 
Matrix LocalMatrix [get, set]
 
bool NearFlag [get, set]
 
bool CastShadows [get, set]
 
bool FastCastShadowResolve [get, set]
 
bool NeedsResolveCastShadow [get, set]
 
float MaxGlassDistSq [get]
 
bool NeedsDraw [get, set]
 
bool NeedsDrawFromParent [get, set]
 
bool Transparent [get, set]
 
bool ShadowBoxLod [get, set]
 
bool SkipIfTooSmall [get, set]
 
bool Visible [get, set]
 
bool InScene [get, set]
 
bool InvalidateOnMove [get]
 
new VRageMath.MatrixD WorldMatrix [get, set]
 
VRageMath.MatrixD WorldMatrixInvScaled [get]
 
VRageMath.MatrixD WorldMatrixNormalizedInv [get]
 
bool IsVolumetric [get]
 
BoundingBox LocalAABB [get, set]
 
BoundingBox LocalAABBHr [get]
 
BoundingSphere LocalVolume [get, set]
 
Vector3 LocalVolumeOffset [get, set]
 
Vector3 LocationForHudMarker [get]
 
bool IsCCDForProjectiles [get]
 
string DisplayName [get, set]
 
- Properties inherited from Sandbox.ModAPI.Ingame.IMyUserControllableGun
bool IsShooting [get]
 
- Properties inherited from Sandbox.ModAPI.Ingame.IMyLargeTurretBase
bool IsUnderControl [get]
 Indicates whether a block is locally or remotely controlled. More...
 
bool CanControl [get]
 
float Range [get]
 
float Elevation [get, set]
 Sets/gets elevation of turret, this method is not synced, you need to sync elevation manually More...
 
float Azimuth [get, set]
 Sets/gets azimuth of turret, this method is not synced, you need to sync azimuth manually More...
 
bool EnableIdleRotation [get, set]
 enable/disable idle rotation for turret, this method is not synced, you need to sync manually More...
 
bool AIEnabled [get]
 Checks is AI is enabled for turret More...
 
- Properties inherited from VRage.Game.ModAPI.Interfaces.IMyCameraController
bool IsInFirstPersonView [get, set]
 
bool ForceFirstPersonCamera [get, set]
 
bool AllowCubeBuilding [get]
 
- Properties inherited from Sandbox.Game.Entities.Cube.MyFunctionalBlock
bool Enabled [get, set]
 
- Properties inherited from Sandbox.Game.Entities.Cube.MyTerminalBlock
StringBuilder CustomName [get]
 Name in terminal More...
 
StringBuilder CustomNameWithFaction [get]
 
string CustomData [get, set]
 
bool ShowOnHUD [get, set]
 
bool ShowInTerminal [get, set]
 
bool ShowInInventory [get, set]
 
bool ShowInToolbarConfig [get, set]
 
StringBuilder DetailedInfo [get]
 Detailed text in terminal (on right side) More...
 
StringBuilder CustomInfo [get]
 Moddable part of detailed text in terminal. More...
 
- Properties inherited from Sandbox.Game.Entities.Cube.MySyncedBlock
Action< SyncBaseSyncPropertyChanged
 
- Properties inherited from Sandbox.Game.Entities.MyCubeBlock
new MyPhysicsBody Physics [get, set]
 
long OwnerId [get]
 
long BuiltBy [get]
 
MyResourceSinkComponent ResourceSink [get, protected set]
 
bool IsBeingHacked [get]
 
MyCubeBlockDefinition BlockDefinition [get]
 
Vector3I Min [get]
 
Vector3I Max [get]
 
MyBlockOrientation Orientation [get]
 
Vector3I Position [get]
 
MyCubeGrid CubeGrid [get]
 
MyUseObjectsComponentBase UseObjectsComponent [get]
 
bool CheckConnectionAllowed [get, set]
 
int NumberInGrid [get, set]
 
bool IsFunctional [get]
 Shortcut to component stack property. More...
 
virtual float DisassembleRatio [get]
 
bool IsWorking [get]
 
MyIDModule IDModule [get]
 
bool IsSubBlock [get]
 
string SubBlockName [get, set]
 Name of subblock (key in the owner's subblocks map). More...
 
MySlimBlock OwnerBlock [get, set]
 If the block is subblock then OwnerBlock is set to block which owns (spawns) subblocks (subgrids) More...
 
String DefinitionDisplayNameText [get]
 
bool ForceBlockDestructible [get]
 
Dictionary< string, float > UpgradeValues [get]
 
- Properties inherited from Sandbox.ModAPI.Ingame.IMyUpgradableBlock
uint UpgradeCount [get]
 number of upgrades applied More...
 
- Properties inherited from VRage.Game.Entity.MyEntity
MyEntityComponentContainer Components [get]
 
MyPositionComponentBase PositionComp [get, set]
 
MyRenderComponentBase Render [get, set]
 
MyGameLogicComponent GameLogic [get, set]
 
long EntityId [get, set]
 Entity id, can be set by subclasses (for example when using pool...) More...
 
MySyncComponentBase SyncObject [get, protected set]
 
MyModStorageComponentBase Storage [get, set]
 
bool Closed [get, protected set]
 
bool MarkedForClose [get, protected set]
 
virtual float MaxGlassDistSq [get]
 
bool Save [get, set]
 
bool IsPreview [get, set]
 
bool IsReadyForReplication [get, set]
 
MyEntityUpdateEnum NeedsUpdate [get, set]
 
MatrixD WorldMatrix [get, set]
 
MyEntity Parent [get]
 Gets or sets the parent. More...
 
MyHierarchyComponent< MyEntityHierarchy [get, set]
 
MyPhysicsComponentBase Physics [get, set]
 Gets the physic component of the entity. More...
 
bool InvalidateOnMove [get, set]
 
bool SyncFlag [get, set]
 
bool InScene [get, set]
 
virtual bool IsVolumetric [get]
 
virtual Vector3D LocationForHudMarker [get]
 
MyModel Model [get]
 
MyModel ModelCollision [get]
 
string DisplayName [get, set]
 
string DebugName [get]
 
Dictionary< string, MyEntitySubpartSubparts [get]
 
virtual bool IsCCDForProjectiles [get]
 
int InventoryCount [get]
 Iterate through inventories and return their count. More...
 
bool HasInventory [get]
 Returns true if this entity has got at least one inventory. Note that one aggregate inventory can contain zero simple inventories => zero will be returned even if GetInventoryBase() != null. More...
 
virtual String DisplayNameText [get, set]
 Display Name for GUI etc. Override in descendant classes. Usually used to display in terminal or inventory controls. More...
 
EntityFlags Flags [get, set]
 
- Properties inherited from Sandbox.Game.Entities.IMyGunObject< MyGunBase >
float BackkickForcePerSecond [get]
 
float ShakeAmount [get]
 
MyDefinitionId DefinitionId [get]
 
bool EnabledInWorldRules [get]
 
GunBase [get]
 
bool IsShooting [get]
 Should return true when the weapon is shooting projectiles and other classes should react accordingly (i.e.apply backkick force etc.) More...
 
int ShootDirectionUpdateTime [get]
 Zero means that the gun should not update shoot direction at all More...
 
- Properties inherited from VRage.Game.ModAPI.Ingame.IMyInventoryOwner
int InventoryCount [get]
 
long EntityId [get]
 
bool UseConveyorSystem [get, set]
 
bool HasInventory [get]
 
- Properties inherited from Sandbox.Game.Entities.IMyControllableEntity
MyControllerInfo ControllerInfo [get]
 
new MyEntity Entity [get]
 
float HeadLocalXAngle [get, set]
 
float HeadLocalYAngle [get, set]
 
bool EnabledBroadcasting [get]
 
MyToolbarType ToolbarType [get]
 
MyStringId ControlContext [get]
 
MyToolbar Toolbar [get]
 
- Properties inherited from VRage.Game.ModAPI.Interfaces.IMyControllableEntity
IMyEntity Entity [get]
 
bool ForceFirstPersonCamera [get, set]
 
bool EnabledThrusts [get]
 
bool EnabledDamping [get]
 
bool EnabledLights [get]
 
bool EnabledLeadingGears [get]
 
bool EnabledReactors [get]
 
bool EnabledHelmet [get]
 
bool PrimaryLookaround [get]
 
- Properties inherited from Sandbox.Game.Entities.IMyGunBaseUser
MyEntity[] IgnoreEntities [get]
 
MyEntity Weapon [get]
 
MyEntity Owner [get]
 
IMyMissileGunObject Launcher [get]
 
MyInventory AmmoInventory [get]
 The inventory in which the weapon searches for additional ammo More...
 
MyDefinitionId PhysicalItemId [get]
 The physical item that is being searched for in the weapon inventory. Can be ignored if WeaponInventory is null More...
 
MyInventory WeaponInventory [get]
 The inventory in which the weapon searches for it's object builder (e.g. an automatic rifle in character's inventory) Can be null if the object builder is not to be searched More...
 
long OwnerId [get]
 
String ConstraintDisplayName [get]
 

Additional Inherited Members

- Static Public Member Functions inherited from Sandbox.Game.Entities.MyCubeBlock
static Vector3 GetBlockGridOffset (MyCubeBlockDefinition blockDefinition)
 Returns block offset in spawned grid. More...
 
static bool GetSubBlockDataFromDummy (MyCubeBlockDefinition ownerBlockDefinition, string dummyName, MyModelDummy dummy, bool useOffset, out MyCubeBlockDefinition subBlockDefinition, out MatrixD subBlockMatrix, out Vector3 dummyPosition)
 Returns subblock data from dummy, subblock matrix can be offset (according to useOffset parameter) so the dummy position output is also provided. More...
 
- Static Public Attributes inherited from VRage.Game.Entity.MyEntity
static Action< MyEntityAddToGamePruningStructureExtCallBack = null
 
static Action< MyEntityRemoveFromGamePruningStructureExtCallBack = null
 
static Action< MyEntityUpdateGamePruningStructureExtCallBack = null
 
static MyEntityFactoryCreateObjectBuilderDelegate MyEntityFactoryCreateObjectBuilderExtCallback = null
 
static CreateDefaultSyncEntityDelegate CreateDefaultSyncEntityExtCallback
 
static Action< MyEntityMyWeldingGroupsAddNodeExtCallback = null
 
static Action< MyEntityMyWeldingGroupsRemoveNodeExtCallback = null
 
static Action< MyEntity, List< MyEntity > > MyWeldingGroupsGetGroupNodesExtCallback = null
 
static MyWeldingGroupsGroupExistsDelegate MyWeldingGroupsGroupExistsExtCallback = null
 
static Action< MyEntityMyProceduralWorldGeneratorTrackEntityExtCallback = null
 
static Action< MyEntityCreateStandardRenderComponentsExtCallback = null
 
static Action< MyComponentContainer, MyObjectBuilderType, MyStringHash, MyObjectBuilder_ComponentContainerInitComponentsExtCallback = null
 
static Func< MyObjectBuilder_EntityBase, bool, MyEntityMyEntitiesCreateFromObjectBuilderExtCallback = null
 
- Static Protected Member Functions inherited from Sandbox.Game.Entities.MyCubeBlock
static void UpdateEmissiveParts (uint renderObjectId, float emissivity, Color emissivePartColor, Color displayPartColor)
 
- Static Protected Member Functions inherited from VRage.Game.Entity.MyEntity
static void UpdateNamedEmissiveParts (uint renderObjectId, string emissiveName, Color emissivePartColor, float emissivity)
 
- Static Protected Attributes inherited from Sandbox.Game.Entities.MyCubeBlock
static readonly string DUMMY_SUBBLOCK_ID = "subblock_"
 
- Events inherited from Sandbox.ModAPI.IMyFunctionalBlock
Action< IMyTerminalBlockEnabledChanged
 
- Events inherited from Sandbox.ModAPI.Ingame.IMyFunctionalBlock
Action< IMyTerminalBlockEnabledChanged
 
- Events inherited from Sandbox.ModAPI.Ingame.IMyTerminalBlock
Action< IMyTerminalBlockCustomNameChanged
 
Action< IMyTerminalBlockOwnershipChanged
 
Action< IMyTerminalBlockPropertiesChanged
 
Action< IMyTerminalBlockShowOnHUDChanged
 
Action< IMyTerminalBlockVisibilityChanged
 
- Events inherited from Sandbox.ModAPI.Ingame.IMyCubeBlock
Action< IMyCubeBlockIsWorkingChanged
 
- Events inherited from Sandbox.ModAPI.IMyTerminalBlock
Action< IMyTerminalBlockCustomNameChanged
 
Action< IMyTerminalBlockOwnershipChanged
 
Action< IMyTerminalBlockPropertiesChanged
 
Action< IMyTerminalBlockShowOnHUDChanged
 
Action< IMyTerminalBlockVisibilityChanged
 
Action< IMyTerminalBlock, StringBuilder > AppendingCustomInfo
 Event to append custom info. More...
 
- Events inherited from VRage.Game.ModAPI.IMyCubeBlock
Action< IMyCubeBlockIsWorkingChanged
 
Action OnUpgradeValuesChanged
 Event called when upgrade values are changed Either upgrades were built or destroyed, or they become damaged or unpowered More...
 
- Events inherited from VRage.ModAPI.IMyEntity
Action< IMyEntityOnClose
 
Action< IMyEntityOnClosing
 
Action< IMyEntityOnMarkForClose
 
Action< IMyEntityOnPhysicsChanged
 
- Events inherited from Sandbox.Game.Entities.Cube.MyFunctionalBlock
Action< MyTerminalBlockEnabledChanged
 
- Events inherited from Sandbox.Game.Entities.Cube.MyTerminalBlock
Action< MyTerminalBlockCustomNameChanged
 
Action< MyTerminalBlockPropertiesChanged
 
Action< MyTerminalBlockOwnershipChanged
 
Action< MyTerminalBlockVisibilityChanged
 
Action< MyTerminalBlockShowOnHUDChanged
 
Action< MyTerminalBlockShowInTerminalChanged
 
Action< MyTerminalBlockShowInIventoryChanged
 
Action< MyTerminalBlockShowInToolbarConfigChanged
 
Action< MyTerminalBlock, StringBuilder > AppendingCustomInfo
 
- Events inherited from Sandbox.Game.Entities.MyCubeBlock
Action< MyCubeBlockIsWorkingChanged
 
Func< bool > CanContinueBuildCheck
 
Action OnUpgradeValuesChanged
 
- Events inherited from VRage.Game.Entity.MyEntity
Action< MyEntityOnMarkForClose
 This event may not be invoked at all, when calling MyEntities.CloseAll, marking is bypassed More...
 
Action< MyEntityOnClose
 
Action< MyEntityOnClosing
 
Action< MyEntityOnPhysicsChanged
 

Detailed Description

Definition at line 81 of file MyLargeTurretBase.cs.

Member Enumeration Documentation

Enumerator
MyWeaponStatus_Deactivated 
MyWeaponStatus_Searching 
MyWeaponStatus_Shooting 
MyWeaponStatus_ShootDelaying 

Definition at line 328 of file MyLargeTurretBase.cs.

Constructor & Destructor Documentation

Sandbox.Game.Weapons.MyLargeTurretBase.MyLargeTurretBase ( )
inline

Definition at line 636 of file MyLargeTurretBase.cs.

Member Function Documentation

void Sandbox.Game.Weapons.MyLargeTurretBase.BeginFailReaction ( MyShootActionEnum  action,
MyGunStatusEnum  status 
)
inline

Definition at line 1808 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.BeginFailReactionLocal ( MyShootActionEnum  action,
MyGunStatusEnum  status 
)
inline

Definition at line 1819 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.BeginShoot ( MyShootActionEnum  action)
inline

This will be called locally to start shooting with the given action

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 3216 of file MyLargeTurretBase.cs.

override bool Sandbox.Game.Weapons.MyLargeTurretBase.CanOperate ( )
inlinevirtual

Implements Sandbox.Game.Weapons.MyUserControllableGun.

Definition at line 3663 of file MyLargeTurretBase.cs.

override bool Sandbox.Game.Weapons.MyLargeTurretBase.CanShoot ( out MyGunStatusEnum  status)
inlinevirtual

Reimplemented from Sandbox.Game.Weapons.MyUserControllableGun.

Definition at line 1733 of file MyLargeTurretBase.cs.

override bool Sandbox.Game.Weapons.MyLargeTurretBase.CanShoot ( MyShootActionEnum  action,
long  shooter,
out MyGunStatusEnum  status 
)
inlinevirtual

Implements Sandbox.Game.Weapons.MyUserControllableGun.

Definition at line 1762 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.CanSwitchAmmoMagazine ( )
inline
bool Sandbox.Game.Weapons.MyLargeTurretBase.CanSwitchToWeapon ( MyDefinitionId weaponDefinition)
inline
UseActionResult Sandbox.Game.Weapons.MyLargeTurretBase.CanUse ( UseActionEnum  actionEnum,
IMyControllableEntity  user 
)
inline

Definition at line 2964 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.ChangeIdleRotation ( bool  enable)
inline

Definition at line 3619 of file MyLargeTurretBase.cs.

override bool Sandbox.Game.Weapons.MyLargeTurretBase.CheckIsWorking ( )
inlineprotectedvirtual

Reimplemented from Sandbox.Game.Entities.Cube.MyFunctionalBlock.

Definition at line 909 of file MyLargeTurretBase.cs.

override void Sandbox.Game.Weapons.MyLargeTurretBase.Closing ( )
inlineprotectedvirtual

Reimplemented from Sandbox.Game.Entities.Cube.MyFunctionalBlock.

Definition at line 887 of file MyLargeTurretBase.cs.

override void Sandbox.Game.Weapons.MyLargeTurretBase.CreateTerminalControls ( )
inlineprotectedvirtual

Control creation was moved from the static ctor into this static function. Control creation should still be static, but static ctors only ever get called once, which means we can never modify these controls (remove), since they will be removed forever. All classes that inherit MyTerminalBlock should put terminal control creation in a function called CreateTerminalControls, as MyTerminalControlFactory will properly ensure their base classes' controls are added in. I can't make this virtual because terminal controls don't deal with instances directly (this should probably change)

GR: Had to change this from static due to parallelization issues with multuple threads. Now it should run only once.

Reimplemented from Sandbox.Game.Entities.Cube.MyFunctionalBlock.

Reimplemented in SpaceEngineers.Game.Weapons.Guns.MyLargeConveyorTurretBase.

Definition at line 2376 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.Crouch ( )
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.Die ( )
inline
Vector3 Sandbox.Game.Weapons.MyLargeTurretBase.DirectionToTarget ( Vector3D  target)
inline

Definition at line 1803 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.Down ( )
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.DrawHud ( IMyCameraController  camera,
long  playerId 
)
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.DrawLasers ( )
inlineprotected

Definition at line 3431 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.EndShoot ( MyShootActionEnum  action)
inline

This will be called locally to start shooting with the given action

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 3223 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.ExitView ( )
inline

Definition at line 3096 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.ForceReleaseControl ( )
inline

Definition at line 2744 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.ForceTarget ( MyEntity  entity,
bool  usePrediction 
)
inline

Definition at line 3592 of file MyLargeTurretBase.cs.

int Sandbox.Game.Weapons.MyLargeTurretBase.GetAmmunitionAmount ( )
inline

Definition at line 2352 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.GetCameraDummy ( )
inlineprotected

Definition at line 1441 of file MyLargeTurretBase.cs.

MyEntityCameraSettings Sandbox.Game.Weapons.MyLargeTurretBase.GetCameraEntitySettings ( )
inline
MatrixD Sandbox.Game.Weapons.MyLargeTurretBase.GetHeadMatrix ( bool  includeY,
bool  includeX = true,
bool  forceBoneAnim = false,
bool  forceHeadBone = false 
)
inline
override bool Sandbox.Game.Weapons.MyLargeTurretBase.GetIntersectionWithLine ( ref LineD  line,
out MyIntersectionResultLineTriangleEx t,
IntersectionFlags  flags = IntersectionFlags.ALL_TRIANGLES 
)
inline

Implements VRage.ModAPI.IMyEntity.

Definition at line 1693 of file MyLargeTurretBase.cs.

override bool Sandbox.Game.Weapons.MyLargeTurretBase.GetIntersectionWithLine ( ref LineD  line,
out Vector3D v,
bool  useCollisionModel = true,
IntersectionFlags  flags = IntersectionFlags.ALL_TRIANGLES 
)
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 1706 of file MyLargeTurretBase.cs.

override MyObjectBuilder_CubeBlock Sandbox.Game.Weapons.MyLargeTurretBase.GetObjectBuilderCubeBlock ( bool  copy = false)
inlinevirtual

Returns block object builder which can be serialized or added to grid

Parameters
copySet if creating a copy of block
Returns
Block object builder

Reimplemented from Sandbox.Game.Entities.Cube.MyFunctionalBlock.

Reimplemented in SpaceEngineers.Game.Weapons.Guns.MyLargeConveyorTurretBase.

Definition at line 839 of file MyLargeTurretBase.cs.

int Sandbox.Game.Weapons.MyLargeTurretBase.GetRemainingAmmo ( )
inlineprotected

Definition at line 1751 of file MyLargeTurretBase.cs.

MyLargeShipGunStatus Sandbox.Game.Weapons.MyLargeTurretBase.GetStatus ( )
inline

Definition at line 465 of file MyLargeTurretBase.cs.

double Sandbox.Game.Weapons.MyLargeTurretBase.GetTargetDistance ( )
inline

Definition at line 2267 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.HasEnoughAmmo ( )
inlineprotected

Definition at line 1757 of file MyLargeTurretBase.cs.

override void Sandbox.Game.Weapons.MyLargeTurretBase.Init ( MyObjectBuilder_CubeBlock  objectBuilder,
MyCubeGrid  cubeGrid 
)
inlinevirtual
void Sandbox.Game.Weapons.MyLargeTurretBase.Jump ( )
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.MoveAndRotate ( Vector3  moveIndicator,
Vector2  rotationIndicator,
float  rollIndicator 
)
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.MoveAndRotateStopped ( )
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.OnBeginShoot ( MyShootActionEnum  action)
inline

This will be called back from the sync object both on local and remote clients

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 3233 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.OnControlAcquired ( MyCharacter  owner)
inline

Definition at line 1830 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.OnControlReleased ( )
inline

Definition at line 1835 of file MyLargeTurretBase.cs.

override void Sandbox.Game.Weapons.MyLargeTurretBase.OnEnabledChanged ( )
inlineprotectedvirtual

Reimplemented from Sandbox.Game.Entities.Cube.MyFunctionalBlock.

Definition at line 935 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.OnEndShoot ( MyShootActionEnum  action)
inline

This will be called back from the sync object both on local and remote clients

Implements Sandbox.Game.Entities.IMyControllableEntity.

Definition at line 3242 of file MyLargeTurretBase.cs.

override void Sandbox.Game.Weapons.MyLargeTurretBase.OnOwnershipChanged ( )
inlineprotectedvirtual

Reimplemented from Sandbox.Game.Entities.Cube.MyTerminalBlock.

Definition at line 2942 of file MyLargeTurretBase.cs.

override void Sandbox.Game.Weapons.MyLargeTurretBase.OnStopWorking ( )
inlineprotectedvirtual

Reimplemented from Sandbox.Game.Entities.Cube.MyFunctionalBlock.

Definition at line 915 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.PickUp ( )
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.PickUpContinues ( )
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.PickUpFinished ( )
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.PlayShootingSound ( )
inline

Definition at line 1668 of file MyLargeTurretBase.cs.

override void Sandbox.Game.Weapons.MyLargeTurretBase.RememberIdle ( )
inlineprotectedvirtual

Reimplemented from Sandbox.Game.Weapons.MyUserControllableGun.

Definition at line 3679 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.RemoveAmmoPerShot ( )
inline

Definition at line 2357 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.RemoveUsers ( bool  local)
inline

Definition at line 2980 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.ResetRotation ( )
inlineprotected

Definition at line 1490 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.ResetTargetParams ( )
inline

Definition at line 3625 of file MyLargeTurretBase.cs.

override void Sandbox.Game.Weapons.MyLargeTurretBase.RestoreIdle ( )
inlineprotectedvirtual

Reimplemented from Sandbox.Game.Weapons.MyUserControllableGun.

Definition at line 3684 of file MyLargeTurretBase.cs.

override void Sandbox.Game.Weapons.MyLargeTurretBase.RotateModels ( )
inlineprotectedvirtual

Reimplemented from Sandbox.Game.Weapons.MyUserControllableGun.

Definition at line 1453 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.RotationAndElevation ( )
inline

Definition at line 1500 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.SetInventory ( MyInventory  inventory,
int  index 
)
inline

Definition at line 2343 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.SetManualAzimuth ( float  value)
inline

Definition at line 3633 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.SetManualElevation ( float  value)
inline

Definition at line 3644 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.SetTarget ( MyEntity  target,
bool  isPotential 
)
inline

Definition at line 2323 of file MyLargeTurretBase.cs.

virtual void Sandbox.Game.Weapons.MyLargeTurretBase.Shoot ( MyShootActionEnum  action,
Vector3  direction,
Vector3D overrideWeaponPos,
string  gunAction 
)
inlinevirtual
void Sandbox.Game.Weapons.MyLargeTurretBase.ShootFailReactionLocal ( MyShootActionEnum  action,
MyGunStatusEnum  status 
)
inline

Definition at line 1825 of file MyLargeTurretBase.cs.

override void Sandbox.Game.Weapons.MyLargeTurretBase.ShootFromTerminal ( Vector3  direction)
inlinevirtual
void Sandbox.Game.Weapons.MyLargeTurretBase.ShowInventory ( )
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.ShowTerminal ( )
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.Sprint ( bool  enabled)
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.StopShootingSound ( )
inline

Definition at line 1677 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.SwitchAmmoMagazine ( )
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.SwitchBroadcasting ( )
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.SwitchDamping ( )
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.SwitchHelmet ( )
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.SwitchLeadingGears ( )
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.SwitchLights ( )
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.SwitchReactors ( )
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.SwitchThrusts ( )
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.SwitchToWeapon ( MyDefinitionId  weaponDefinition)
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.SwitchToWeapon ( MyToolbarItemWeapon  weapon)
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.SwitchWalk ( )
inline
override void Sandbox.Game.Weapons.MyLargeTurretBase.SyncRotationAndOrientation ( )
inlinevirtual

Reimplemented from Sandbox.Game.Weapons.MyUserControllableGun.

Definition at line 3674 of file MyLargeTurretBase.cs.

override void Sandbox.Game.Weapons.MyLargeTurretBase.TakeControlFromTerminal ( )
inlinevirtual

Reimplemented from Sandbox.Game.Weapons.MyUserControllableGun.

Definition at line 3582 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.TargetPosition ( Vector3D  pos,
Vector3  velocity,
bool  usePrediction 
)
inline

Definition at line 3599 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.Up ( )
inline
override void Sandbox.Game.Weapons.MyLargeTurretBase.UpdateAfterSimulation ( )
inlinevirtual
override void Sandbox.Game.Weapons.MyLargeTurretBase.UpdateAfterSimulation100 ( )
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 1026 of file MyLargeTurretBase.cs.

override void Sandbox.Game.Weapons.MyLargeTurretBase.UpdateBeforeSimulation ( )
inlinevirtual

Reimplemented from Sandbox.Game.Entities.Cube.MyFunctionalBlock.

Definition at line 1014 of file MyLargeTurretBase.cs.

override void Sandbox.Game.Weapons.MyLargeTurretBase.UpdateOnceBeforeFrame ( )
inlinevirtual

Reimplemented from Sandbox.Game.Entities.MyCubeBlock.

Definition at line 971 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.UpdateRotationAndElevation ( float  newRotation,
float  newElevation 
)
inline

Definition at line 2838 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.UpdateSoundEmitter ( )
inline

Definition at line 3784 of file MyLargeTurretBase.cs.

void Sandbox.Game.Weapons.MyLargeTurretBase.Use ( )
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.UseContinues ( )
inline
void Sandbox.Game.Weapons.MyLargeTurretBase.UseFinished ( )
inline
bool Sandbox.Game.Weapons.MyLargeTurretBase.WasControllingCockpitWhenSaved ( )
inline

Definition at line 2666 of file MyLargeTurretBase.cs.

override void Sandbox.Game.Weapons.MyLargeTurretBase.WorldPositionChanged ( object  source)
inlineprotectedvirtual

Reimplemented from Sandbox.Game.Entities.MyCubeBlock.

Definition at line 3509 of file MyLargeTurretBase.cs.

Member Data Documentation

MyLargeBarrelBase Sandbox.Game.Weapons.MyLargeTurretBase.m_barrel
protected

Definition at line 344 of file MyLargeTurretBase.cs.

MyEntity Sandbox.Game.Weapons.MyLargeTurretBase.m_base1
protected

Definition at line 345 of file MyLargeTurretBase.cs.

MyEntity Sandbox.Game.Weapons.MyLargeTurretBase.m_base2
protected

Definition at line 346 of file MyLargeTurretBase.cs.

int Sandbox.Game.Weapons.MyLargeTurretBase.m_elevationInterval_ms
protected

Definition at line 356 of file MyLargeTurretBase.cs.

float Sandbox.Game.Weapons.MyLargeTurretBase.m_elevationSpeed
protected

Definition at line 354 of file MyLargeTurretBase.cs.

MyGunBase Sandbox.Game.Weapons.MyLargeTurretBase.m_gunBase
protected

Definition at line 404 of file MyLargeTurretBase.cs.

Vector3D Sandbox.Game.Weapons.MyLargeTurretBase.m_hitPosition
protected

Definition at line 402 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.m_isControlled = false
protected

Definition at line 422 of file MyLargeTurretBase.cs.

int Sandbox.Game.Weapons.MyLargeTurretBase.m_randomStandbyChange_ms
protected

Definition at line 357 of file MyLargeTurretBase.cs.

int Sandbox.Game.Weapons.MyLargeTurretBase.m_randomStandbyChangeConst_ms
protected

Definition at line 358 of file MyLargeTurretBase.cs.

MySoundPair Sandbox.Game.Weapons.MyLargeTurretBase.m_rotatingCueEnum = new MySoundPair()
protected

Definition at line 398 of file MyLargeTurretBase.cs.

int Sandbox.Game.Weapons.MyLargeTurretBase.m_rotationInterval_ms
protected

Definition at line 355 of file MyLargeTurretBase.cs.

float Sandbox.Game.Weapons.MyLargeTurretBase.m_rotationSpeed
protected

Definition at line 353 of file MyLargeTurretBase.cs.

MySoundPair Sandbox.Game.Weapons.MyLargeTurretBase.m_shootingCueEnum = new MySoundPair()
protected

Definition at line 397 of file MyLargeTurretBase.cs.

const float Sandbox.Game.Weapons.MyLargeTurretBase.MAX_DISTANCE_FOR_RANDOM_ROTATING_LARGESHIP_GUNS = 600

Definition at line 336 of file MyLargeTurretBase.cs.

Property Documentation

float Sandbox.Game.Weapons.MyLargeTurretBase.BackkickForcePerSecond
get

Definition at line 1723 of file MyLargeTurretBase.cs.

MyLargeBarrelBase Sandbox.Game.Weapons.MyLargeTurretBase.Barrel
get

Definition at line 594 of file MyLargeTurretBase.cs.

new MyLargeTurretBaseDefinition Sandbox.Game.Weapons.MyLargeTurretBase.BlockDefinition
get

Definition at line 517 of file MyLargeTurretBase.cs.

MyModelDummy Sandbox.Game.Weapons.MyLargeTurretBase.CameraDummy
get

Definition at line 514 of file MyLargeTurretBase.cs.

MyStringId Sandbox.Game.Weapons.MyLargeTurretBase.ControlContext
get

Definition at line 148 of file MyLargeTurretBase_ModAPI.cs.

MyControllerInfo Sandbox.Game.Weapons.MyLargeTurretBase.ControllerInfo
get

Definition at line 3114 of file MyLargeTurretBase.cs.

MyDefinitionId Sandbox.Game.Weapons.MyLargeTurretBase.DefinitionId
get

Definition at line 1841 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.EnabledBroadcasting
get

Definition at line 3361 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.EnabledDamping
get

Definition at line 3341 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.EnabledHelmet
get

Definition at line 3366 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.EnabledInWorldRules
get

Definition at line 1720 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.EnabledLeadingGears
get

Definition at line 3351 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.EnabledLights
get

Definition at line 3346 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.EnabledReactors
get

Definition at line 3356 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.EnabledThrusts
get

Definition at line 3336 of file MyLargeTurretBase.cs.

IMyEntity Sandbox.Game.Weapons.MyLargeTurretBase.Entity
get

Definition at line 3130 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.ForceFirstPersonCamera
getset

Definition at line 3137 of file MyLargeTurretBase.cs.

abstract float Sandbox.Game.Weapons.MyLargeTurretBase.ForwardCameraOffset
getprotected

Definition at line 592 of file MyLargeTurretBase.cs.

MyGunBase Sandbox.Game.Weapons.MyLargeTurretBase.GunBase
get

Definition at line 597 of file MyLargeTurretBase.cs.

float Sandbox.Game.Weapons.MyLargeTurretBase.HeadLocalXAngle
getset

Definition at line 3205 of file MyLargeTurretBase.cs.

float Sandbox.Game.Weapons.MyLargeTurretBase.HeadLocalYAngle
getset

Definition at line 3206 of file MyLargeTurretBase.cs.

HashSet<long> Sandbox.Game.Weapons.MyLargeTurretBase.IgnoredEntities
staticgetset

Definition at line 627 of file MyLargeTurretBase.cs.

MatrixD Sandbox.Game.Weapons.MyLargeTurretBase.InitializationBarrelMatrix
getset

Definition at line 382 of file MyLargeTurretBase.cs.

MatrixD Sandbox.Game.Weapons.MyLargeTurretBase.InitializationMatrix
get

Definition at line 381 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.IsControlled
get

Definition at line 538 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.IsControlledByLocalPlayer
get

Definition at line 564 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.IsPlayerControlled
get

Definition at line 546 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.IsShooting
get

Definition at line 1788 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.PerformFailReaction
get

Definition at line 1814 of file MyLargeTurretBase.cs.

MyCharacter Sandbox.Game.Weapons.MyLargeTurretBase.Pilot
get

Definition at line 578 of file MyLargeTurretBase.cs.

IMyControllableEntity Sandbox.Game.Weapons.MyLargeTurretBase.PreviousControlledEntity
get

Definition at line 471 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.PrimaryLookaround
get

Definition at line 2986 of file MyLargeTurretBase.cs.

float Sandbox.Game.Weapons.MyLargeTurretBase.ShakeAmount
getprotected set

Definition at line 1728 of file MyLargeTurretBase.cs.

float Sandbox.Game.Weapons.MyLargeTurretBase.ShootingRange
getset

Definition at line 2499 of file MyLargeTurretBase.cs.

MyEntity Sandbox.Game.Weapons.MyLargeTurretBase.Target
get

Definition at line 2277 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.TargetCharacters
getset

Definition at line 2583 of file MyLargeTurretBase.cs.

MyTurretTargetFlags Sandbox.Game.Weapons.MyLargeTurretBase.TargetFlags
getset

Definition at line 615 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.TargetLargeGrids
getset

Definition at line 2568 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.TargetMeteors
getset

Definition at line 2508 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.TargetMissiles
getset

Definition at line 2538 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.TargetMoving
getset

Definition at line 2523 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.TargetNeutrals
getset

Definition at line 2613 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.TargetSmallGrids
getset

Definition at line 2553 of file MyLargeTurretBase.cs.

bool Sandbox.Game.Weapons.MyLargeTurretBase.TargetStations
getset

Definition at line 2598 of file MyLargeTurretBase.cs.

MyToolbar Sandbox.Game.Weapons.MyLargeTurretBase.Toolbar
get

Definition at line 3417 of file MyLargeTurretBase.cs.

MyToolbarType Sandbox.Game.Weapons.MyLargeTurretBase.ToolbarType
get

Definition at line 3409 of file MyLargeTurretBase.cs.

abstract float Sandbox.Game.Weapons.MyLargeTurretBase.UpCameraOffset
getprotected

Definition at line 593 of file MyLargeTurretBase.cs.

MyEntity Sandbox.Game.Weapons.MyLargeTurretBase.WeaponOwner
getset

Definition at line 391 of file MyLargeTurretBase.cs.


The documentation for this class was generated from the following files: