Add(MyProjectileAmmoDefinition ammoDefinition, Vector3D origin, Vector3 initialVelocity, Vector3 directionNormalized, IMyGunBaseUser user, MyEntity owner) | Sandbox.Game.Weapons.MyProjectiles | inlinestatic |
AddShotgun(MyProjectileAmmoDefinition ammoDefinition, MyEntity ignorePhysObject, Vector3 origin, Vector3 initialVelocity, Vector3 directionNormalized, bool groupStart, float thicknessMultiplier, MyEntity weapon, float frontBillboardSize, MyEntity ownerEntity=null, float projectileCountMultiplier=1) | Sandbox.Game.Weapons.MyProjectiles | inlinestatic |
AddShrapnel(MyProjectileAmmoDefinition ammoDefinition, MyEntity[] ignoreEntities, Vector3 origin, Vector3 initialVelocity, Vector3 directionNormalized, bool groupStart, float thicknessMultiplier, float trailProbability, MyEntity weapon, MyEntity ownerEntity=null, float projectileCountMultiplier=1) | Sandbox.Game.Weapons.MyProjectiles | inlinestatic |
AfterLoadData() | VRage.Game.Components.MySessionComponentBase | inline |
BeforeStart() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
ComponentType | VRage.Game.Components.MySessionComponentBase | |
DebugName | VRage.Game.Components.MySessionComponentBase | |
Definition | VRage.Game.Components.MySessionComponentBase | |
Dependencies | VRage.Game.Components.MySessionComponentBase | |
Draw() | Sandbox.Game.Weapons.MyProjectiles | inlinevirtual |
GetObjectBuilder() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
HandleInput() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
Init(MyObjectBuilder_SessionComponent sessionComponent) | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
InitFromDefinition(MySessionComponentDefinition definition) | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
Initialized | VRage.Game.Components.MySessionComponentBase | |
IsRequiredByGame | VRage.Game.Components.MySessionComponentBase | |
LoadData() | Sandbox.Game.Weapons.MyProjectiles | inlinevirtual |
Loaded | VRage.Game.Components.MySessionComponentBase | |
MySessionComponentBase() | VRage.Game.Components.MySessionComponentBase | inline |
ObjectBuilderType | VRage.Game.Components.MySessionComponentBase | |
Priority | VRage.Game.Components.MySessionComponentBase | |
SaveData() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
Session | VRage.Game.Components.MySessionComponentBase | |
SetUpdateOrder(MyUpdateOrder order) | VRage.Game.Components.MySessionComponentBase | inline |
Simulate() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
ToString() | VRage.Game.Components.MySessionComponentBase | inline |
UnloadData() | Sandbox.Game.Weapons.MyProjectiles | inlineprotectedvirtual |
UnloadDataConditional() | VRage.Game.Components.MySessionComponentBase | inline |
UpdateAfterSimulation() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
UpdateBeforeSimulation() | Sandbox.Game.Weapons.MyProjectiles | inlinevirtual |
UpdatedBeforeInit() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |
UpdateOrder | VRage.Game.Components.MySessionComponentBase | |
UpdatingStopped() | VRage.Game.Components.MySessionComponentBase | inlinevirtual |