| 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 |