AddDebugRenderComponent(MyDebugRenderComponentBase render) | VRage.Game.Entity.MyEntity | inline |
AddHudInfo() | Sandbox.Game.Weapons.MyWelder | inlineprotectedvirtual |
AddToGamePruningStructure() | VRage.Game.Entity.MyEntity | inline |
AddToGamePruningStructureExtCallBack | VRage.Game.Entity.MyEntity | static |
AfterPaste() | VRage.Game.Entity.MyEntity | inlinevirtual |
ApplyLastControls() | VRage.Game.Entity.MyEntity | inlinevirtual |
BackkickForcePerSecond | Sandbox.Game.Weapons.MyEngineerToolBase | |
BeforeDelete() | VRage.Game.Entity.MyEntity | inlineprotectedvirtual |
BeforePaste() | VRage.Game.Entity.MyEntity | inlinevirtual |
BeforeSave() | VRage.Game.Entity.MyEntity | inlinevirtual |
BeginFailReaction(MyShootActionEnum action, MyGunStatusEnum status) | Sandbox.Game.Weapons.MyWelder | inlinevirtual |
BeginFailReactionLocal(MyShootActionEnum action, MyGunStatusEnum status) | Sandbox.Game.Weapons.MyWelder | inlinevirtual |
CalculateRequiredPower() | Sandbox.Game.Weapons.MyEngineerToolBase | inlineprotected |
CanBeAddedToRender() | VRage.Game.Entity.MyEntity | inlineprotectedvirtual |
CanBeDrawn() | Sandbox.Game.Weapons.MyEngineerToolBase | inline |
CanShoot(MyShootActionEnum action, long shooter, out MyGunStatusEnum status) | Sandbox.Game.Weapons.MyWelder | inlinevirtual |
CastShadows | VRage.ModAPI.IMyEntity | |
CharacterInventory | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
ClampToWorld() | VRage.Game.Entity.MyEntity | inlineprotectedvirtual |
ClearDebugRenderComponents() | VRage.Game.Entity.MyEntity | inline |
Close() | VRage.Game.Entity.MyEntity | inline |
Closed | VRage.Game.Entity.MyEntity | |
Closing() | Sandbox.Game.Weapons.MyEngineerToolBase | inlineprotectedvirtual |
Components | VRage.Game.Entity.MyEntity | |
CreateDefaultSyncEntityDelegate(MyEntity thisEntity) | VRage.Game.Entity.MyEntity | |
CreateDefaultSyncEntityExtCallback | VRage.Game.Entity.MyEntity | static |
CreatePrimaryLight() | Sandbox.Game.Weapons.MyEngineerToolBase | inlineprotectedvirtual |
CreateSecondaryLight() | Sandbox.Game.Weapons.MyEngineerToolBase | inlineprotectedvirtual |
CreateStandardRenderComponentsExtCallback | VRage.Game.Entity.MyEntity | static |
CreateSync() | VRage.Game.Entity.MyEntity | inline |
CurrentAmmunition | Sandbox.Game.Weapons.MyEngineerToolBase | |
CurrentEffect | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
CurrentMagazineAmmunition | Sandbox.Game.Weapons.MyEngineerToolBase | |
DebugAsyncLoading | VRage.Game.Entity.MyEntity | |
DebugCreatedBy | VRage.Game.Entity.MyEntity | |
DebugDraw() | VRage.Game.Entity.MyEntity | inline |
DebugDrawInvalidTriangles() | VRage.Game.Entity.MyEntity | inline |
DebugDrawPhysics() | VRage.Game.Entity.MyEntity | inlinevirtual |
DebugName | VRage.Game.Entity.MyEntity | |
DEFAULT_REACH_DISTANCE | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
DefinitionId | Sandbox.Game.Weapons.MyEngineerToolBase | |
Delete() | VRage.Game.Entity.MyEntity | inline |
DeserializeControls(BitStream stream, bool outOfOrder) | VRage.Game.Entity.MyEntity | inlinevirtual |
DirectionToTarget(Vector3D target) | Sandbox.Game.Weapons.MyEngineerToolBase | inline |
DisplayName | VRage.Game.Entity.MyEntity | |
DisplayNameText | VRage.Game.Entity.MyEntity | |
DoOverlapSphereTest(float sphereRadius, Vector3D spherePos) | VRage.Game.Entity.MyEntity | inlinevirtual |
DrawHud() | Sandbox.Game.Weapons.MyWelder | inlineprotectedvirtual |
Sandbox::Game::Weapons::MyEngineerToolBase.DrawHud(IMyCameraController camera, long playerId) | Sandbox.Game.Weapons.MyEngineerToolBase | inline |
EffectId | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
EffectScale | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
EffectStopMs | Sandbox.Game.Weapons.MyEngineerToolBase | |
EnableColorMaskForSubparts(bool enable) | VRage.ModAPI.IMyEntity | |
EnabledInWorldRules | Sandbox.Game.Weapons.MyEngineerToolBase | |
EndShoot(MyShootActionEnum action) | Sandbox.Game.Weapons.MyWelder | inlinevirtual |
EntityId | VRage.Game.Entity.MyEntity | |
FastCastShadowResolve | VRage.ModAPI.IMyEntity | |
Flags | VRage.Game.Entity.MyEntity | |
ForceAnimationInsteadOfIK | Sandbox.Game.Weapons.MyEngineerToolBase | |
GameLogic | VRage.Game.Entity.MyEntity | |
GamePruningProxyId | VRage.Game.Entity.MyEntity | |
GetAmmunitionAmount() | Sandbox.Game.Weapons.MyEngineerToolBase | inline |
GetBaseEntity() | VRage.Game.Entity.MyEntity | inlinevirtual |
GetChildren(List< IMyEntity > children, Func< IMyEntity, bool > collect=null) | VRage.ModAPI.IMyEntity | |
GetDiffuseColor() | VRage.ModAPI.IMyEntity | |
GetDistanceBetweenCameraAndBoundingSphere() | VRage.Game.Entity.MyEntity | inline |
GetDistanceBetweenCameraAndPosition() | VRage.Game.Entity.MyEntity | inline |
GetDistanceBetweenPlayerPositionAndBoundingSphere() | VRage.Game.Entity.MyEntity | inline |
GetEffectMatrix(float muzzleOffset) | Sandbox.Game.Weapons.MyEngineerToolBase | inlineprotectedvirtual |
GetFriendlyName() | VRage.Game.Entity.MyEntity | inlinevirtual |
GetHudParams(bool allowBlink) | VRage.Game.Entity.MyEntity | inlinevirtual |
GetIntersectionWithLine(ref LineD line, out Vector3D?v, bool useCollisionModel=true, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) | VRage.Game.Entity.MyEntity | inlinevirtual |
GetIntersectionWithLine(ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?t, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) | VRage.Game.Entity.MyEntity | inlinevirtual |
VRage::ModAPI::IMyEntity.GetIntersectionWithLine(ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?tri, IntersectionFlags flags) | VRage.ModAPI.IMyEntity | |
GetIntersectionWithLineAndBoundingSphere(ref LineD line, float boundingSphereRadiusMultiplier) | VRage.Game.Entity.MyEntity | inlinevirtual |
GetIntersectionWithSphere(ref BoundingSphereD sphere) | VRage.Game.Entity.MyEntity | inlinevirtual |
GetInventoryBase(int index) | VRage.Game.Entity.MyEntity | inlinevirtual |
GetInventoryBase() | VRage.Game.Entity.MyEntity | inline |
GetLargestDistanceBetweenCameraAndBoundingSphere() | VRage.Game.Entity.MyEntity | inline |
GetObjectBuilder(bool copy=false) | Sandbox.Game.Weapons.MyEngineerToolBase | inlinevirtual |
GetPosition() | VRage.Game.ModAPI.Ingame.IMyEntity | |
GetSmallestDistanceBetweenCameraAndBoundingSphere() | VRage.Game.Entity.MyEntity | inline |
GetSubpart(string name) | VRage.Game.Entity.MyEntity | inline |
GetTargetBlock() | Sandbox.Game.Weapons.MyEngineerToolBase | inlineprotected |
GetTargetDestroyable() | Sandbox.Game.Weapons.MyEngineerToolBase | inlineprotected |
GetTargetGrid() | Sandbox.Game.Weapons.MyEngineerToolBase | inline |
GetTopMostParent(Type type=null) | VRage.Game.Entity.MyEntity | inline |
GetTrianglesIntersectingSphere(ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles) | VRage.Game.Entity.MyEntity | inline |
VRage::ModAPI::IMyEntity.GetTrianglesIntersectingSphere(ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, System.Collections.Generic.List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles) | VRage.ModAPI.IMyEntity | |
GetViewMatrix() | VRage.Game.Entity.MyEntity | inlinevirtual |
GetWorldMatrixNormalizedInv() | VRage.ModAPI.IMyEntity | |
GLARE_SIZE | Sandbox.Game.Weapons.MyEngineerToolBase | static |
GunBase | Sandbox.Game.Weapons.MyEngineerToolBase | |
HackyComponentInitByMiroPleaseDontUseEver(MyDefinitionId id) | VRage.Game.Entity.MyEntity | inline |
HasCubeHighlight | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
HasHitBlock | Sandbox.Game.Weapons.MyEngineerToolBase | |
HasInventory | VRage.Game.Entity.MyEntity | |
HasPrimaryEffect | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
HasSecondaryEffect | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
Hierarchy | VRage.Game.Entity.MyEntity | |
HighlightColor | Sandbox.Game.Weapons.MyEngineerToolBase | |
HighlightMaterial | Sandbox.Game.Weapons.MyEngineerToolBase | |
Init(MyObjectBuilder_EntityBase objectBuilder) | Sandbox.Game.Weapons.MyWelder | inlinevirtual |
Sandbox::Game::Weapons::MyEngineerToolBase.Init(MyObjectBuilder_EntityBase builder, MyDefinitionId id) | Sandbox.Game.Weapons.MyEngineerToolBase | inline |
Sandbox::Game::Weapons::MyEngineerToolBase.Init(MyObjectBuilder_EntityBase builder, MyHandItemDefinition definition) | Sandbox.Game.Weapons.MyEngineerToolBase | inline |
VRage::Game::Entity::MyEntity.Init(StringBuilder displayName, string model, MyEntity parentObject, float?scale, string modelCollision=null) | VRage.Game.Entity.MyEntity | inlinevirtual |
InitComponentsExtCallback | VRage.Game.Entity.MyEntity | static |
InScene | VRage.Game.Entity.MyEntity | |
InvalidateOnMove | VRage.Game.Entity.MyEntity | |
InventoryCount | VRage.Game.Entity.MyEntity | |
IsBlocking | Sandbox.Game.Weapons.MyEngineerToolBase | |
IsCCDForProjectiles | VRage.Game.Entity.MyEntity | |
IsDeconstructor | Sandbox.Game.Weapons.MyEngineerToolBase | |
IsPreheated | Sandbox.Game.Weapons.MyEngineerToolBase | |
IsPreview | VRage.Game.Entity.MyEntity | |
IsReadyForReplication | VRage.Game.Entity.MyEntity | |
IsShooting | Sandbox.Game.Weapons.MyEngineerToolBase | |
IsVisible() | VRage.ModAPI.IMyEntity | |
IsVolumetric | VRage.Game.Entity.MyEntity | |
LocalAABB | VRage.ModAPI.IMyEntity | |
LocalAABBHr | VRage.ModAPI.IMyEntity | |
LocalMatrix | VRage.ModAPI.IMyEntity | |
LocalVolume | VRage.ModAPI.IMyEntity | |
LocalVolumeOffset | VRage.ModAPI.IMyEntity | |
LocationForHudMarker | VRage.Game.Entity.MyEntity | |
m_activated | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
m_distanceMultiplier | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
m_gunBase | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
m_handItemDef | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
m_hudParams | VRage.Game.Entity.MyEntity | protected |
m_massChangeForCollisions | VRage.Game.Entity.MyEntity | |
m_modelCollision | VRage.Game.Entity.MyEntity | protected |
m_physItemDef | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
m_positionResetFromServer | VRage.Game.Entity.MyEntity | |
m_raycastComponent | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
m_serverAngularVelocity | VRage.Game.Entity.MyEntity | |
m_serverLinearVelocity | VRage.Game.Entity.MyEntity | |
m_serverOrientation | VRage.Game.Entity.MyEntity | |
m_serverPosition | VRage.Game.Entity.MyEntity | |
m_serverWorldMatrix | VRage.Game.Entity.MyEntity | |
m_soundEmitter | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
m_speedMultiplier | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
m_targetDestroyable | Sandbox.Game.Weapons.MyEngineerToolBase | |
MarkedForClose | VRage.Game.Entity.MyEntity | |
MarkMissingComponent(int componentIdx) | Sandbox.Game.Weapons.MyEngineerToolBase | inlineprotected |
MaxGlassDistSq | VRage.Game.Entity.MyEntity | |
Model | VRage.Game.Entity.MyEntity | |
ModelCollision | VRage.Game.Entity.MyEntity | |
MyEngineerToolBase(int cooldownMs) | Sandbox.Game.Weapons.MyEngineerToolBase | inline |
MyEntitiesCreateFromObjectBuilderExtCallback | VRage.Game.Entity.MyEntity | static |
MyEntity() | VRage.Game.Entity.MyEntity | inline |
MyEntity(bool initComponents=true) | VRage.Game.Entity.MyEntity | inline |
MyEntityFactoryCreateObjectBuilderDelegate(MyEntity entity) | VRage.Game.Entity.MyEntity | |
MyEntityFactoryCreateObjectBuilderExtCallback | VRage.Game.Entity.MyEntity | static |
MyProceduralWorldGeneratorTrackEntityExtCallback | VRage.Game.Entity.MyEntity | static |
MyWelder() | Sandbox.Game.Weapons.MyWelder | inline |
MyWeldingGroupsAddNodeExtCallback | VRage.Game.Entity.MyEntity | static |
MyWeldingGroupsGetGroupNodesExtCallback | VRage.Game.Entity.MyEntity | static |
MyWeldingGroupsGroupExistsDelegate(MyEntity entity) | VRage.Game.Entity.MyEntity | |
MyWeldingGroupsGroupExistsExtCallback | VRage.Game.Entity.MyEntity | static |
MyWeldingGroupsRemoveNodeExtCallback | VRage.Game.Entity.MyEntity | static |
Name | VRage.Game.Entity.MyEntity | |
NearFlag | VRage.ModAPI.IMyEntity | |
NeedsDraw | VRage.ModAPI.IMyEntity | |
NeedsDrawFromParent | VRage.ModAPI.IMyEntity | |
NeedsResolveCastShadow | VRage.ModAPI.IMyEntity | |
NeedsUpdate | VRage.Game.Entity.MyEntity | |
OnAddedToScene(object source) | Sandbox.Game.Weapons.MyEngineerToolBase | inlinevirtual |
OnClose | VRage.Game.Entity.MyEntity | |
OnClosing | VRage.Game.Entity.MyEntity | |
OnControlAcquired(MyCharacter owner) | Sandbox.Game.Weapons.MyEngineerToolBase | inlinevirtual |
OnControlReleased() | Sandbox.Game.Weapons.MyEngineerToolBase | inlinevirtual |
OnCreateSync() | VRage.Game.Entity.MyEntity | inlineprotectedvirtual |
OnFailShoot(MyGunStatusEnum status) | Sandbox.Game.Weapons.MyEngineerToolBase | inlinevirtual |
OnInventoryComponentAdded(MyInventoryBase inventory) | VRage.Game.Entity.MyEntity | inlineprotectedvirtual |
OnInventoryComponentRemoved(MyInventoryBase inventory) | VRage.Game.Entity.MyEntity | inlineprotectedvirtual |
OnMarkForClose | VRage.Game.Entity.MyEntity | |
OnPhysicsChanged | VRage.Game.Entity.MyEntity | |
OnRemovedFromScene(object source) | Sandbox.Game.Weapons.MyEngineerToolBase | inlinevirtual |
Owner | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
Parent | VRage.Game.Entity.MyEntity | |
PersistentFlags | VRage.ModAPI.IMyEntity | |
PhysicalItemDefinition | Sandbox.Game.Weapons.MyEngineerToolBase | |
PhysicalObject | Sandbox.Game.Weapons.MyEngineerToolBase | |
Physics | VRage.Game.Entity.MyEntity | |
PositionComp | VRage.Game.Entity.MyEntity | |
PrepareForDraw() | VRage.Game.Entity.MyEntity | inlinevirtual |
RaisePhysicsChanged() | VRage.Game.Entity.MyEntity | inline |
ReachesCube() | Sandbox.Game.Weapons.MyEngineerToolBase | inlineprotected |
ReadyForReplicationAction | VRage.Game.Entity.MyEntity | |
RefreshModels(string model, string modelCollision) | VRage.Game.Entity.MyEntity | inlinevirtual |
RemoveFromGamePruningStructure() | VRage.Game.Entity.MyEntity | inline |
RemoveFromGamePruningStructureExtCallBack | VRage.Game.Entity.MyEntity | static |
RemoveHudInfo() | Sandbox.Game.Weapons.MyWelder | inlineprotectedvirtual |
Render | VRage.Game.Entity.MyEntity | |
Save | VRage.Game.Entity.MyEntity | |
SecondaryEffectId | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
SecondaryLightColor | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
SecondaryLightFalloff | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
SecondaryLightGlareSize | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
SecondaryLightIntensityLower | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
SecondaryLightIntensityUpper | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
SecondaryLightRadius | Sandbox.Game.Weapons.MyEngineerToolBase | protected |
SensorDisplacement | Sandbox.Game.Weapons.MyEngineerToolBase | |
SentFromServer | VRage.Game.Entity.MyEntity | |
SerializeControls(BitStream stream) | VRage.Game.Entity.MyEntity | inlinevirtual |
SetColorMaskForSubparts(VRageMath.Vector3 colorMaskHsv) | VRage.ModAPI.IMyEntity | |
SetEmissiveParts(string emissiveName, Color emissivePartColor, float emissivity) | VRage.Game.Entity.MyEntity | inline |
SetEmissivePartsForSubparts(string emissiveName, Color emissivePartColor, float emissivity) | VRage.Game.Entity.MyEntity | inline |
SetLocalMatrix(VRageMath.Matrix localMatrix, object source=null) | VRage.ModAPI.IMyEntity | |
SetPosition(VRageMath.Vector3D pos) | VRage.ModAPI.IMyEntity | |
SetSpeedsAccordingToServerValues() | VRage.Game.Entity.MyEntity | inline |
SetWorldMatrix(MatrixD worldMatrix, bool forceUpdate=false, bool updateChildren=true) | VRage.Game.Entity.MyEntity | inlinevirtual |
Sandbox::ModAPI::Weapons::IMyEngineerToolBase.SetWorldMatrix(VRageMath.MatrixD worldMatrix, object source=null) | VRage.ModAPI.IMyEntity | |
ShadowBoxLod | VRage.ModAPI.IMyEntity | |
ShakeAmount | Sandbox.Game.Weapons.MyEngineerToolBase | |
Shoot(MyShootActionEnum action, Vector3 direction, Vector3D?overrideWeaponPos, string gunAction) | Sandbox.Game.Weapons.MyWelder | inlinevirtual |
ShootFailReactionLocal(MyShootActionEnum action, MyGunStatusEnum status) | Sandbox.Game.Weapons.MyEngineerToolBase | inlinevirtual |
ShouldBePowered() | Sandbox.Game.Weapons.MyWelder | inlineprotectedvirtual |
SinkComp | Sandbox.Game.Weapons.MyEngineerToolBase | |
SkipIfTooSmall | VRage.ModAPI.IMyEntity | |
StartLoopSound(bool effect) | Sandbox.Game.Weapons.MyWelder | inlineprotectedvirtual |
StaticForPruningStructure | VRage.Game.Entity.MyEntity | |
StopLoopSound() | Sandbox.Game.Weapons.MyWelder | inlineprotectedvirtual |
StopSound() | Sandbox.Game.Weapons.MyWelder | inlineprotectedvirtual |
Storage | VRage.Game.Entity.MyEntity | |
Subparts | VRage.Game.Entity.MyEntity | |
SyncFlag | VRage.Game.Entity.MyEntity | |
SyncObject | VRage.Game.Entity.MyEntity | |
TargetCube | Sandbox.Game.Weapons.MyEngineerToolBase | |
TargetPruningProxyId | VRage.Game.Entity.MyEntity | |
ToolCooldownMs | Sandbox.Game.Weapons.MyEngineerToolBase | |
TopMostPruningProxyId | VRage.Game.Entity.MyEntity | |
ToString() | VRage.Game.Entity.MyEntity | inline |
Transparent | VRage.ModAPI.IMyEntity | |
TryGetSubpart(string name, out MyEntitySubpart subpart) | VRage.Game.Entity.MyEntity | inline |
UnmarkMissingComponent() | Sandbox.Game.Weapons.MyEngineerToolBase | inlineprotected |
UpdateAfterSimulation() | Sandbox.Game.Weapons.MyWelder | inlinevirtual |
UpdateAfterSimulation10() | VRage.Game.Entity.MyEntity | inlinevirtual |
UpdateAfterSimulation100() | VRage.Game.Entity.MyEntity | inlinevirtual |
UpdateBeforeSimulation() | VRage.Game.Entity.MyEntity | inlinevirtual |
UpdateBeforeSimulation10() | VRage.Game.Entity.MyEntity | inlinevirtual |
UpdateBeforeSimulation100() | VRage.Game.Entity.MyEntity | inlinevirtual |
UpdateGamePruningStructure() | VRage.Game.Entity.MyEntity | inline |
UpdateGamePruningStructureExtCallBack | VRage.Game.Entity.MyEntity | static |
UpdateNamedEmissiveParts(uint renderObjectId, string emissiveName, Color emissivePartColor, float emissivity) | VRage.Game.Entity.MyEntity | inlineprotectedstatic |
UpdateOnceBeforeFrame() | VRage.Game.Entity.MyEntity | inlinevirtual |
UpdateSensorPosition() | Sandbox.Game.Weapons.MyEngineerToolBase | inline |
UpdateSoundEmitter() | Sandbox.Game.Weapons.MyEngineerToolBase | inline |
UpdatingStopped() | VRage.Game.Entity.MyEntity | inlinevirtual |
Visible | VRage.ModAPI.IMyEntity | |
WELDER_AMOUNT_PER_SECOND | Sandbox.Game.Weapons.MyWelder | static |
WELDER_MAX_REPAIR_BONE_MOVEMENT_SPEED | Sandbox.Game.Weapons.MyWelder | static |
WorldAABB | VRage.Game.ModAPI.Ingame.IMyEntity | |
WorldAABBHr | VRage.Game.ModAPI.Ingame.IMyEntity | |
WorldMatrix | VRage.Game.Entity.MyEntity | |
WorldMatrixInvScaled | VRage.ModAPI.IMyEntity | |
WorldMatrixNormalizedInv | VRage.ModAPI.IMyEntity | |
WorldVolume | VRage.Game.ModAPI.Ingame.IMyEntity | |
WorldVolumeHr | VRage.Game.ModAPI.Ingame.IMyEntity | |