Space Engineers
Sandbox.Game.Weapons.MyWelder Member List

This is the complete list of members for Sandbox.Game.Weapons.MyWelder, including all inherited members.

AddDebugRenderComponent(MyDebugRenderComponentBase render)VRage.Game.Entity.MyEntityinline
AddHudInfo()Sandbox.Game.Weapons.MyWelderinlineprotectedvirtual
AddToGamePruningStructure()VRage.Game.Entity.MyEntityinline
AddToGamePruningStructureExtCallBackVRage.Game.Entity.MyEntitystatic
AfterPaste()VRage.Game.Entity.MyEntityinlinevirtual
ApplyLastControls()VRage.Game.Entity.MyEntityinlinevirtual
BackkickForcePerSecondSandbox.Game.Weapons.MyEngineerToolBase
BeforeDelete()VRage.Game.Entity.MyEntityinlineprotectedvirtual
BeforePaste()VRage.Game.Entity.MyEntityinlinevirtual
BeforeSave()VRage.Game.Entity.MyEntityinlinevirtual
BeginFailReaction(MyShootActionEnum action, MyGunStatusEnum status)Sandbox.Game.Weapons.MyWelderinlinevirtual
BeginFailReactionLocal(MyShootActionEnum action, MyGunStatusEnum status)Sandbox.Game.Weapons.MyWelderinlinevirtual
CalculateRequiredPower()Sandbox.Game.Weapons.MyEngineerToolBaseinlineprotected
CanBeAddedToRender()VRage.Game.Entity.MyEntityinlineprotectedvirtual
CanBeDrawn()Sandbox.Game.Weapons.MyEngineerToolBaseinline
CanShoot(MyShootActionEnum action, long shooter, out MyGunStatusEnum status)Sandbox.Game.Weapons.MyWelderinlinevirtual
CastShadowsVRage.ModAPI.IMyEntity
CharacterInventorySandbox.Game.Weapons.MyEngineerToolBaseprotected
ClampToWorld()VRage.Game.Entity.MyEntityinlineprotectedvirtual
ClearDebugRenderComponents()VRage.Game.Entity.MyEntityinline
Close()VRage.Game.Entity.MyEntityinline
ClosedVRage.Game.Entity.MyEntity
Closing()Sandbox.Game.Weapons.MyEngineerToolBaseinlineprotectedvirtual
ComponentsVRage.Game.Entity.MyEntity
CreateDefaultSyncEntityDelegate(MyEntity thisEntity)VRage.Game.Entity.MyEntity
CreateDefaultSyncEntityExtCallbackVRage.Game.Entity.MyEntitystatic
CreatePrimaryLight()Sandbox.Game.Weapons.MyEngineerToolBaseinlineprotectedvirtual
CreateSecondaryLight()Sandbox.Game.Weapons.MyEngineerToolBaseinlineprotectedvirtual
CreateStandardRenderComponentsExtCallbackVRage.Game.Entity.MyEntitystatic
CreateSync()VRage.Game.Entity.MyEntityinline
CurrentAmmunitionSandbox.Game.Weapons.MyEngineerToolBase
CurrentEffectSandbox.Game.Weapons.MyEngineerToolBaseprotected
CurrentMagazineAmmunitionSandbox.Game.Weapons.MyEngineerToolBase
DebugAsyncLoadingVRage.Game.Entity.MyEntity
DebugCreatedByVRage.Game.Entity.MyEntity
DebugDraw()VRage.Game.Entity.MyEntityinline
DebugDrawInvalidTriangles()VRage.Game.Entity.MyEntityinline
DebugDrawPhysics()VRage.Game.Entity.MyEntityinlinevirtual
DebugNameVRage.Game.Entity.MyEntity
DEFAULT_REACH_DISTANCESandbox.Game.Weapons.MyEngineerToolBaseprotected
DefinitionIdSandbox.Game.Weapons.MyEngineerToolBase
Delete()VRage.Game.Entity.MyEntityinline
DeserializeControls(BitStream stream, bool outOfOrder)VRage.Game.Entity.MyEntityinlinevirtual
DirectionToTarget(Vector3D target)Sandbox.Game.Weapons.MyEngineerToolBaseinline
DisplayNameVRage.Game.Entity.MyEntity
DisplayNameTextVRage.Game.Entity.MyEntity
DoOverlapSphereTest(float sphereRadius, Vector3D spherePos)VRage.Game.Entity.MyEntityinlinevirtual
DrawHud()Sandbox.Game.Weapons.MyWelderinlineprotectedvirtual
Sandbox::Game::Weapons::MyEngineerToolBase.DrawHud(IMyCameraController camera, long playerId)Sandbox.Game.Weapons.MyEngineerToolBaseinline
EffectIdSandbox.Game.Weapons.MyEngineerToolBaseprotected
EffectScaleSandbox.Game.Weapons.MyEngineerToolBaseprotected
EffectStopMsSandbox.Game.Weapons.MyEngineerToolBase
EnableColorMaskForSubparts(bool enable)VRage.ModAPI.IMyEntity
EnabledInWorldRulesSandbox.Game.Weapons.MyEngineerToolBase
EndShoot(MyShootActionEnum action)Sandbox.Game.Weapons.MyWelderinlinevirtual
EntityIdVRage.Game.Entity.MyEntity
FastCastShadowResolveVRage.ModAPI.IMyEntity
FlagsVRage.Game.Entity.MyEntity
ForceAnimationInsteadOfIKSandbox.Game.Weapons.MyEngineerToolBase
GameLogicVRage.Game.Entity.MyEntity
GamePruningProxyIdVRage.Game.Entity.MyEntity
GetAmmunitionAmount()Sandbox.Game.Weapons.MyEngineerToolBaseinline
GetBaseEntity()VRage.Game.Entity.MyEntityinlinevirtual
GetChildren(List< IMyEntity > children, Func< IMyEntity, bool > collect=null)VRage.ModAPI.IMyEntity
GetDiffuseColor()VRage.ModAPI.IMyEntity
GetDistanceBetweenCameraAndBoundingSphere()VRage.Game.Entity.MyEntityinline
GetDistanceBetweenCameraAndPosition()VRage.Game.Entity.MyEntityinline
GetDistanceBetweenPlayerPositionAndBoundingSphere()VRage.Game.Entity.MyEntityinline
GetEffectMatrix(float muzzleOffset)Sandbox.Game.Weapons.MyEngineerToolBaseinlineprotectedvirtual
GetFriendlyName()VRage.Game.Entity.MyEntityinlinevirtual
GetHudParams(bool allowBlink)VRage.Game.Entity.MyEntityinlinevirtual
GetIntersectionWithLine(ref LineD line, out Vector3D?v, bool useCollisionModel=true, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES)VRage.Game.Entity.MyEntityinlinevirtual
GetIntersectionWithLine(ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?t, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES)VRage.Game.Entity.MyEntityinlinevirtual
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.MyEntityinlinevirtual
GetIntersectionWithSphere(ref BoundingSphereD sphere)VRage.Game.Entity.MyEntityinlinevirtual
GetInventoryBase(int index)VRage.Game.Entity.MyEntityinlinevirtual
GetInventoryBase()VRage.Game.Entity.MyEntityinline
GetLargestDistanceBetweenCameraAndBoundingSphere()VRage.Game.Entity.MyEntityinline
GetObjectBuilder(bool copy=false)Sandbox.Game.Weapons.MyEngineerToolBaseinlinevirtual
GetPosition()VRage.Game.ModAPI.Ingame.IMyEntity
GetSmallestDistanceBetweenCameraAndBoundingSphere()VRage.Game.Entity.MyEntityinline
GetSubpart(string name)VRage.Game.Entity.MyEntityinline
GetTargetBlock()Sandbox.Game.Weapons.MyEngineerToolBaseinlineprotected
GetTargetDestroyable()Sandbox.Game.Weapons.MyEngineerToolBaseinlineprotected
GetTargetGrid()Sandbox.Game.Weapons.MyEngineerToolBaseinline
GetTopMostParent(Type type=null)VRage.Game.Entity.MyEntityinline
GetTrianglesIntersectingSphere(ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles)VRage.Game.Entity.MyEntityinline
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.MyEntityinlinevirtual
GetWorldMatrixNormalizedInv()VRage.ModAPI.IMyEntity
GLARE_SIZESandbox.Game.Weapons.MyEngineerToolBasestatic
GunBaseSandbox.Game.Weapons.MyEngineerToolBase
HackyComponentInitByMiroPleaseDontUseEver(MyDefinitionId id)VRage.Game.Entity.MyEntityinline
HasCubeHighlightSandbox.Game.Weapons.MyEngineerToolBaseprotected
HasHitBlockSandbox.Game.Weapons.MyEngineerToolBase
HasInventoryVRage.Game.Entity.MyEntity
HasPrimaryEffectSandbox.Game.Weapons.MyEngineerToolBaseprotected
HasSecondaryEffectSandbox.Game.Weapons.MyEngineerToolBaseprotected
HierarchyVRage.Game.Entity.MyEntity
HighlightColorSandbox.Game.Weapons.MyEngineerToolBase
HighlightMaterialSandbox.Game.Weapons.MyEngineerToolBase
Init(MyObjectBuilder_EntityBase objectBuilder)Sandbox.Game.Weapons.MyWelderinlinevirtual
Sandbox::Game::Weapons::MyEngineerToolBase.Init(MyObjectBuilder_EntityBase builder, MyDefinitionId id)Sandbox.Game.Weapons.MyEngineerToolBaseinline
Sandbox::Game::Weapons::MyEngineerToolBase.Init(MyObjectBuilder_EntityBase builder, MyHandItemDefinition definition)Sandbox.Game.Weapons.MyEngineerToolBaseinline
VRage::Game::Entity::MyEntity.Init(StringBuilder displayName, string model, MyEntity parentObject, float?scale, string modelCollision=null)VRage.Game.Entity.MyEntityinlinevirtual
InitComponentsExtCallbackVRage.Game.Entity.MyEntitystatic
InSceneVRage.Game.Entity.MyEntity
InvalidateOnMoveVRage.Game.Entity.MyEntity
InventoryCountVRage.Game.Entity.MyEntity
IsBlockingSandbox.Game.Weapons.MyEngineerToolBase
IsCCDForProjectilesVRage.Game.Entity.MyEntity
IsDeconstructorSandbox.Game.Weapons.MyEngineerToolBase
IsPreheatedSandbox.Game.Weapons.MyEngineerToolBase
IsPreviewVRage.Game.Entity.MyEntity
IsReadyForReplicationVRage.Game.Entity.MyEntity
IsShootingSandbox.Game.Weapons.MyEngineerToolBase
IsVisible()VRage.ModAPI.IMyEntity
IsVolumetricVRage.Game.Entity.MyEntity
LocalAABBVRage.ModAPI.IMyEntity
LocalAABBHrVRage.ModAPI.IMyEntity
LocalMatrixVRage.ModAPI.IMyEntity
LocalVolumeVRage.ModAPI.IMyEntity
LocalVolumeOffsetVRage.ModAPI.IMyEntity
LocationForHudMarkerVRage.Game.Entity.MyEntity
m_activatedSandbox.Game.Weapons.MyEngineerToolBaseprotected
m_distanceMultiplierSandbox.Game.Weapons.MyEngineerToolBaseprotected
m_gunBaseSandbox.Game.Weapons.MyEngineerToolBaseprotected
m_handItemDefSandbox.Game.Weapons.MyEngineerToolBaseprotected
m_hudParamsVRage.Game.Entity.MyEntityprotected
m_massChangeForCollisionsVRage.Game.Entity.MyEntity
m_modelCollisionVRage.Game.Entity.MyEntityprotected
m_physItemDefSandbox.Game.Weapons.MyEngineerToolBaseprotected
m_positionResetFromServerVRage.Game.Entity.MyEntity
m_raycastComponentSandbox.Game.Weapons.MyEngineerToolBaseprotected
m_serverAngularVelocityVRage.Game.Entity.MyEntity
m_serverLinearVelocityVRage.Game.Entity.MyEntity
m_serverOrientationVRage.Game.Entity.MyEntity
m_serverPositionVRage.Game.Entity.MyEntity
m_serverWorldMatrixVRage.Game.Entity.MyEntity
m_soundEmitterSandbox.Game.Weapons.MyEngineerToolBaseprotected
m_speedMultiplierSandbox.Game.Weapons.MyEngineerToolBaseprotected
m_targetDestroyableSandbox.Game.Weapons.MyEngineerToolBase
MarkedForCloseVRage.Game.Entity.MyEntity
MarkMissingComponent(int componentIdx)Sandbox.Game.Weapons.MyEngineerToolBaseinlineprotected
MaxGlassDistSqVRage.Game.Entity.MyEntity
ModelVRage.Game.Entity.MyEntity
ModelCollisionVRage.Game.Entity.MyEntity
MyEngineerToolBase(int cooldownMs)Sandbox.Game.Weapons.MyEngineerToolBaseinline
MyEntitiesCreateFromObjectBuilderExtCallbackVRage.Game.Entity.MyEntitystatic
MyEntity()VRage.Game.Entity.MyEntityinline
MyEntity(bool initComponents=true)VRage.Game.Entity.MyEntityinline
MyEntityFactoryCreateObjectBuilderDelegate(MyEntity entity)VRage.Game.Entity.MyEntity
MyEntityFactoryCreateObjectBuilderExtCallbackVRage.Game.Entity.MyEntitystatic
MyProceduralWorldGeneratorTrackEntityExtCallbackVRage.Game.Entity.MyEntitystatic
MyWelder()Sandbox.Game.Weapons.MyWelderinline
MyWeldingGroupsAddNodeExtCallbackVRage.Game.Entity.MyEntitystatic
MyWeldingGroupsGetGroupNodesExtCallbackVRage.Game.Entity.MyEntitystatic
MyWeldingGroupsGroupExistsDelegate(MyEntity entity)VRage.Game.Entity.MyEntity
MyWeldingGroupsGroupExistsExtCallbackVRage.Game.Entity.MyEntitystatic
MyWeldingGroupsRemoveNodeExtCallbackVRage.Game.Entity.MyEntitystatic
NameVRage.Game.Entity.MyEntity
NearFlagVRage.ModAPI.IMyEntity
NeedsDrawVRage.ModAPI.IMyEntity
NeedsDrawFromParentVRage.ModAPI.IMyEntity
NeedsResolveCastShadowVRage.ModAPI.IMyEntity
NeedsUpdateVRage.Game.Entity.MyEntity
OnAddedToScene(object source)Sandbox.Game.Weapons.MyEngineerToolBaseinlinevirtual
OnCloseVRage.Game.Entity.MyEntity
OnClosingVRage.Game.Entity.MyEntity
OnControlAcquired(MyCharacter owner)Sandbox.Game.Weapons.MyEngineerToolBaseinlinevirtual
OnControlReleased()Sandbox.Game.Weapons.MyEngineerToolBaseinlinevirtual
OnCreateSync()VRage.Game.Entity.MyEntityinlineprotectedvirtual
OnFailShoot(MyGunStatusEnum status)Sandbox.Game.Weapons.MyEngineerToolBaseinlinevirtual
OnInventoryComponentAdded(MyInventoryBase inventory)VRage.Game.Entity.MyEntityinlineprotectedvirtual
OnInventoryComponentRemoved(MyInventoryBase inventory)VRage.Game.Entity.MyEntityinlineprotectedvirtual
OnMarkForCloseVRage.Game.Entity.MyEntity
OnPhysicsChangedVRage.Game.Entity.MyEntity
OnRemovedFromScene(object source)Sandbox.Game.Weapons.MyEngineerToolBaseinlinevirtual
OwnerSandbox.Game.Weapons.MyEngineerToolBaseprotected
ParentVRage.Game.Entity.MyEntity
PersistentFlagsVRage.ModAPI.IMyEntity
PhysicalItemDefinitionSandbox.Game.Weapons.MyEngineerToolBase
PhysicalObjectSandbox.Game.Weapons.MyEngineerToolBase
PhysicsVRage.Game.Entity.MyEntity
PositionCompVRage.Game.Entity.MyEntity
PrepareForDraw()VRage.Game.Entity.MyEntityinlinevirtual
RaisePhysicsChanged()VRage.Game.Entity.MyEntityinline
ReachesCube()Sandbox.Game.Weapons.MyEngineerToolBaseinlineprotected
ReadyForReplicationActionVRage.Game.Entity.MyEntity
RefreshModels(string model, string modelCollision)VRage.Game.Entity.MyEntityinlinevirtual
RemoveFromGamePruningStructure()VRage.Game.Entity.MyEntityinline
RemoveFromGamePruningStructureExtCallBackVRage.Game.Entity.MyEntitystatic
RemoveHudInfo()Sandbox.Game.Weapons.MyWelderinlineprotectedvirtual
RenderVRage.Game.Entity.MyEntity
SaveVRage.Game.Entity.MyEntity
SecondaryEffectIdSandbox.Game.Weapons.MyEngineerToolBaseprotected
SecondaryLightColorSandbox.Game.Weapons.MyEngineerToolBaseprotected
SecondaryLightFalloffSandbox.Game.Weapons.MyEngineerToolBaseprotected
SecondaryLightGlareSizeSandbox.Game.Weapons.MyEngineerToolBaseprotected
SecondaryLightIntensityLowerSandbox.Game.Weapons.MyEngineerToolBaseprotected
SecondaryLightIntensityUpperSandbox.Game.Weapons.MyEngineerToolBaseprotected
SecondaryLightRadiusSandbox.Game.Weapons.MyEngineerToolBaseprotected
SensorDisplacementSandbox.Game.Weapons.MyEngineerToolBase
SentFromServerVRage.Game.Entity.MyEntity
SerializeControls(BitStream stream)VRage.Game.Entity.MyEntityinlinevirtual
SetColorMaskForSubparts(VRageMath.Vector3 colorMaskHsv)VRage.ModAPI.IMyEntity
SetEmissiveParts(string emissiveName, Color emissivePartColor, float emissivity)VRage.Game.Entity.MyEntityinline
SetEmissivePartsForSubparts(string emissiveName, Color emissivePartColor, float emissivity)VRage.Game.Entity.MyEntityinline
SetLocalMatrix(VRageMath.Matrix localMatrix, object source=null)VRage.ModAPI.IMyEntity
SetPosition(VRageMath.Vector3D pos)VRage.ModAPI.IMyEntity
SetSpeedsAccordingToServerValues()VRage.Game.Entity.MyEntityinline
SetWorldMatrix(MatrixD worldMatrix, bool forceUpdate=false, bool updateChildren=true)VRage.Game.Entity.MyEntityinlinevirtual
Sandbox::ModAPI::Weapons::IMyEngineerToolBase.SetWorldMatrix(VRageMath.MatrixD worldMatrix, object source=null)VRage.ModAPI.IMyEntity
ShadowBoxLodVRage.ModAPI.IMyEntity
ShakeAmountSandbox.Game.Weapons.MyEngineerToolBase
Shoot(MyShootActionEnum action, Vector3 direction, Vector3D?overrideWeaponPos, string gunAction)Sandbox.Game.Weapons.MyWelderinlinevirtual
ShootFailReactionLocal(MyShootActionEnum action, MyGunStatusEnum status)Sandbox.Game.Weapons.MyEngineerToolBaseinlinevirtual
ShouldBePowered()Sandbox.Game.Weapons.MyWelderinlineprotectedvirtual
SinkCompSandbox.Game.Weapons.MyEngineerToolBase
SkipIfTooSmallVRage.ModAPI.IMyEntity
StartLoopSound(bool effect)Sandbox.Game.Weapons.MyWelderinlineprotectedvirtual
StaticForPruningStructureVRage.Game.Entity.MyEntity
StopLoopSound()Sandbox.Game.Weapons.MyWelderinlineprotectedvirtual
StopSound()Sandbox.Game.Weapons.MyWelderinlineprotectedvirtual
StorageVRage.Game.Entity.MyEntity
SubpartsVRage.Game.Entity.MyEntity
SyncFlagVRage.Game.Entity.MyEntity
SyncObjectVRage.Game.Entity.MyEntity
TargetCubeSandbox.Game.Weapons.MyEngineerToolBase
TargetPruningProxyIdVRage.Game.Entity.MyEntity
ToolCooldownMsSandbox.Game.Weapons.MyEngineerToolBase
TopMostPruningProxyIdVRage.Game.Entity.MyEntity
ToString()VRage.Game.Entity.MyEntityinline
TransparentVRage.ModAPI.IMyEntity
TryGetSubpart(string name, out MyEntitySubpart subpart)VRage.Game.Entity.MyEntityinline
UnmarkMissingComponent()Sandbox.Game.Weapons.MyEngineerToolBaseinlineprotected
UpdateAfterSimulation()Sandbox.Game.Weapons.MyWelderinlinevirtual
UpdateAfterSimulation10()VRage.Game.Entity.MyEntityinlinevirtual
UpdateAfterSimulation100()VRage.Game.Entity.MyEntityinlinevirtual
UpdateBeforeSimulation()VRage.Game.Entity.MyEntityinlinevirtual
UpdateBeforeSimulation10()VRage.Game.Entity.MyEntityinlinevirtual
UpdateBeforeSimulation100()VRage.Game.Entity.MyEntityinlinevirtual
UpdateGamePruningStructure()VRage.Game.Entity.MyEntityinline
UpdateGamePruningStructureExtCallBackVRage.Game.Entity.MyEntitystatic
UpdateNamedEmissiveParts(uint renderObjectId, string emissiveName, Color emissivePartColor, float emissivity)VRage.Game.Entity.MyEntityinlineprotectedstatic
UpdateOnceBeforeFrame()VRage.Game.Entity.MyEntityinlinevirtual
UpdateSensorPosition()Sandbox.Game.Weapons.MyEngineerToolBaseinline
UpdateSoundEmitter()Sandbox.Game.Weapons.MyEngineerToolBaseinline
UpdatingStopped()VRage.Game.Entity.MyEntityinlinevirtual
VisibleVRage.ModAPI.IMyEntity
WELDER_AMOUNT_PER_SECONDSandbox.Game.Weapons.MyWelderstatic
WELDER_MAX_REPAIR_BONE_MOVEMENT_SPEEDSandbox.Game.Weapons.MyWelderstatic
WorldAABBVRage.Game.ModAPI.Ingame.IMyEntity
WorldAABBHrVRage.Game.ModAPI.Ingame.IMyEntity
WorldMatrixVRage.Game.Entity.MyEntity
WorldMatrixInvScaledVRage.ModAPI.IMyEntity
WorldMatrixNormalizedInvVRage.ModAPI.IMyEntity
WorldVolumeVRage.Game.ModAPI.Ingame.IMyEntity
WorldVolumeHrVRage.Game.ModAPI.Ingame.IMyEntity