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void | Init (MyEnvironmentSector sector, List< int > items) |
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void | BreakAt (int itemId, Vector3D hitpos, Vector3D hitnormal, double impactEnergy) |
| Break item at specified id of Environment Sector More...
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void | Close () |
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void | CommitLodChange (int lodBefore, int lodAfter) |
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void | CommitPhysicsChange (bool enabled) |
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void | OnItemChange (int item, short newModel) |
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void | OnItemChangeBatch (List< int > items, int offset, short newModel) |
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void | HandleSyncEvent (int item, object data, bool fromClient) |
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void | DebugDraw () |
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void Sandbox.Game.WorldEnvironment.Modules.MyBreakableEnvironmentProxy.BreakAt |
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int |
itemId, |
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Vector3D |
hitpos, |
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Vector3D |
hitnormal, |
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double |
impactEnergy |
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) |
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inline |
void Sandbox.Game.WorldEnvironment.Modules.MyBreakableEnvironmentProxy.Close |
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| ) |
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inline |
void Sandbox.Game.WorldEnvironment.Modules.MyBreakableEnvironmentProxy.CommitLodChange |
( |
int |
lodBefore, |
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int |
lodAfter |
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) |
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inline |
void Sandbox.Game.WorldEnvironment.Modules.MyBreakableEnvironmentProxy.CommitPhysicsChange |
( |
bool |
enabled | ) |
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inline |
void Sandbox.Game.WorldEnvironment.Modules.MyBreakableEnvironmentProxy.DebugDraw |
( |
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inline |
void Sandbox.Game.WorldEnvironment.Modules.MyBreakableEnvironmentProxy.HandleSyncEvent |
( |
int |
item, |
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object |
data, |
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bool |
fromClient |
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) |
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inline |
void Sandbox.Game.WorldEnvironment.Modules.MyBreakableEnvironmentProxy.Init |
( |
MyEnvironmentSector |
sector, |
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List< int > |
items |
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) |
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inline |
void Sandbox.Game.WorldEnvironment.Modules.MyBreakableEnvironmentProxy.OnItemChange |
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int |
item, |
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short |
newModel |
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) |
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inline |
void Sandbox.Game.WorldEnvironment.Modules.MyBreakableEnvironmentProxy.OnItemChangeBatch |
( |
List< int > |
items, |
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int |
offset, |
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short |
newModel |
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) |
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inline |
long Sandbox.Game.WorldEnvironment.Modules.MyBreakableEnvironmentProxy.SectorId |
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get |
The documentation for this class was generated from the following file: