Space Engineers
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Properties | |
MyObjectBuilder_PhysicalGunObject | PhysicalObject [get] |
MyPhysicalItemDefinition | PhysicalItemDefinition [get] |
bool | ForceAnimationInsteadOfIK [get] |
bool | IsBlocking [get] |
int | CurrentAmmunition [get, set] |
int | CurrentMagazineAmmunition [get, set] |
Properties inherited from Sandbox.Game.Entities.IMyGunObject< T > | |
float | BackkickForcePerSecond [get] |
float | ShakeAmount [get] |
MyDefinitionId | DefinitionId [get] |
bool | EnabledInWorldRules [get] |
T | GunBase [get] |
bool | IsShooting [get] |
Should return true when the weapon is shooting projectiles and other classes should react accordingly (i.e.apply backkick force etc.) More... | |
int | ShootDirectionUpdateTime [get] |
Zero means that the gun should not update shoot direction at all More... | |
Additional Inherited Members | |
Public Member Functions inherited from Sandbox.Game.Entities.IMyGunObject< T > | |
Vector3 | DirectionToTarget (Vector3D target) |
bool | CanShoot (MyShootActionEnum action, long shooter, out MyGunStatusEnum status) |
Should return true if and only if the gun would be able to shoot using the given shoot action. This method should not do any side-effects such as play sounds or create particle FX. More... | |
void | Shoot (MyShootActionEnum action, Vector3 direction, Vector3D?overrideWeaponPos, string gunAction=null) |
Perform the shoot action according to the action parameter. This method should only be called when CanShoot returns true for the given action! More... | |
void | EndShoot (MyShootActionEnum action) |
void | BeginFailReaction (MyShootActionEnum action, MyGunStatusEnum status) |
Perform a fail reaction to begin shoot that is shown on all clients (e.g. fail sound, etc.) More... | |
void | BeginFailReactionLocal (MyShootActionEnum action, MyGunStatusEnum status) |
void | ShootFailReactionLocal (MyShootActionEnum action, MyGunStatusEnum status) |
int | GetAmmunitionAmount () |
void | OnControlAcquired (MyCharacter owner) |
void | OnControlReleased () |
void | DrawHud (IMyCameraController camera, long playerId) |
void | UpdateSoundEmitter () |
T | : | MyDeviceBase |
Definition at line 9 of file IMyHandheldGunObject.cs.
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getset |
Definition at line 19 of file IMyHandheldGunObject.cs.
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getset |
Definition at line 20 of file IMyHandheldGunObject.cs.
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get |
Definition at line 15 of file IMyHandheldGunObject.cs.
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get |
Definition at line 17 of file IMyHandheldGunObject.cs.
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get |
Definition at line 12 of file IMyHandheldGunObject.cs.
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get |
Definition at line 11 of file IMyHandheldGunObject.cs.