Space Engineers
Properties | List of all members
Sandbox.Game.Entities.IMyHandheldGunObject< out out T > Interface Template Reference
Inheritance diagram for Sandbox.Game.Entities.IMyHandheldGunObject< out out T >:
Sandbox.Game.Entities.IMyGunObject< T >

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]
 
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 ()
 

Detailed Description

Type Constraints
T :MyDeviceBase 

Definition at line 9 of file IMyHandheldGunObject.cs.

Property Documentation

int Sandbox.Game.Entities.IMyHandheldGunObject< out out T >.CurrentAmmunition
getset

Definition at line 19 of file IMyHandheldGunObject.cs.

int Sandbox.Game.Entities.IMyHandheldGunObject< out out T >.CurrentMagazineAmmunition
getset

Definition at line 20 of file IMyHandheldGunObject.cs.

bool Sandbox.Game.Entities.IMyHandheldGunObject< out out T >.ForceAnimationInsteadOfIK
get

Definition at line 15 of file IMyHandheldGunObject.cs.

bool Sandbox.Game.Entities.IMyHandheldGunObject< out out T >.IsBlocking
get

Definition at line 17 of file IMyHandheldGunObject.cs.

Definition at line 12 of file IMyHandheldGunObject.cs.

Definition at line 11 of file IMyHandheldGunObject.cs.


The documentation for this interface was generated from the following file: