AddToGamePruningStructure() | VRage.ModAPI.IMyEntity | |
BeforeSave() | VRage.ModAPI.IMyEntity | |
CastShadows | VRage.ModAPI.IMyEntity | |
Close() | VRage.ModAPI.IMyEntity | |
Closed | VRage.ModAPI.IMyEntity | |
Components | VRage.ModAPI.IMyEntity | |
CurrentAmmunition | Sandbox.Game.Entities.IMyHandheldGunObject< MyToolBase > | |
CurrentMagazineAmmunition | Sandbox.Game.Entities.IMyHandheldGunObject< MyToolBase > | |
DebugAsyncLoading | VRage.ModAPI.IMyEntity | |
DebugDraw() | VRage.ModAPI.IMyEntity | |
DebugDrawInvalidTriangles() | VRage.ModAPI.IMyEntity | |
Delete() | VRage.ModAPI.IMyEntity | |
DisplayName | VRage.ModAPI.IMyEntity | |
DoOverlapSphereTest(float sphereRadius, Vector3D spherePos) | VRage.ModAPI.IMyEntity | |
EnableColorMaskForSubparts(bool enable) | VRage.ModAPI.IMyEntity | |
EntityId | VRage.ModAPI.IMyEntity | |
FastCastShadowResolve | VRage.ModAPI.IMyEntity | |
Flags | VRage.ModAPI.IMyEntity | |
ForceAnimationInsteadOfIK | Sandbox.Game.Entities.IMyHandheldGunObject< MyToolBase > | |
GameLogic | VRage.ModAPI.IMyEntity | |
GetChildren(List< IMyEntity > children, Func< IMyEntity, bool > collect=null) | VRage.ModAPI.IMyEntity | |
GetDiffuseColor() | VRage.ModAPI.IMyEntity | |
GetDistanceBetweenCameraAndBoundingSphere() | VRage.ModAPI.IMyEntity | |
GetDistanceBetweenCameraAndPosition() | VRage.ModAPI.IMyEntity | |
GetFriendlyName() | 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.ModAPI.IMyEntity | |
GetIntersectionWithSphere(ref BoundingSphereD sphere) | VRage.ModAPI.IMyEntity | |
GetLargestDistanceBetweenCameraAndBoundingSphere() | VRage.ModAPI.IMyEntity | |
GetObjectBuilder(bool copy=false) | VRage.ModAPI.IMyEntity | |
GetPosition() | VRage.Game.ModAPI.Ingame.IMyEntity | |
GetSmallestDistanceBetweenCameraAndBoundingSphere() | VRage.ModAPI.IMyEntity | |
GetSubpart(string name) | VRage.ModAPI.IMyEntity | |
GetTopMostParent(Type type=null) | 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.ModAPI.IMyEntity | |
GetWorldMatrixNormalizedInv() | VRage.ModAPI.IMyEntity | |
Hierarchy | VRage.ModAPI.IMyEntity | |
InScene | VRage.ModAPI.IMyEntity | |
InvalidateOnMove | VRage.ModAPI.IMyEntity | |
IsBlocking | Sandbox.Game.Entities.IMyHandheldGunObject< MyToolBase > | |
IsCCDForProjectiles | VRage.ModAPI.IMyEntity | |
IsVisible() | VRage.ModAPI.IMyEntity | |
IsVolumetric | VRage.ModAPI.IMyEntity | |
LocalAABB | VRage.ModAPI.IMyEntity | |
LocalAABBHr | VRage.ModAPI.IMyEntity | |
LocalMatrix | VRage.ModAPI.IMyEntity | |
LocalVolume | VRage.ModAPI.IMyEntity | |
LocalVolumeOffset | VRage.ModAPI.IMyEntity | |
LocationForHudMarker | VRage.ModAPI.IMyEntity | |
MarkedForClose | VRage.ModAPI.IMyEntity | |
MaxGlassDistSq | VRage.ModAPI.IMyEntity | |
Name | VRage.ModAPI.IMyEntity | |
NearFlag | VRage.ModAPI.IMyEntity | |
NeedsDraw | VRage.ModAPI.IMyEntity | |
NeedsDrawFromParent | VRage.ModAPI.IMyEntity | |
NeedsResolveCastShadow | VRage.ModAPI.IMyEntity | |
NeedsUpdate | VRage.ModAPI.IMyEntity | |
OnAddedToScene(object source) | VRage.ModAPI.IMyEntity | |
OnClose | VRage.ModAPI.IMyEntity | |
OnClosing | VRage.ModAPI.IMyEntity | |
OnMarkForClose | VRage.ModAPI.IMyEntity | |
OnPhysicsChanged | VRage.ModAPI.IMyEntity | |
OnRemovedFromScene(object source) | VRage.ModAPI.IMyEntity | |
Parent | VRage.ModAPI.IMyEntity | |
PersistentFlags | VRage.ModAPI.IMyEntity | |
PhysicalItemDefinition | Sandbox.Game.Entities.IMyHandheldGunObject< MyToolBase > | |
PhysicalObject | Sandbox.Game.Entities.IMyHandheldGunObject< MyToolBase > | |
Physics | VRage.ModAPI.IMyEntity | |
PositionComp | VRage.ModAPI.IMyEntity | |
RemoveFromGamePruningStructure() | VRage.ModAPI.IMyEntity | |
Render | VRage.ModAPI.IMyEntity | |
Save | VRage.ModAPI.IMyEntity | |
SetColorMaskForSubparts(VRageMath.Vector3 colorMaskHsv) | VRage.ModAPI.IMyEntity | |
SetEmissiveParts(string emissiveName, Color emissivePartColor, float emissivity) | VRage.ModAPI.IMyEntity | |
SetEmissivePartsForSubparts(string emissiveName, Color emissivePartColor, float emissivity) | VRage.ModAPI.IMyEntity | |
SetLocalMatrix(VRageMath.Matrix localMatrix, object source=null) | VRage.ModAPI.IMyEntity | |
SetPosition(VRageMath.Vector3D pos) | VRage.ModAPI.IMyEntity | |
SetWorldMatrix(VRageMath.MatrixD worldMatrix, object source=null) | VRage.ModAPI.IMyEntity | |
ShadowBoxLod | VRage.ModAPI.IMyEntity | |
SkipIfTooSmall | VRage.ModAPI.IMyEntity | |
Storage | VRage.ModAPI.IMyEntity | |
SyncObject | VRage.ModAPI.IMyEntity | |
Transparent | VRage.ModAPI.IMyEntity | |
TryGetSubpart(string name, out MyEntitySubpart subpart) | VRage.ModAPI.IMyEntity | |
UpdateGamePruningStructure() | VRage.ModAPI.IMyEntity | |
Visible | VRage.ModAPI.IMyEntity | |
WorldAABB | VRage.Game.ModAPI.Ingame.IMyEntity | |
WorldAABBHr | VRage.Game.ModAPI.Ingame.IMyEntity | |
WorldMatrix | VRage.ModAPI.IMyEntity | |
WorldMatrixInvScaled | VRage.ModAPI.IMyEntity | |
WorldMatrixNormalizedInv | VRage.ModAPI.IMyEntity | |
WorldVolume | VRage.Game.ModAPI.Ingame.IMyEntity | |
WorldVolumeHr | VRage.Game.ModAPI.Ingame.IMyEntity | |