Show / Hide Table of Contents

Class MyHandToolBase

Inheritance
System.Object
MyEntity
MyHandToolBase
Implements
IMyEntity
IMyEntity
IMyHandheldGunObject<Sandbox.Game.Weapons.MyToolBase>
IMyGunObject<Sandbox.Game.Weapons.MyToolBase>
IStoppableAttackingTool
Inherited Members
MyEntity.m_contactPoint
MyEntity.DebugAsyncLoading
MyEntity.m_hudParams
MyEntity.m_positionResetFromServer
MyEntity.m_modelCollision
MyEntity.GamePruningProxyId
MyEntity.TopMostPruningProxyId
MyEntity.StaticForPruningStructure
MyEntity.TargetPruningProxyId
MyEntity.IsPreviewChanged
MyEntity.ReadyForReplicationAction
MyEntity.PropagateSubpartRotationThroughHieerarchy
MyEntity.ReplicationStarted
MyEntity.ReplicationEnded
MyEntity.OnEntityCloseRequest
MyEntity.InstantiateSubpartOverrideFunc
MyEntity.AddToGamePruningStructureExtCallBack
MyEntity.RemoveFromGamePruningStructureExtCallBack
MyEntity.UpdateGamePruningStructureExtCallBack
MyEntity.MyEntityFactoryCreateObjectBuilderExtCallback
MyEntity.CreateDefaultSyncEntityExtCallback
MyEntity.MyWeldingGroupsAddNodeExtCallback
MyEntity.MyWeldingGroupsRemoveNodeExtCallback
MyEntity.MyWeldingGroupsGetGroupNodesExtCallback
MyEntity.MyWeldingGroupsGroupExistsExtCallback
MyEntity.MyProceduralWorldGeneratorTrackEntityExtCallback
MyEntity.CreateStandardRenderComponentsExtCallback
MyEntity.InitComponentsExtCallback
MyEntity.MyEntitiesCreateFromObjectBuilderExtCallback
MyEntity.DebugDraw()
MyEntity.DebugDrawInvalidTriangles()
MyEntity.AddDebugRenderComponent(MyDebugRenderComponentBase)
MyEntity.ContainsDebugRenderComponent(Type)
MyEntity.TryGetDebugRenderComponent<T>(T)
MyEntity.RemoveDebugRenderComponent(Type)
MyEntity.RemoveDebugRenderComponent(MyDebugRenderComponentBase)
MyEntity.ClearDebugRenderComponents()
MyEntity.GetTopMostParent(Type)
MyEntity.GetHudParams(Boolean)
MyEntity.CanBeAddedToRender()
MyEntity.InitComponents()
MyEntity.InitComponentsForTesting()
MyEntity.Components_ComponentAdded(Type, IMyEntityComponentBase)
MyEntity.Components_ComponentRemoved(Type, IMyEntityComponentBase)
MyEntity.OnCreateSync()
MyEntity.CreateSync()
MyEntity.GetSubpart(String)
MyEntity.TryGetSubpart(String, MyEntitySubpart)
MyEntity.UpdateOnceBeforeFrame()
MyEntity.UpdateBeforeSimulation()
MyEntity.Simulate()
MyEntity.UpdatingStopped()
MyEntity.UpdateBeforeSimulation10()
MyEntity.UpdateBeforeSimulation100()
MyEntity.UpdateAfterSimulation100()
MyEntity.GetFriendlyName()
MyEntity.GetViewMatrix()
MyEntity.Teleport(MatrixD, Object, Boolean)
MyEntity.DebugDrawPhysics()
MyEntity.GetIntersectionWithLine(LineD, Nullable<Vector3D>, Boolean, IntersectionFlags)
MyEntity.GetIntersectionWithLine(LineD, Nullable<MyIntersectionResultLineTriangleEx>, IntersectionFlags)
MyEntity.GetIntersectionWithLineAndBoundingSphere(LineD, Single)
MyEntity.GetIntersectionWithSphere(BoundingSphereD)
MyEntity.GetIntersectionWithAABB(BoundingBoxD)
MyEntity.GetTrianglesIntersectingSphere(BoundingSphere, Nullable<Vector3>, Nullable<Single>, List<MyTriangle_Vertex_Normals>, Int32)
MyEntity.DoOverlapSphereTest(Single, Vector3D)
MyEntity.GetSmallestDistanceBetweenCameraAndBoundingSphere()
MyEntity.GetLargestDistanceBetweenCameraAndBoundingSphere()
MyEntity.GetDistanceBetweenCameraAndBoundingSphere()
MyEntity.GetDistanceBetweenPlayerPositionAndBoundingSphere()
MyEntity.GetDistanceBetweenCameraAndPosition()
MyEntity.GetBaseEntity()
MyEntity.OnAddedToScene(Object)
MyEntity.OnReplicationStarted()
MyEntity.OnReplicationEnded()
MyEntity.SetFadeOut(Boolean)
MyEntity.OnRemovedFromScene(Object)
MyEntity.AddToGamePruningStructure()
MyEntity.RemoveFromGamePruningStructure()
MyEntity.UpdateGamePruningStructure()
MyEntity.RaisePhysicsChanged()
MyEntity.BeforeGameLogicInit()
MyEntity.ClampToWorld()
MyEntity.Init(StringBuilder, String, MyEntity, Nullable<Single>, String)
MyEntity.RefreshModels(String, String)
MyEntity.Delete()
MyEntity.BeforeDelete()
MyEntity.Closing()
MyEntity.Close()
MyEntity.BeforeSave()
MyEntity.PrepareForDraw()
MyEntity.BeforePaste()
MyEntity.AfterPaste()
MyEntity.SetEmissiveParts(String, Color, Single)
MyEntity.SetEmissivePartsForSubparts(String, Color, Single)
MyEntity.UpdateNamedEmissiveParts(UInt32, String, Color, Single)
MyEntity.InstantiateSubpart(MyModelDummy, MyEntitySubpart.Data)
MyEntity.GetCubeBlockParent(MyEntity)
MyEntity.ToString()
MyEntity.GetInventoryBase(Int32)
MyEntity.GetInventoryBase()
MyEntity.OnInventoryComponentAdded(MyInventoryBase)
MyEntity.OnInventoryComponentRemoved(MyInventoryBase)
MyEntity.SerializeControls(BitStream)
MyEntity.DeserializeControls(BitStream, Boolean)
MyEntity.ApplyLastControls()
MyEntity.ResetControls()
MyEntity.Pin()
MyEntity.Unpin()
MyEntity.UpdateSoundContactPoint(Int64, Vector3, Vector3, Vector3, Single)
MyEntity.IMyEntity.GetTopMostParent(Type)
MyEntity.IMyEntity.GetChildren(List<IMyEntity>, Func<IMyEntity, Boolean>)
MyEntity.IMyEntity.GetFriendlyName()
MyEntity.IMyEntity.Close()
MyEntity.IMyEntity.Delete()
MyEntity.IMyEntity.GetDiffuseColor()
MyEntity.IMyEntity.GetDistanceBetweenCameraAndBoundingSphere()
MyEntity.IMyEntity.GetDistanceBetweenCameraAndPosition()
MyEntity.IMyEntity.GetLargestDistanceBetweenCameraAndBoundingSphere()
MyEntity.IMyEntity.GetSmallestDistanceBetweenCameraAndBoundingSphere()
MyEntity.IMyEntity.GetIntersectionWithLineAndBoundingSphere(LineD, Single)
MyEntity.IMyEntity.GetIntersectionWithSphere(BoundingSphereD)
MyEntity.IMyEntity.GetInventory()
MyEntity.IMyEntity.GetInventory(Int32)
MyEntity.IMyEntity.GetTrianglesIntersectingSphere(BoundingSphere, Nullable<Vector3>, Nullable<Single>, List<MyTriangle_Vertex_Normals>, Int32)
MyEntity.IMyEntity.DoOverlapSphereTest(Single, Vector3D)
MyEntity.IMyEntity.GetObjectBuilder(Boolean)
MyEntity.IMyEntity.IsVisible()
MyEntity.IMyEntity.GetViewMatrix()
MyEntity.IMyEntity.GetWorldMatrixNormalizedInv()
MyEntity.IMyEntity.SetLocalMatrix(Matrix, Object)
MyEntity.IMyEntity.SetWorldMatrix(MatrixD, Object)
MyEntity.IMyEntity.SetPosition(Vector3D)
MyEntity.IMyEntity.EnableColorMaskForSubparts(Boolean)
MyEntity.IMyEntity.SetColorMaskForSubparts(Vector3)
MyEntity.IMyEntity.SetTextureChangesForSubparts(Dictionary<String, MyTextureChange>)
MyEntity.IMyEntity.SetTextureChangesForSubparts(Dictionary<MyStringId, MyTextureChange>)
MyEntity.IMyEntity.SetEmissiveParts(String, Color, Single)
MyEntity.IMyEntity.SetEmissivePartsForSubparts(String, Color, Single)
MyEntity.IMyEntity.GetInventory()
MyEntity.IMyEntity.GetInventory(Int32)
MyEntity.IMyEntity.GetPosition()
MyEntity.Components
MyEntity.Name
MyEntity.PositionComp
MyEntity.Render
MyEntity.GameLogic
MyEntity.EntityId
MyEntity.SyncObject
MyEntity.Storage
MyEntity.EntityStorage
MyEntity.Closed
MyEntity.MarkedForClose
MyEntity.MaxGlassDistSq
MyEntity.Save
MyEntity.IsPreview
MyEntity.IsReadyForReplication
MyEntity.NeedsUpdate
MyEntity.WorldMatrix
MyEntity.Parent
MyEntity.Hierarchy
MyEntity.IMyEntity.Hierarchy
MyEntity.IMyEntity.Physics
MyEntity.InvalidateOnMove
MyEntity.SyncFlag
MyEntity.NeedsWorldMatrix
MyEntity.InScene
MyEntity.IsVolumetric
MyEntity.LocationForHudMarker
MyEntity.Model
MyEntity.ModelCollision
MyEntity.DisplayName
MyEntity.DebugName
MyEntity.Subparts
MyEntity.IsCCDForProjectiles
MyEntity.Pinned
MyEntity.UpdateDuration
MyEntity.IsReplicated
MyEntity.InventoryCount
MyEntity.HasInventory
MyEntity.DisplayNameText
MyEntity.LastSnapshotFlags
MyEntity.Flags
MyEntity.IMyEntity.Parent
MyEntity.IMyEntity.Name
MyEntity.IMyEntity.DebugAsyncLoading
MyEntity.IMyEntity.DisplayName
MyEntity.IMyEntity.MarkedForClose
MyEntity.IMyEntity.Closed
MyEntity.IMyEntity.Model
MyEntity.IMyEntity.GameLogic
MyEntity.IMyEntity.NeedsUpdate
MyEntity.IMyEntity.NearFlag
MyEntity.IMyEntity.CastShadows
MyEntity.IMyEntity.FastCastShadowResolve
MyEntity.IMyEntity.NeedsResolveCastShadow
MyEntity.IMyEntity.MaxGlassDistSq
MyEntity.IMyEntity.NeedsDraw
MyEntity.IMyEntity.NeedsDrawFromParent
MyEntity.IMyEntity.Transparent
MyEntity.IMyEntity.ShadowBoxLod
MyEntity.IMyEntity.SkipIfTooSmall
MyEntity.IMyEntity.Storage
MyEntity.IMyEntity.Visible
MyEntity.IMyEntity.Save
MyEntity.IMyEntity.PersistentFlags
MyEntity.IMyEntity.InScene
MyEntity.IMyEntity.InvalidateOnMove
MyEntity.IMyEntity.IsCCDForProjectiles
MyEntity.IMyEntity.IsVolumetric
MyEntity.IMyEntity.LocalAABB
MyEntity.IMyEntity.LocalAABBHr
MyEntity.IMyEntity.LocalMatrix
MyEntity.IMyEntity.LocalVolume
MyEntity.IMyEntity.LocalVolumeOffset
MyEntity.IMyEntity.LocationForHudMarker
MyEntity.IMyEntity.Synchronized
MyEntity.IMyEntity.WorldMatrix
MyEntity.IMyEntity.WorldMatrixInvScaled
MyEntity.IMyEntity.WorldMatrixNormalizedInv
MyEntity.IMyEntity.ModelCollision
MyEntity.IMyEntity.HasInventory
MyEntity.IMyEntity.InventoryCount
MyEntity.IMyEntity.DisplayName
MyEntity.IMyEntity.Name
MyEntity.IMyEntity.WorldAABB
MyEntity.IMyEntity.WorldAABBHr
MyEntity.IMyEntity.WorldMatrix
MyEntity.IMyEntity.WorldVolume
MyEntity.IMyEntity.WorldVolumeHr
MyEntity.StopPhysicsActivation
MyEntity.OnMarkForClose
MyEntity.OnClose
MyEntity.OnClosing
MyEntity.OnModelRefresh
MyEntity.OnUpdateOnceBeforeNextFrame
MyEntity.OnDebugDraw
MyEntity.OnPhysicsChanged
MyEntity.OnPhysicsComponentChanged
MyEntity.AddedToScene
MyEntity.RemovedFromScene
MyEntity.OnTeleported
MyEntity.IMyEntity.OnClose
MyEntity.IMyEntity.OnClosing
MyEntity.IMyEntity.OnMarkForClose
MyEntity.IMyEntity.OnPhysicsChanged
Namespace: Sandbox.Game.Entities
Assembly: Sandbox.Game.dll
Syntax
[StaticEventOwner]
[MyEntityType]
public class MyHandToolBase : MyEntity, IMyEntity, IMyEntity, IMyHandheldGunObject<MyToolBase>, IMyGunObject<MyToolBase>, IStoppableAttackingTool

Constructors

MyHandToolBase()

Declaration
public MyHandToolBase()

Fields

m_isActionDoubleClicked

Declaration
protected Dictionary<MyShootActionEnum, bool> m_isActionDoubleClicked
Field Value
Type Description
System.Collections.Generic.Dictionary<MyShootActionEnum, System.Boolean>

m_lastShot

Declaration
protected int m_lastShot
Field Value
Type Description
System.Int32

m_toolComponents

Declaration
protected Dictionary<string, IMyHandToolComponent> m_toolComponents
Field Value
Type Description
System.Collections.Generic.Dictionary<System.String, IMyHandToolComponent>

m_toolItemDef

Declaration
protected MyToolItemDefinition m_toolItemDef
Field Value
Type Description
MyToolItemDefinition

Properties

BackkickForcePerSecond

Declaration
public float BackkickForcePerSecond { get; }
Property Value
Type Description
System.Single

CurrentAmmunition

Declaration
public int CurrentAmmunition { get; set; }
Property Value
Type Description
System.Int32

CurrentMagazineAmmunition

Declaration
public int CurrentMagazineAmmunition { get; set; }
Property Value
Type Description
System.Int32

CurrentMagazineAmount

Declaration
public int CurrentMagazineAmount { get; set; }
Property Value
Type Description
System.Int32

DefinitionId

Declaration
public MyDefinitionId DefinitionId { get; }
Property Value
Type Description
MyDefinitionId

EnabledInWorldRules

Declaration
public bool EnabledInWorldRules { get; }
Property Value
Type Description
System.Boolean

ForceAnimationInsteadOfIK

Declaration
public virtual bool ForceAnimationInsteadOfIK { get; }
Property Value
Type Description
System.Boolean

GunBase

Declaration
public MyToolBase GunBase { get; }
Property Value
Type Description
Sandbox.Game.Weapons.MyToolBase

IsBlocking

Declaration
public bool IsBlocking { get; }
Property Value
Type Description
System.Boolean

IsRecoiling

Declaration
public bool IsRecoiling { get; }
Property Value
Type Description
System.Boolean

IsReloading

Declaration
public bool IsReloading { get; }
Property Value
Type Description
System.Boolean

IsShooting

Declaration
public bool IsShooting { get; }
Property Value
Type Description
System.Boolean

IsSkinnable

Declaration
public bool IsSkinnable { get; }
Property Value
Type Description
System.Boolean

IsTargetLockingCapable

Declaration
public bool IsTargetLockingCapable { get; }
Property Value
Type Description
System.Boolean

MaximumShotLength

Zero means that the gun should not update shoot direction at all

Declaration
public float MaximumShotLength { get; }
Property Value
Type Description
System.Single

Minimal time interval in milliseconds between two direction updates

NeedsReload

Declaration
public bool NeedsReload { get; }
Property Value
Type Description
System.Boolean

NeedsShootDirectionWhileAiming

Whether this gun needs the shoot direction at all times. Guns that do not will have their direction

Declaration
public bool NeedsShootDirectionWhileAiming { get; }
Property Value
Type Description
System.Boolean

Owner

Declaration
public MyCharacter Owner { get; }
Property Value
Type Description
Sandbox.Game.Entities.Character.MyCharacter

OwnerId

Declaration
public long OwnerId { get; }
Property Value
Type Description
System.Int64

OwnerIdentityId

Declaration
public long OwnerIdentityId { get; }
Property Value
Type Description
System.Int64

PhysicalItemDefinition

Declaration
public MyPhysicalItemDefinition PhysicalItemDefinition { get; }
Property Value
Type Description
MyPhysicalItemDefinition

PhysicalObject

Declaration
public MyObjectBuilder_PhysicalGunObject PhysicalObject { get; }
Property Value
Type Description
MyObjectBuilder_PhysicalGunObject

Physics

Declaration
public MyPhysicsBody Physics { get; set; }
Property Value
Type Description
Sandbox.Engine.Physics.MyPhysicsBody

Reloadable

Declaration
public bool Reloadable { get; }
Property Value
Type Description
System.Boolean

ShakeAmount

Declaration
public float ShakeAmount { get; protected set; }
Property Value
Type Description
System.Single

ShootDirectionUpdateTime

Declaration
public int ShootDirectionUpdateTime { get; }
Property Value
Type Description
System.Int32

Methods

BeginFailReaction(MyShootActionEnum, MyGunStatusEnum)

Declaration
public void BeginFailReaction(MyShootActionEnum action, MyGunStatusEnum status)
Parameters
Type Name Description
MyShootActionEnum action
MyGunStatusEnum status

BeginFailReactionLocal(MyShootActionEnum, MyGunStatusEnum)

Declaration
public void BeginFailReactionLocal(MyShootActionEnum action, MyGunStatusEnum status)
Parameters
Type Name Description
MyShootActionEnum action
MyGunStatusEnum status

BeginShoot(MyShootActionEnum)

Declaration
public virtual void BeginShoot(MyShootActionEnum action)
Parameters
Type Name Description
MyShootActionEnum action

CanDoubleClickToStick(MyShootActionEnum)

Declaration
public bool CanDoubleClickToStick(MyShootActionEnum action)
Parameters
Type Name Description
MyShootActionEnum action
Returns
Type Description
System.Boolean

CanHit(IMyHandToolComponent, MyCharacterDetectorComponent, ref Boolean, out Single)

Declaration
protected bool CanHit(IMyHandToolComponent toolComponent, MyCharacterDetectorComponent detectorComponent, ref bool isBlock, out float hitEfficiency)
Parameters
Type Name Description
IMyHandToolComponent toolComponent
MyCharacterDetectorComponent detectorComponent
System.Boolean isBlock
System.Single hitEfficiency
Returns
Type Description
System.Boolean

CanReload()

Declaration
public bool CanReload()
Returns
Type Description
System.Boolean

CanShoot(MyShootActionEnum, Int64, out MyGunStatusEnum)

Declaration
public virtual bool CanShoot(MyShootActionEnum action, long shooter, out MyGunStatusEnum status)
Parameters
Type Name Description
MyShootActionEnum action
System.Int64 shooter
MyGunStatusEnum status
Returns
Type Description
System.Boolean

DirectionToTarget(Vector3D)

Declaration
public Vector3 DirectionToTarget(Vector3D target)
Parameters
Type Name Description
Vector3D target
Returns
Type Description
Vector3

DoubleClicked(MyShootActionEnum)

Declaration
public void DoubleClicked(MyShootActionEnum action)
Parameters
Type Name Description
MyShootActionEnum action

DrawHud(IMyCameraController, Int64)

Declaration
public void DrawHud(IMyCameraController camera, long playerId)
Parameters
Type Name Description
IMyCameraController camera
System.Int64 playerId

DrawHud(IMyCameraController, Int64, Boolean)

Declaration
public void DrawHud(IMyCameraController camera, long playerId, bool fullUpdate)
Parameters
Type Name Description
IMyCameraController camera
System.Int64 playerId
System.Boolean fullUpdate

EndShoot(MyShootActionEnum)

Declaration
public virtual void EndShoot(MyShootActionEnum action)
Parameters
Type Name Description
MyShootActionEnum action

GetAmmunitionAmount()

Declaration
public int GetAmmunitionAmount()
Returns
Type Description
System.Int32

GetMagazineAmount()

Declaration
public int GetMagazineAmount()
Returns
Type Description
System.Int32

GetMuzzlePosition()

Declaration
public Vector3D GetMuzzlePosition()
Returns
Type Description
Vector3D

GetObjectBuilder(Boolean)

Declaration
public override MyObjectBuilder_EntityBase GetObjectBuilder(bool copy = false)
Parameters
Type Name Description
System.Boolean copy
Returns
Type Description
MyObjectBuilder_EntityBase
Overrides
MyEntity.GetObjectBuilder(Boolean)

GetReloadDuration()

Declaration
public float GetReloadDuration()
Returns
Type Description
System.Single

GetShakeOnAction(MyShootActionEnum)

Declaration
public bool GetShakeOnAction(MyShootActionEnum action)
Parameters
Type Name Description
MyShootActionEnum action
Returns
Type Description
System.Boolean

GetShootDirection()

Declaration
public Vector3 GetShootDirection()
Returns
Type Description
Vector3

GetTotalAmmunitionAmount()

Declaration
public int GetTotalAmmunitionAmount()
Returns
Type Description
System.Int32

Init(MyObjectBuilder_EntityBase)

Declaration
public override void Init(MyObjectBuilder_EntityBase objectBuilder)
Parameters
Type Name Description
MyObjectBuilder_EntityBase objectBuilder
Overrides
MyEntity.Init(MyObjectBuilder_EntityBase)

InitToolComponents()

Declaration
protected virtual void InitToolComponents()

IsToolbarUsable()

Declaration
public bool IsToolbarUsable()
Returns
Type Description
System.Boolean

OnControlAcquired(IMyCharacter)

Declaration
public virtual void OnControlAcquired(IMyCharacter owner)
Parameters
Type Name Description
IMyCharacter owner

OnControlReleased()

Declaration
public virtual void OnControlReleased()

PlayReloadSound()

Declaration
public void PlayReloadSound()

Reload()

Declaration
public bool Reload()
Returns
Type Description
System.Boolean

Shoot(MyShootActionEnum, Vector3, Nullable<Vector3D>, String)

Declaration
public virtual void Shoot(MyShootActionEnum shootAction, Vector3 direction, Nullable<Vector3D> overrideWeaponPos, string gunAction)
Parameters
Type Name Description
MyShootActionEnum shootAction
Vector3 direction
System.Nullable<Vector3D> overrideWeaponPos
System.String gunAction

ShootFailReactionLocal(MyShootActionEnum, MyGunStatusEnum)

Declaration
public void ShootFailReactionLocal(MyShootActionEnum action, MyGunStatusEnum status)
Parameters
Type Name Description
MyShootActionEnum action
MyGunStatusEnum status

ShouldEndShootOnPause(MyShootActionEnum)

Declaration
public bool ShouldEndShootOnPause(MyShootActionEnum action)
Parameters
Type Name Description
MyShootActionEnum action
Returns
Type Description
System.Boolean

StopShooting(MyEntity)

Declaration
public void StopShooting(MyEntity attacker)
Parameters
Type Name Description
MyEntity attacker

SupressShootAnimation()

Declaration
public bool SupressShootAnimation()
Returns
Type Description
System.Boolean

UpdateAfterSimulation()

Declaration
public override void UpdateAfterSimulation()
Overrides
MyEntity.UpdateAfterSimulation()

UpdateAfterSimulation10()

Declaration
public override void UpdateAfterSimulation10()
Overrides
MyEntity.UpdateAfterSimulation10()

UpdateSoundEmitter()

Declaration
public void UpdateSoundEmitter()

Implements

IMyEntity
IMyEntity
IMyHandheldGunObject<T>
IMyGunObject<T>
IStoppableAttackingTool

Extension Methods

MyEntityInventoryOwnerExtensions.InventoryOwnerType(MyEntity)
MyEntityExtensions.GetPhysicsBody(MyEntity)
MyEntityExtensions.UpdateGamePruningStructure(MyEntity)
MyEntityExtensions.AddToGamePruningStructure(MyEntity)
MyEntityExtensions.RemoveFromGamePruningStructure(MyEntity)
MyEntityExtensions.EntityFactoryCreateObjectBuilder(MyEntity)
MyEntityExtensions.CreateDefaultSyncEntity(MyEntity)
MyEntityExtensions.AddNodeToWeldingGroups(MyEntity)
MyEntityExtensions.RemoveNodeFromWeldingGroups(MyEntity)
MyEntityExtensions.GetWeldingGroupNodes(MyEntity, List<MyEntity>)
MyEntityExtensions.WeldingGroupExists(MyEntity)
MyEntityExtensions.ProceduralWorldGeneratorTrackEntity(MyEntity)
MyEntityExtensions.TryGetInventory(MyEntity, out MyInventoryBase)
MyEntityExtensions.TryGetInventory(MyEntity, out MyInventory)
MyEntityExtensions.GetInventory(MyEntity, Int32)
MyEntityContainerEventExtensions.RaiseEntityEvent(MyEntity, MyStringHash, MyEntityContainerEventExtensions.EntityEventParams)
☀
☾
In This Article
Back to top
Generated by DocFX
☀
☾