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Interface IMyEngineerToolBase

Inherited Members
IMyEntity.GetFriendlyName()
IMyEntity.Close()
IMyEntity.Delete()
IMyEntity.GetObjectBuilder(Boolean)
IMyEntity.BeforeSave()
IMyEntity.GetTopMostParent(Type)
IMyEntity.SetLocalMatrix(Matrix, Object)
IMyEntity.GetChildren(List<IMyEntity>, Func<IMyEntity, Boolean>)
IMyEntity.GetSubpart(String)
IMyEntity.TryGetSubpart(String, MyEntitySubpart)
IMyEntity.GetDiffuseColor()
IMyEntity.IsVisible()
IMyEntity.DebugDraw()
IMyEntity.DebugDrawInvalidTriangles()
IMyEntity.EnableColorMaskForSubparts(Boolean)
IMyEntity.SetColorMaskForSubparts(Vector3)
IMyEntity.SetTextureChangesForSubparts(Dictionary<MyStringId, MyTextureChange>)
IMyEntity.SetTextureChangesForSubparts(Dictionary<String, MyTextureChange>)
IMyEntity.SetEmissiveParts(String, Color, Single)
IMyEntity.SetEmissivePartsForSubparts(String, Color, Single)
IMyEntity.GetDistanceBetweenCameraAndBoundingSphere()
IMyEntity.GetDistanceBetweenCameraAndPosition()
IMyEntity.GetLargestDistanceBetweenCameraAndBoundingSphere()
IMyEntity.GetSmallestDistanceBetweenCameraAndBoundingSphere()
IMyEntity.OnRemovedFromScene(Object)
IMyEntity.OnAddedToScene(Object)
IMyEntity.GetViewMatrix()
IMyEntity.GetWorldMatrixNormalizedInv()
IMyEntity.SetWorldMatrix(MatrixD, Object)
IMyEntity.SetPosition(Vector3D)
IMyEntity.Teleport(MatrixD, Object, Boolean)
IMyEntity.GetIntersectionWithLine(LineD, Nullable<MyIntersectionResultLineTriangleEx>, IntersectionFlags)
IMyEntity.GetIntersectionWithLineAndBoundingSphere(LineD, Single)
IMyEntity.GetIntersectionWithSphere(BoundingSphereD)
IMyEntity.GetIntersectionWithAABB(BoundingBoxD)
IMyEntity.GetTrianglesIntersectingSphere(BoundingSphere, Nullable<Vector3>, Nullable<Single>, List<MyTriangle_Vertex_Normals>, Int32)
IMyEntity.DoOverlapSphereTest(Single, Vector3D)
IMyEntity.GetInventory()
IMyEntity.GetInventory(Int32)
IMyEntity.AddToGamePruningStructure()
IMyEntity.RemoveFromGamePruningStructure()
IMyEntity.UpdateGamePruningStructure()
IMyEntity.Physics
IMyEntity.PositionComp
IMyEntity.Render
IMyEntity.GameLogic
IMyEntity.Hierarchy
IMyEntity.SyncObject
IMyEntity.Storage
IMyEntity.Flags
IMyEntity.EntityId
IMyEntity.Name
IMyEntity.MarkedForClose
IMyEntity.DebugAsyncLoading
IMyEntity.Save
IMyEntity.PersistentFlags
IMyEntity.Model
IMyEntity.ModelCollision
IMyEntity.Synchronized
IMyEntity.NeedsUpdate
IMyEntity.Parent
IMyEntity.LocalMatrix
IMyEntity.NearFlag
IMyEntity.CastShadows
IMyEntity.FastCastShadowResolve
IMyEntity.NeedsResolveCastShadow
IMyEntity.MaxGlassDistSq
IMyEntity.NeedsDraw
IMyEntity.NeedsDrawFromParent
IMyEntity.Transparent
IMyEntity.ShadowBoxLod
IMyEntity.SkipIfTooSmall
IMyEntity.Visible
IMyEntity.NeedsWorldMatrix
IMyEntity.InScene
IMyEntity.InvalidateOnMove
IMyEntity.WorldMatrix
IMyEntity.WorldMatrixInvScaled
IMyEntity.WorldMatrixNormalizedInv
IMyEntity.IsVolumetric
IMyEntity.LocalAABB
IMyEntity.LocalAABBHr
IMyEntity.LocalVolume
IMyEntity.LocalVolumeOffset
IMyEntity.LocationForHudMarker
IMyEntity.IsCCDForProjectiles
IMyEntity.DisplayName
IMyEntity.StopPhysicsActivation
IMyEntity.OnClose
IMyEntity.OnClosing
IMyEntity.OnMarkForClose
IMyEntity.OnPhysicsChanged
IMyEntity.GetPosition()
IMyEntity.Components
IMyEntity.HasInventory
IMyEntity.InventoryCount
IMyEntity.Closed
IMyEntity.WorldAABB
IMyEntity.WorldAABBHr
IMyEntity.WorldVolume
IMyEntity.WorldVolumeHr
IMyHandheldGunObject<MyToolBase>.CanReload()
IMyHandheldGunObject<MyToolBase>.Reload()
IMyHandheldGunObject<MyToolBase>.GetReloadDuration()
IMyHandheldGunObject<MyToolBase>.CanDoubleClickToStick(MyShootActionEnum)
IMyHandheldGunObject<MyToolBase>.ShouldEndShootOnPause(MyShootActionEnum)
IMyHandheldGunObject<MyToolBase>.DoubleClicked(MyShootActionEnum)
IMyHandheldGunObject<MyToolBase>.PlayReloadSound()
IMyHandheldGunObject<MyToolBase>.GetShakeOnAction(MyShootActionEnum)
IMyHandheldGunObject<MyToolBase>.PhysicalObject
IMyHandheldGunObject<MyToolBase>.PhysicalItemDefinition
IMyHandheldGunObject<MyToolBase>.ForceAnimationInsteadOfIK
IMyHandheldGunObject<MyToolBase>.IsBlocking
IMyHandheldGunObject<MyToolBase>.CurrentAmmunition
IMyHandheldGunObject<MyToolBase>.CurrentMagazineAmmunition
IMyHandheldGunObject<MyToolBase>.CurrentMagazineAmount
IMyHandheldGunObject<MyToolBase>.OwnerId
IMyHandheldGunObject<MyToolBase>.OwnerIdentityId
IMyHandheldGunObject<MyToolBase>.Reloadable
IMyHandheldGunObject<MyToolBase>.IsReloading
IMyHandheldGunObject<MyToolBase>.NeedsReload
IMyHandheldGunObject<MyToolBase>.IsRecoiling
IMyGunObject<MyToolBase>.DirectionToTarget(Vector3D)
IMyGunObject<MyToolBase>.CanShoot(MyShootActionEnum, Int64, MyGunStatusEnum)
IMyGunObject<MyToolBase>.Shoot(MyShootActionEnum, Vector3, Nullable<Vector3D>, String)
IMyGunObject<MyToolBase>.GetShootDirection()
IMyGunObject<MyToolBase>.BeginShoot(MyShootActionEnum)
IMyGunObject<MyToolBase>.EndShoot(MyShootActionEnum)
IMyGunObject<MyToolBase>.BeginFailReaction(MyShootActionEnum, MyGunStatusEnum)
IMyGunObject<MyToolBase>.BeginFailReactionLocal(MyShootActionEnum, MyGunStatusEnum)
IMyGunObject<MyToolBase>.ShootFailReactionLocal(MyShootActionEnum, MyGunStatusEnum)
IMyGunObject<MyToolBase>.GetTotalAmmunitionAmount()
IMyGunObject<MyToolBase>.GetAmmunitionAmount()
IMyGunObject<MyToolBase>.GetMagazineAmount()
IMyGunObject<MyToolBase>.OnControlAcquired(IMyCharacter)
IMyGunObject<MyToolBase>.OnControlReleased()
IMyGunObject<MyToolBase>.DrawHud(IMyCameraController, Int64)
IMyGunObject<MyToolBase>.DrawHud(IMyCameraController, Int64, Boolean)
IMyGunObject<MyToolBase>.UpdateSoundEmitter()
IMyGunObject<MyToolBase>.SupressShootAnimation()
IMyGunObject<MyToolBase>.GetMuzzlePosition()
IMyGunObject<MyToolBase>.IsToolbarUsable()
IMyGunObject<MyToolBase>.BackkickForcePerSecond
IMyGunObject<MyToolBase>.ShakeAmount
IMyGunObject<MyToolBase>.DefinitionId
IMyGunObject<MyToolBase>.EnabledInWorldRules
IMyGunObject<MyToolBase>.GunBase
IMyGunObject<MyToolBase>.IsSkinnable
IMyGunObject<MyToolBase>.IsTargetLockingCapable
IMyGunObject<MyToolBase>.IsShooting
IMyGunObject<MyToolBase>.ShootDirectionUpdateTime
IMyGunObject<MyToolBase>.NeedsShootDirectionWhileAiming
IMyGunObject<MyToolBase>.MaximumShotLength
Namespace: Sandbox.ModAPI.Weapons
Assembly: Sandbox.Game.dll
Syntax
public interface IMyEngineerToolBase : IMyEntity, IMyEntity, IMyHandheldGunObject<MyToolBase>, IMyGunObject<MyToolBase>
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