Class EntityFlags
Inheritance
System.Object
EntityFlags
Assembly: VRage.Game.dll
Syntax
public sealed class EntityFlags : Enum
Fields
Default
Declaration
public const EntityFlags Default
Field Value
DrawOutsideViewDistance
Flags would be delivered to render component. VRageRender.RenderFlags.DrawOutsideViewDistance
Declaration
public const EntityFlags DrawOutsideViewDistance
Field Value
FastCastShadowResolve
Flags would be delivered to render component. VRageRender.RenderFlags.FastCastShadowResolve
Declaration
public const EntityFlags FastCastShadowResolve
Field Value
InvalidateOnMove
If object is moved, invalidate its renderobjects (update render)
Declaration
public const EntityFlags InvalidateOnMove
Field Value
IsGamePrunningStructureObject
Can be added, removed, or updated in Sandbox.Game.Entities.MyGamePruningStructure
Declaration
public const EntityFlags IsGamePrunningStructureObject
Field Value
IsNotGamePrunningStructureObject
Do not use in prunning, even though it is a root entity
Declaration
public const EntityFlags IsNotGamePrunningStructureObject
Field Value
Near
Specifies whether entity is "near", near entities are cockpit and weapons, these entities are rendered in special way
Declaration
public const EntityFlags Near
Field Value
NeedsDraw
Draw method of this entity will be called when suitable. NeedsDraw
Declaration
public const EntityFlags NeedsDraw
Field Value
NeedsDrawFromParent
Draw method of this entity will be called when suitable and only from parent
Declaration
public const EntityFlags NeedsDrawFromParent
Field Value
NeedsResolveCastShadow
Flags would be delivered to render component. VRageRender.RenderFlags.NeedsResolveCastShadow
Declaration
public const EntityFlags NeedsResolveCastShadow
Field Value
NeedsSimulate
Entity has special simulation update. SIMULATE
Declaration
public const EntityFlags NeedsSimulate
Field Value
NeedsUpdate
On this entity and its children will be called UpdateBeforeSimulation and UpdateAfterSimulation each frame
Declaration
public const EntityFlags NeedsUpdate
Field Value
NeedsUpdate10
Entity updated each 10th frame
Declaration
public const EntityFlags NeedsUpdate10
Field Value
NeedsUpdate100
Entity updated each 100th frame
Declaration
public const EntityFlags NeedsUpdate100
Field Value
NeedsUpdateAfter
On this entity and its children will be called UpdateAfterSimulation each frame
Declaration
public const EntityFlags NeedsUpdateAfter
Field Value
NeedsUpdateBeforeNextFrame
Entity updated once before first frame.
Declaration
public const EntityFlags NeedsUpdateBeforeNextFrame
Field Value
NeedsWorldMatrix
If child, its world matrix must be always updated
Declaration
public const EntityFlags NeedsWorldMatrix
Field Value
None
Declaration
public const EntityFlags None
Field Value
Save
Specifies whether save entity when saving sector or not
Declaration
public const EntityFlags Save
Field Value
ShadowBoxLod
Declaration
public const EntityFlags ShadowBoxLod
Field Value
SkipIfTooSmall
Flags would be delivered to render component. VRageRender.RenderFlags.SkipIfTooSmall
Declaration
public const EntityFlags SkipIfTooSmall
Field Value
Sync
Synchronize object during multiplayer
Declaration
public const EntityFlags Sync
Field Value
Transparent
Render the entity using dithering to simulate transparency
Declaration
public const EntityFlags Transparent
Field Value
UpdateRender
Declaration
public const EntityFlags UpdateRender
Field Value
value__
Declaration
Field Value
Type |
Description |
System.Int32 |
|
Visible
Specifies whether draw this entity or not.
Declaration
public const EntityFlags Visible
Field Value