Assembly: Sandbox.Game.dll

public interface IMyControllableEntity: IMyControllableEntity

Properties

Member Description
ControlContext
ControllerInfo
EnabledBroadcasting
Entity
HeadLocalXAngle
HeadLocalYAngle
RelativeDampeningEntity
Toolbar
ToolbarType
CanSwitchLandingGears Gets if entity can switch landing gears

Inherited from IMyControllableEntity
ControllerInfo Gets information about who controls this Entity

Inherited from IMyControllableEntity
EnabledDamping Gets if Damping enabled

Inherited from IMyControllableEntity
EnabledHelmet Gets if helmet is opened

Inherited from IMyControllableEntity
EnabledLeadingGears Gets if at least one leading gear is enabled

Inherited from IMyControllableEntity
EnabledLights Gets if lights are enabled

Inherited from IMyControllableEntity
EnabledReactors Gets if grid is powered

Inherited from IMyControllableEntity
EnabledThrusts Gets if thrusts are enabled

Inherited from IMyControllableEntity
Entity Gets information which entity is being controlled

Inherited from IMyControllableEntity
ForceFirstPersonCamera Gets or sets if camera should be first person

Inherited from IMyControllableEntity
IsAutopilotControlled Gets whether the entity is controller by autopilot

Inherited from IMyControllableEntity
LastMotionIndicator Gets last motion indicator. User input W/A/S/D Space/C

Inherited from IMyControllableEntity
LastRotationIndicator Gets last rotation indicator. Z used for RollIndicator

Inherited from IMyControllableEntity
PrimaryLookaround When false, blocks 3rd view look around

Inherited from IMyControllableEntity
RelativeDampeningDistance Allows you to set a custom max distance which relative dampening to another entity will remain active.

Inherited from IMyControllableEntity
RelativeDampeningTarget Allows you to get or set the relative dampening entity.

Inherited from IMyControllableEntity

Methods

Member Description
BeginShoot(MyShootActionEnum) This will be called locally to start shooting with the given action
CanSwitchAmmoMagazine()
CanSwitchToWeapon(MyDefinitionId?)
CleanControls() Implementation should clear previousControlled entities and cameras. They are no longer valid. Called on game load, if player is not online
EndShoot(MyShootActionEnum) This will be called locally to start shooting with the given action
GetCameraEntitySettings()
OnBeginShoot(MyShootActionEnum) This will be called back from the sync object both on local and remote clients
OnEndShoot(MyShootActionEnum) This will be called back from the sync object both on local and remote clients
PickUpFinished()
ShouldEndShootingOnPause(MyShootActionEnum)
Sprint(bool)
SwitchAmmoMagazine()
SwitchBroadcasting()
SwitchToWeapon(MyDefinitionId)
SwitchToWeapon(MyToolbarItemWeapon)
UseFinished()
Crouch() Only IMyCharacter has implementation for this method.

Inherited from IMyControllableEntity
Die() Makes character dead.

Inherited from IMyControllableEntity
Down() Move direction : down. Only IMyCharacter has implementation for this method.

Inherited from IMyControllableEntity
DrawHud(IMyCameraController, long) Updates hud logic, connected to entity

Inherited from IMyControllableEntity
GetHeadMatrix(bool, bool, bool, bool) Gets head of character that controls this

Inherited from IMyControllableEntity
Jump(Vector3) Character jump. Only IMyCharacter has implementation for this method.

Inherited from IMyControllableEntity
MoveAndRotate(Vector3, Vector2, float) Defines user input. Call MoveAndRotateStopped() on user input finished

Inherited from IMyControllableEntity
MoveAndRotateStopped() Should be called when input is finished

Inherited from IMyControllableEntity
PickUp() Forwarding this action to Use(UseActionEnum, IMyEntity) with argument PickUp

Inherited from IMyControllableEntity
PickUpContinues() Forwarding this action to Use(UseActionEnum, IMyEntity) with argument PickUp

Inherited from IMyControllableEntity
ShowInventory() Shows inventory gui of controlled Entity

Inherited from IMyControllableEntity
ShowRemoteAccessMenu() Shows remote access menu

Inherited from IMyControllableEntity
ShowTerminal() Shows terminal gui

Inherited from IMyControllableEntity
SwitchDamping() Switches damping state

Inherited from IMyControllableEntity
SwitchHandbrake() Switches handbrake state

Inherited from IMyControllableEntity
SwitchHelmet() Switches helmet open/closed state

Inherited from IMyControllableEntity
SwitchLandingGears() Switches landing gears state

Inherited from IMyControllableEntity
SwitchLights() Switches lights state

Inherited from IMyControllableEntity
SwitchReactors() Switches reactors state

Inherited from IMyControllableEntity
SwitchReactorsLocal() Switches handbrake state

Inherited from IMyControllableEntity
SwitchThrusts() Turns on jetpack on character

Inherited from IMyControllableEntity
SwitchWalk() Switch between walk / run mode. Only IMyCharacter has implementation for this method.

Inherited from IMyControllableEntity
Up() Move direction : up. Only IMyCharacter has implementation for this method.

Inherited from IMyControllableEntity
Use() Inherited from IMyControllableEntity
UseContinues() Inherited from IMyControllableEntity

Implements:

Inheritors: