Method | Description | |
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FindLookAtEntity ( VRage.Game.ModAPI.Interfaces.IMyControllableEntity controlledEntity, bool findShips, bool findCubes, bool findPlayers, bool findAsteroids, bool findPlanets, bool findReplicable, bool ignoreProjection ) : IMyEntity | ||
FindLookAtEntity ( VRage.Game.ModAPI.Interfaces.IMyControllableEntity controlledEntity, bool ignoreOccupiedGrid, bool ignoreProjection, IMyEntity &lookEntity, double &lookDistance, Vector3D &hitPoint, bool findShips, bool findCubes, bool findPlayers, bool findAsteroids, bool findPlanets, bool findReplicable ) : void | ||
FindPhysicalParts ( string itemName, MyObjectBuilder_Base &objectBuilder, MyDefinitionBase>.Dictionary |
Find the physical object of the specified name or partial name.
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FindRotorBase ( long entityId, IMyCubeGrid parent = null ) : IMyCubeBlock | ||
InventoryAdd ( IMyInventory inventory, VRage.MyFixedPoint amount, MyDefinitionId definitionId ) : bool | ||
InventoryDrop ( IMyEntity entity, VRage.MyFixedPoint amount, MyDefinitionId definitionId ) : void | ||
ProducedType ( MyDefinitionId definitionId ) : MyObjectBuilder_Base | ||
RangeCheck ( IMyPlayer player1, IMyPlayer player2 ) : bool |
check the seller is in range of a valid trade region or player
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Method | Description | |
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BuildComponentLists ( ) : void |
Builds a list of the in game components and their localized names for searching so that subsequent calls to FindPhysicalParts(...) don't have to build a lists every time.
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public static FindLookAtEntity ( VRage.Game.ModAPI.Interfaces.IMyControllableEntity controlledEntity, bool findShips, bool findCubes, bool findPlayers, bool findAsteroids, bool findPlanets, bool findReplicable, bool ignoreProjection ) : IMyEntity | ||
controlledEntity | VRage.Game.ModAPI.Interfaces.IMyControllableEntity | |
findShips | bool | |
findCubes | bool | |
findPlayers | bool | |
findAsteroids | bool | |
findPlanets | bool | |
findReplicable | bool | |
ignoreProjection | bool | |
return | IMyEntity |
public static FindLookAtEntity ( VRage.Game.ModAPI.Interfaces.IMyControllableEntity controlledEntity, bool ignoreOccupiedGrid, bool ignoreProjection, IMyEntity &lookEntity, double &lookDistance, Vector3D &hitPoint, bool findShips, bool findCubes, bool findPlayers, bool findAsteroids, bool findPlanets, bool findReplicable ) : void | ||
controlledEntity | VRage.Game.ModAPI.Interfaces.IMyControllableEntity | |
ignoreOccupiedGrid | bool | |
ignoreProjection | bool | |
lookEntity | IMyEntity | |
lookDistance | double | |
hitPoint | Vector3D | |
findShips | bool | |
findCubes | bool | |
findPlayers | bool | |
findAsteroids | bool | |
findPlanets | bool | |
findReplicable | bool | |
return | void |
public static FindPhysicalParts ( string itemName, MyObjectBuilder_Base &objectBuilder, MyDefinitionBase>.Dictionary |
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itemName | string | The name of the physical object to find. |
objectBuilder | MyObjectBuilder_Base | The object builder of the physical object, ready for use. |
options | MyDefinitionBase>.Dictionary | Returns a list of potential matches if there was more than one of the same or partial name. |
return | bool |
public static FindRotorBase ( long entityId, IMyCubeGrid parent = null ) : IMyCubeBlock | ||
entityId | long | |
parent | IMyCubeGrid | |
return | IMyCubeBlock |
public static InventoryAdd ( IMyInventory inventory, VRage.MyFixedPoint amount, MyDefinitionId definitionId ) : bool | ||
inventory | IMyInventory | |
amount | VRage.MyFixedPoint | |
definitionId | MyDefinitionId | |
return | bool |
public static InventoryDrop ( IMyEntity entity, VRage.MyFixedPoint amount, MyDefinitionId definitionId ) : void | ||
entity | IMyEntity | |
amount | VRage.MyFixedPoint | |
definitionId | MyDefinitionId | |
return | void |
public static ProducedType ( MyDefinitionId definitionId ) : MyObjectBuilder_Base | ||
definitionId | MyDefinitionId | |
return | MyObjectBuilder_Base |
public static RangeCheck ( IMyPlayer player1, IMyPlayer player2 ) : bool | ||
player1 | IMyPlayer | |
player2 | IMyPlayer | |
return | bool |