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Sandbox.ModAPI.Ingame.IMyAttachableTopBlock
Malware edited this page Dec 21, 2018
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50 revisions
← Index
Namespace: Sandbox.ModAPI.Ingame
Assembly: Sandbox.Common.dll
Implements:
_bool IsAttached_ |
Gets whether the top part is attached to a base block |
_IMyMechanicalConnectionBlock Base_ |
Gets the attached base block |
_MyEntityComponentContainer Components_ |
_Inherited from IMyEntity_ |
_long EntityId_ |
_Inherited from IMyEntity_ |
_string Name_ |
_Inherited from IMyEntity_ |
_string DisplayName_ |
_Inherited from IMyEntity_ |
_bool HasInventory_ |
Returns true if this entity has got at least one inventory. Note that one aggregate inventory can contain zero simple inventories => zero will be returned even if GetInventory() != null. _Inherited from IMyEntity_ |
_int InventoryCount_ |
Returns the count of the number of inventories this entity has. _Inherited from IMyEntity_ |
_BoundingBoxD WorldAABB_ |
_Inherited from IMyEntity_ |
_BoundingBoxD WorldAABBHr_ |
_Inherited from IMyEntity_ |
_MatrixD WorldMatrix_ |
_Inherited from IMyEntity_ |
_BoundingSphereD WorldVolume_ |
_Inherited from IMyEntity_ |
_BoundingSphereD WorldVolumeHr_ |
_Inherited from IMyEntity_ |
_SerializableDefinitionId BlockDefinition_ |
_Inherited from IMyCubeBlock_ |
_bool CheckConnectionAllowed_ |
_Inherited from IMyCubeBlock_ |
_IMyCubeGrid CubeGrid_ |
Grid in which the block is placed _Inherited from IMyCubeBlock_ |
_string DefinitionDisplayNameText_ |
Definition name _Inherited from IMyCubeBlock_ |
_float DisassembleRatio_ |
Is set in definition Ratio at which is the block disassembled (grinding) _Inherited from IMyCubeBlock_ |
_string DisplayNameText_ |
Translated block name _Inherited from IMyCubeBlock_ |
_bool IsBeingHacked_ |
Hacking of the block is in progress _Inherited from IMyCubeBlock_ |
_bool IsFunctional_ |
True if integrity is above breaking threshold _Inherited from IMyCubeBlock_ |
_bool IsWorking_ |
True if block is able to do its work depening on block type (is functional, powered, enabled, etc...) _Inherited from IMyCubeBlock_ |
_Vector3I Max_ |
Maximum coordinates of grid cells occupied by this block _Inherited from IMyCubeBlock_ |
_float Mass_ |
Block mass _Inherited from IMyCubeBlock_ |
_Vector3I Min_ |
Minimum coordinates of grid cells occupied by this block _Inherited from IMyCubeBlock_ |
_int NumberInGrid_ |
Order in which were the blocks of same type added to grid Used in default display name _Inherited from IMyCubeBlock_ |
_MyBlockOrientation Orientation_ |
Returns block orientation in base 6 directions _Inherited from IMyCubeBlock_ |
_long OwnerId_ |
Id of player owning block (not steam Id) _Inherited from IMyCubeBlock_ |
_Vector3I Position_ |
Position in grid coordinates _Inherited from IMyCubeBlock_ |
_IMyInventory GetInventory()_ |
Simply get the MyInventoryBase component stored in this entity. _Inherited from IMyEntity_ |
_IMyInventory GetInventory(int index)_ |
Search for inventory component with maching index. _Inherited from IMyEntity_ |
_Vector3D GetPosition()_ |
_Inherited from IMyEntity_ |
_string GetOwnerFactionTag()_ |
Tag of faction owning block _Inherited from IMyCubeBlock_ |
_MyRelationsBetweenPlayerAndBlock GetPlayerRelationToOwner()_ |
_Inherited from IMyCubeBlock_ |
_MyRelationsBetweenPlayerAndBlock GetUserRelationToOwner(long playerId)_ |
_Inherited from IMyCubeBlock_ |
_void UpdateIsWorking()_ |
_Inherited from IMyCubeBlock_ |
_void UpdateVisual()_ |
_Inherited from IMyCubeBlock_ |
Do you have questions, comments, suggestions for improvements? Is there something I can do better? Did I make a mistake? Please add an issue here, and prefix your issue title with Wiki. Thank you, your help will be very appreciated!