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VRage.Game.ModAPI.Ingame.IMySlimBlock
Morten Aune Lyrstad edited this page Apr 16, 2022
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46 revisions
← Index ← Namespace Index
public interface IMySlimBlockBasic block interface (PB scripting interface)
Namespace: VRage.Game.ModAPI.Ingame
Assembly: VRage.Game.dll
| Member | Description |
|---|---|
| float AccumulatedDamage { get; } | Current accumlated damage, pending application |
| SerializableDefinitionId BlockDefinition { get; } | Block definition ID |
| float BuildIntegrity { get; } | Build integrity (of components) |
| float BuildLevelRatio { get; } | Ratio of BuildIntegrity and MaxIntegrity |
| Vector3 ColorMaskHSV { get; } | Gets the color of the block |
| IMyCubeGrid CubeGrid { get; } | Gets the grid the slimblock is on |
| float CurrentDamage { get; } | BuildIntegrity - Integrity |
| float DamageRatio { get; } | |
| IMyCubeBlock FatBlock { get; } | Gets the fatblock if there is one |
| bool HasDeformation { get; } | If this block is deformed (bones deformed) |
| bool IsDestroyed { get; } | Gets if component stack is empty |
| bool IsFullIntegrity { get; } | Integrity is at maximum |
| bool IsFullyDismounted { get; } | Gets if component stack is empty |
| float Mass { get; } | Block mass |
| float MaxDeformation { get; } | Maximum deformation of block |
| float MaxIntegrity { get; } | The maximum integrity of block |
| long OwnerId { get; } | Fatblock owner, if present; otherwise grid owner |
| Vector3I Position { get; } | Grid relative position of block |
| bool ShowParts { get; } | Gets if sub parts are shown |
| MyStringHash SkinSubtypeId { get; } | Gets the skin of the block |
| bool StockpileAllocated { get; } | A component stockpile has been allocated |
| bool StockpileEmpty { get; } | The component stockpile is empty (no build components) |
| Member | Description |
|---|---|
| void GetMissingComponents(Dictionary<string, int>) | Gets the list of missing components for this block |
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