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74
Ingame/IMyLargeTurretBase.cs
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74
Ingame/IMyLargeTurretBase.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using VRageMath;
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using Sandbox.ModAPI;
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using VRage.ModAPI;
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namespace Sandbox.ModAPI.Ingame
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{
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public interface IMyLargeTurretBase : IMyUserControllableGun
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{
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/// <summary>
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/// Indicates whether a block is locally or remotely controlled.
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/// </summary>
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bool IsUnderControl { get; }
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bool CanControl { get; }
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float Range { get; }
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/// <summary>
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/// Tracks entity with enabled position prediction
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/// </summary>
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/// <param name="entity"></param>
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void TrackTarget(IMyEntity entity);
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/// <summary>
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/// Tracks given target with enabled position prediction
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/// </summary>
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/// <param name="pos"></param>
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/// <param name="velocity"></param>
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void TrackTarget(Vector3D pos, Vector3 velocity);
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/// <summary>
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/// Tracks target without position prediction
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/// </summary>
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/// <param name="Entity"></param>
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void SetTarget(IMyEntity Entity);
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/// <summary>
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/// Targets given position
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/// </summary>
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/// <param name="pos"></param>
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void SetTarget(Vector3D pos);
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/// <summary>
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/// Sets/gets elevation of turret, this method is not synced, you need to sync elevation manually
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/// </summary>
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float Elevation { get; set; }
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/// <summary>
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/// method used to sync elevation of turret , you need to call it to sync elevation for other clients/server
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/// </summary>
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void SyncElevation();
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/// <summary>
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/// Sets/gets azimuth of turret, this method is not synced, you need to sync azimuth manually
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/// </summary>
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float Azimuth { get; set; }
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/// <summary>
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/// method used to sync azimuth, you need to call it to sync azimuth for other clients/server
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/// </summary>
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void SyncAzimuth();
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/// <summary>
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/// enable/disable idle rotation for turret, this method is not synced, you need to sync manually
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/// </summary>
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bool EnableIdleRotation { get; set; }
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/// <summary>
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/// method used to sync idle rotation and elevation, you need to call it to sync rotation and elevation for other clients/server
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/// </summary>
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void SyncEnableIdleRotation();
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/// <summary>
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/// Checks is AI is enabled for turret
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/// </summary>
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bool AIEnabled { get; }
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/// <summary>
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/// resert targeting to default values
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/// </summary>
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void ResetTargetingToDefault();
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}
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}
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