init
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73
Ingame/IMyProjector.cs
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73
Ingame/IMyProjector.cs
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using System;
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using System.Collections.Generic;
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using VRage.Game;
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using VRageMath;
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namespace Sandbox.ModAPI.Ingame
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{
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public interface IMyProjector : IMyFunctionalBlock
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{
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[Obsolete( "Use ProjectionOffset vector instead." )]
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int ProjectionOffsetX { get; }
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[Obsolete( "Use ProjectionOffset vector instead." )]
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int ProjectionOffsetY { get; }
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[Obsolete( "Use ProjectionOffset vector instead." )]
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int ProjectionOffsetZ { get; }
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[Obsolete( "Use ProjectionRotation vector instead." )]
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int ProjectionRotX { get; }
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[Obsolete( "Use ProjectionRotation vector instead." )]
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int ProjectionRotY { get; }
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[Obsolete( "Use ProjectionRotation vector instead." )]
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int ProjectionRotZ { get; }
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/// <summary>
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/// Checks if there is an active projection
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/// </summary>
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bool IsProjecting { get; }
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/// <summary>
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/// Total number of blocks in the projection
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/// </summary>
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int TotalBlocks { get; }
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/// <summary>
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/// Number of blocks left to be welded
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/// </summary>
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int RemainingBlocks { get; }
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/// <summary>
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/// A comprehensive list of blocks left to be welded
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/// </summary>
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Dictionary<MyDefinitionBase, int> RemainingBlocksPerType { get; }
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/// <summary>
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/// Number of armor blocks left to be welded
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/// </summary>
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int RemainingArmorBlocks { get; }
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/// <summary>
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/// Count of blocks which can be welded now
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/// </summary>
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int BuildableBlocksCount { get; }
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Vector3I ProjectionOffset { get; set; }
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/// <summary>
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/// These values are not in degrees. 1 = 90 degrees, 2 = 180 degrees
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/// </summary>
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Vector3I ProjectionRotation { get; set; }
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/// <summary>
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/// Call this after setting ProjectionOffset and ProjectionRotation to update the projection
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/// </summary>
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void UpdateOffsetAndRotation();
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bool LoadRandomBlueprint( string searchPattern );
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bool LoadBlueprint( string name );
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}
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}
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