| absDmgWhenNotDizzy (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| AccFactorFast (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| AccFactorFastest (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| AccFactorFastestSqrt (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| AccFactorFastSqrt (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| AddArmor(RagdollMuscle mu, MuscleArmor armor) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| AddFreezeSource(bool a) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| AffectConDis (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| ApplyDamageEffect(DamageEffectData dmgEffectData, bool hurt) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| ApplyDamageHit(DamageHitData dmgHitData, RagdollHitInfo sourceHitInfo=null) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| BeBlockedEvent (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| BeBreakArmorEvent (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| BeDismemberEvent (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| BeforeDamageApplyEvent (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| BeforeDamageEffectApplyEvent (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| BeforeDamageHitApplyEvent (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| BeHittedEvent (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| BeTouchedEvent (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| blockContext (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| BuildCollisionState(RagdollMuscle mu) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| BuildInBlockModifier(FullCharacterControl fc, RagdollMuscle mu, Collider thisCol, Rigidbody otherRB, Collider otherCol, Vector3 point, Vector3 normal, Vector3 relaVel) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| BuildInDamageAfterModifier(FullCharacterControl fc, RagdollMuscle mu, Collider thisCol, Rigidbody otherRB, Collider otherCol, Vector3 point, Vector3 normal, Vector3 relaVel) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| BuildInEnvModifier(FullCharacterControl fc, RagdollMuscle mu, Collider thisCol, Rigidbody otherRB, Collider otherCol, Vector3 point, Vector3 normal, Vector3 relaVel) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| BuildInGeneralModifier(FullCharacterControl fc, RagdollMuscle mu, Collider thisCol, Rigidbody otherRB, Collider otherCol, Vector3 point, Vector3 normal, Vector3 relaVel) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| CalcDamage(RagdollMuscle mu, Collider thisCol, Rigidbody otherRB, Collider otherCol, Vector3 point, Vector3 normal, Vector3 relaVel, PhysicsUnit otherPU=null) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| CalcDamageEnv(RagdollMuscle mu, Collider thisCol, Rigidbody otherRB, Collider otherCol, Vector3 point, Vector3 normal, Vector3 relaVel) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| CalcFastestRelatedHandSpeed(out InteractHand fh) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| CalcRelaVelFactor(float relaVec) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| CalcRelaVelFactorForDmg(float relaVec) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| CanDoAction() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| CanNotDoAction() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| ClearAllAttachs() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| ClearAllStab() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| ClearGrabMuscles() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| clearStabWhenAction (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| ClearStatics() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| CloseWeakPoints() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| CutEvent (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| CutRagdoll(Plane plane) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| DamageModifier(FullCharacterControl fc, RagdollMuscle mu, Collider thisCol, Rigidbody otherRB, Collider otherCol, Vector3 point, Vector3 normal, Vector3 relaVel) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| deadEffect (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| deadEffectSounds (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| DefenceEvent (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| DetectPassThroughWalls(System.Action< FullBodyMuscleState, Rigidbody > onPassWall, float wallDis=10, float sec=4) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| DizzyEvent (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| dizzyRecoverTime (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| DizzyToKnockout() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| dmgBasicData (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| dmgEffectData (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| dmgHitData (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| DoBodyGrab(RagdollMuscle mu, bool g) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| DoKnockout() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| DoKnockout(RagdollMuscle mu, Vector3 force) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| DoKnockoutReact(RagdollMuscle mu, Vector3 force, bool stab=false) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| DoStiff(float diff) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| DoThrowing(float sec=2) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| EnabldBodyPartEffect(bool e) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| EnableFreeze(bool e, RagdollMuscle mu=null) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| EnterDizzy(float len=0f) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| fc (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| FreezeEvent (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| GetArmor(string muName) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| GetArmor(Collider col) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| GetArmors() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| GetBlockAnims(FullCharacterControl fc, ActionCombatData combatData) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| GetHitAnimPob(InteractBase ib) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| GetHitDir() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| GetHitPos() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| GetMuscleState(RagdollMuscle mu) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| GetMuscleState(string muscleName) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| GetMuscleStateFromProfile(string name) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| GetResistProtectMeter() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| GetStabbedRagdollMuscle(StabObject.StabInfo si) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| GetStiffLen() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| GrabMuscleEvent (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| HasArmor(MuscleState state) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| HeavyLevel2HitAnimPob (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| hitProtector (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| HitReactAnimEvent (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IgnoreThisPu(PhysicsUnit pu, float ct) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| InitMuscleState() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| InitPendants() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| InitWeapons() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| InstallBuildInDamageModifier() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| IsAlreadyBeingPush(RagdollMuscle mu) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsArmor(MuscleState state, Collider col) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsBeingGrabed() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsBodyPartBreakable(Collider col) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsBodyPartEffectEnabled() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsBrokenArmors(GameObject go) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsCuted() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsDissy() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsDoingAction() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsForwardPartOfWeapon(InteractBase weapon, Vector3 point, float zFactor=0.35f) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| IsFreeze() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsFreezeRecently() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsGrab() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsHitLately() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsLivingCreature() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsMuscleGrabbed(string muName) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsMuscleGrabbed(RagdollMuscle mu) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsNoFreezeSource() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsPlayingKO() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsPowerfulCharacter() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsPushingMuscle(PhysicsUnit pu) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| isServer (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsStabbedBy(StabObject so) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsStabbedBy(PhysicsUnit pu) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsStabed() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsStabedAsGrab() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsStabOut (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| IsStiffing() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsThrown() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsUnknockable() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| IsWeakPart(string name) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| KeepKnocking(RagdollMuscle mu, Vector3 force) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| KnockoutWithAnim(RagdollMuscle mu, Vector3 force, bool stab=false) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| LockStab(bool lockStab) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| MakeAllStabLoose() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| MarkPushMuscleSrc(RagdollMuscle mu, PhysicsUnit src) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| MinVel (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| neckBreakingAngleCorrection (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| neckBreakingYAxisCheck (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| neckBreakingZAxisCheck (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| NetworkCalDamageMaker(DamageHitData damageHitData, float finalDamage, bool isJustKilled, float trueDamage) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| NetworkSetCharacterDeadAndUpdateLimits(ConfigurableJoint joint) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| notReceiveNonConfigHit (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| OnStabBuild(StabObject.StabInfo si, RagdollMuscle mu) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| OnStabRemove(StabObject.StabInfo si, RagdollMuscle mu) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| Phase1Modifier (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| Phase2Modifier (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| Phase3Modifier (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| PickBlockAnims(int handIndex, Vector3 forceDir) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| PlayContactSound(Vector3 pos, float force) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| PlayDeadEffect(Vector3 pos, Quaternion rot) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| PlayDeathAnim() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| PlayDeathSound() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| ProtectForAWhile(float sec=0.5f) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| ProtectRagdollCCDForAWhile(float protectSec=0.5f) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| ProtectUntilGrounded(float sec=3f) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| PushMuscle(RagdollMuscle mu, PhysicsUnit src, float extraTime=0) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| RecoverDizzy() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| ReduceArmorHp(RagdollMuscle mu, float mlp, out bool armorRemoved) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| RemoveArmor(RagdollMuscle mu, bool playSound=false, bool local=false) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| RemoveState(RagdollMuscle mu) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| ResetRole() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| ResistMeterState enum name (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| resistShieldValue (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| SetArmorCollidersEnable(bool e) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| SetFootCollision(bool c) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| SetHitPos(Vector3 hitpos, Vector3 dir) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| ShouldIgnoreThisPu(PhysicsUnit pu) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| stateProfile (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| stateRecord (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| StaticConDis (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| StayDmg (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| StiffOverrideFunc (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| StopThrowing() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| SWING_SPEED_FAST (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| SWING_SPEED_FAST_SQRT (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| systemProtection (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| Teleport(Vector3 pos, Vector3 dir) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| TickCollisionRecord() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| TickPushedMuscle() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| TickStayCollision(float ct) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| TightWrist(bool t=false) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| TryStaySlice (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| TryStayStab (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| UnFreezeAgain(float sec, RagdollMuscle mu=null) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| UpdateCollisionRelationshipWithStabObject(StabObject so, Collider[] cols, bool ignore) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| UpdateDizzyInCombat() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
| VelFactorEasy (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| VelFactorFast (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| VelFactorMax (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| VelFactorMaxDmg (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| VelFactorMin (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| VelFactorMinDmg (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| VelFactorNormal (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| VelFactorVeryEasy (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| VelFactorVeryFast (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| VelPassAway (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| VelPassMini (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | static |
| weakPartMuscles (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |