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) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
BeBlockedEvent (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
BeHittedEvent (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
BeTouchedEvent (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
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 |
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 | |
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=0.3f) (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 | |
GetArmors() (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
GetBlockAnims(ActionCombatData combatData) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
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 | |
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 | |
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 | |
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 | |
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 | |
notReceiveNonConfigHit (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) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
RemoveArmor(RagdollMuscle mu, bool playSound=false) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
RemoveState(RagdollMuscle mu) (defined in CrossLink.FullBodyMuscleState) | CrossLink.FullBodyMuscleState | |
ResetRole() (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 |
VelFactorMin (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 | |