| AirDrag | Game.ComponentBody | |
| ApplyDirectMove(Vector3 directMove) | Game.ComponentBody | virtual |
| ApplyImpulse(Vector3 impulse) | Game.ComponentBody | virtual |
| ApplyShaking(float strength) | Game.ComponentBody | |
| Attacked | Game.ComponentBody | |
| BodyCollidable | Game.ComponentBody | |
| BoundingBox | Game.ComponentBody | |
| BoxSize | Game.ComponentBody | |
| CalculateBoxBoxOverlap(ref BoundingBox b1, ref BoundingBox b2, int axis) | Game.ComponentBody | static |
| CalculatePushBack(BoundingBox box, int axis, DynamicArray< CollisionBox > collisionBoxes, out CollisionBox pushingCollisionBox) | Game.ComponentBody | virtual |
| CalculateSmoothRisePushBack(BoundingBox normalBox, BoundingBox smoothRiseBox, int axis, DynamicArray< CollisionBox > collisionBoxes, out CollisionBox pushingCollisionBox) | Game.ComponentBody | virtual |
| CanBePushedByOtherBodies | Game.ComponentBody | |
| CanCrouch | Game.ComponentBody | |
| CanEmbedInIce | Game.ComponentBody | |
| ChildBodies | Game.ComponentBody | |
| CollidedWithBody | Game.ComponentBody | |
| CollidedWithMovingBlock | Game.ComponentBody | |
| CollisionVelocityChange | Game.ComponentBody | |
| ComponentBody() | Game.ComponentBody | privatestatic |
| CrouchFactor | Game.ComponentBody | |
| CrouchPreventsFalling | Game.ComponentBody | |
| CrushedTime | Game.ComponentBody | |
| Density | Game.ComponentBody | |
| DrawBodiesBounds | Game.ComponentBody | static |
| FindBodiesCollisionBoxes(Vector3 position, DynamicArray< CollisionBox > result) | Game.ComponentBody | virtual |
| FindCrouchCollisionBoxes(Vector3 position, Vector2 overhang, DynamicArray< CollisionBox > result) | Game.ComponentBody | virtual |
| FindMovingBlocksCollisionBoxes(Vector3 position, DynamicArray< CollisionBox > result) | Game.ComponentBody | virtual |
| FindSneakCollisionBoxes(Vector3 position, Vector2 overhang, DynamicArray< CollisionBox > result) | Game.ComponentBody | virtual |
| FindTerrainCollisionBoxes(BoundingBox box, DynamicArray< CollisionBox > result) | Game.ComponentBody | virtual |
| FixCollisionOnRidingBug | Game.ComponentBody | |
| FloatUpdateOrder | Game.ComponentBody | |
| FluidCollidable | Game.ComponentBody | |
| GetVectorComponent(Vector3 v, int axis) | Game.ComponentBody | static |
| HandleAxisCollision(int axis, float move, ref Vector3 position, bool isSmoothRising) | Game.ComponentBody | virtual |
| HandleSmoothRise(ref Vector3 move, Vector3 position, float dt) | Game.ComponentBody | virtual |
| ImmersionDepth | Game.ComponentBody | |
| ImmersionFactor | Game.ComponentBody | |
| ImmersionFluidBlock | Game.ComponentBody | |
| InelasticCollision(float v1, float v2, float m1, float m2, float cr, out float result1, out float result2) | Game.ComponentBody | static |
| IsChildOfBody(ComponentBody componentBody) | Game.ComponentBody | virtual |
| IsColliding(BoundingBox box, DynamicArray< CollisionBox > collisionBoxes) | Game.ComponentBody | virtual |
| IsCollidingWithIce(BoundingBox box, DynamicArray< CollisionBox > collisionBoxes) | Game.ComponentBody | virtual |
| IsCrouching | Game.ComponentBody | |
| IsEmbeddedInIce | Game.ComponentBody | |
| IsGravityEnabled | Game.ComponentBody | |
| IsGroundDragEnabled | Game.ComponentBody | |
| IsRaycastTransparent | Game.ComponentBody | |
| IsSmoothRiseEnabled | Game.ComponentBody | |
| IsSneaking | Game.ComponentBody | |
| IsSpaceFreeToMove(float maxMoveFraction, out Vector3? freePosition, out bool needToTeleport) | Game.ComponentBody | |
| IsWaterDragEnabled | Game.ComponentBody | |
| Load(ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) | Game.ComponentBody | |
| m_bodiesCollisionBoxes | Game.ComponentBody | |
| m_cachedMatrix | Game.ComponentFrame | |
| m_cachedMatrixValid | Game.ComponentFrame | |
| m_childBodies | Game.ComponentBody | |
| m_collisionBoxes | Game.ComponentBody | |
| m_componentBodies | Game.ComponentBody | |
| m_componentHealth | Game.ComponentBody | |
| m_crouchFactor | Game.ComponentBody | |
| m_directMove | Game.ComponentBody | |
| m_embeddedInIceCounter | Game.ComponentBody | private |
| m_fluidEffectsPlayed | Game.ComponentBody | |
| m_freeSpaceOffsets | Game.ComponentBody | static |
| m_movingBlocksCollisionBoxes | Game.ComponentBody | |
| m_movingBlockSets | Game.ComponentBody | |
| m_parentBody | Game.ComponentBody | |
| m_position | Game.ComponentFrame | |
| m_random | Game.ComponentBody | |
| m_rotation | Game.ComponentFrame | |
| m_shakingStrength | Game.ComponentBody | private |
| m_stoppedTime | Game.ComponentBody | |
| m_subsystemAudio | Game.ComponentBody | |
| m_subsystemBlockBehaviors | Game.ComponentBody | |
| m_subsystemBodies | Game.ComponentBody | |
| m_subsystemFluidBlockBehavior | Game.ComponentBody | |
| m_subsystemMovingBlocks | Game.ComponentBody | |
| m_subsystemParticles | Game.ComponentBody | |
| m_subsystemPlayers | Game.ComponentBody | |
| m_subsystemTerrain | Game.ComponentBody | |
| m_subsystemTime | Game.ComponentBody | |
| m_targetCrouchFactor | Game.ComponentBody | |
| m_totalImpulse | Game.ComponentBody | |
| m_velocity | Game.ComponentBody | |
| Mass | Game.ComponentBody | |
| Matrix | Game.ComponentFrame | |
| MaxSmoothRiseHeight | Game.ComponentBody | |
| MaxSpeed | Game.ComponentBody | |
| MoveToFreeSpace(float dt) | Game.ComponentBody | virtual |
| MoveToFreeSpace() | Game.ComponentBody | virtual |
| MoveToFreeSpaceHelper(float maxMoveFraction) | Game.ComponentBody | |
| MoveWithCollision(float dt, Vector3 move) | Game.ComponentBody | virtual |
| OnEntityRemoved() | Game.ComponentBody | |
| ParentBody | Game.ComponentBody | |
| ParentBodyPositionOffset | Game.ComponentBody | |
| ParentBodyRotationOffset | Game.ComponentBody | |
| Position | Game.ComponentFrame | |
| PositionChanged | Game.ComponentFrame | |
| ResetVelocityOnProjectLoad | Game.ComponentBody | static |
| Rotation | Game.ComponentFrame | |
| RotationChanged | Game.ComponentFrame | |
| Save(ValuesDictionary valuesDictionary, EntityToIdMap entityToIdMap) | Game.ComponentBody | |
| SleepThresholdSpeed | Game.ComponentBody | static |
| StanceBoxSize | Game.ComponentBody | |
| StandingOnBody | Game.ComponentBody | |
| StandingOnValue | Game.ComponentBody | |
| StandingOnVelocity | Game.ComponentBody | |
| TargetCrouchFactor | Game.ComponentBody | |
| TerrainCollidable | Game.ComponentBody | |
| UnderExplosion(Vector3 impulse, float damage) | Game.ComponentBody | virtual |
| UnderExplosionStart(Vector3 explosionCenter, float explosionPressure) | Game.ComponentBody | virtual |
| Update(float dt) | Game.ComponentBody | virtual |
| UpdateImmersionData() | Game.ComponentBody | virtual |
| UpdateOrder | Game.IUpdateable | |
| Velocity | Game.ComponentBody | |
| WaterDrag | Game.ComponentBody | |
| WaterSwayAngle | Game.ComponentBody | |
| WaterTurnSpeed | Game.ComponentBody | |