| AddFire(int x, int y, int z, float expandability) | Game.SubsystemFireBlockBehavior | |
| FloatUpdateOrder | Game.IUpdateable | |
| GetProcessInventoryItemCapacity(IInventory inventory, int slotIndex, int value) | Game.SubsystemBlockBehavior | virtual |
| HandledBlocks | Game.SubsystemFireBlockBehavior | |
| InitializeFireDataTime(FireData fireData, int face) | Game.SubsystemFireBlockBehavior | |
| InitializeFireDataTimes(FireData fireData) | Game.SubsystemFireBlockBehavior | |
| IsCellOnFire(int x, int y, int z) | Game.SubsystemFireBlockBehavior | |
| Load(ValuesDictionary valuesDictionary) | Game.SubsystemFireBlockBehavior | |
| m_copyIndex | Game.SubsystemFireBlockBehavior | |
| m_expansionProbabilities | Game.SubsystemFireBlockBehavior | |
| m_fireData | Game.SubsystemFireBlockBehavior | |
| m_firePointsCopy | Game.SubsystemFireBlockBehavior | |
| m_fireSoundIntensity | Game.SubsystemFireBlockBehavior | |
| m_fireSoundVolume | Game.SubsystemFireBlockBehavior | |
| m_lastScanDuration | Game.SubsystemFireBlockBehavior | |
| m_lastScanTime | Game.SubsystemFireBlockBehavior | |
| m_random | Game.SubsystemFireBlockBehavior | |
| m_remainderToScan | Game.SubsystemFireBlockBehavior | |
| m_subsystemAmbientSounds | Game.SubsystemFireBlockBehavior | |
| m_subsystemAudio | Game.SubsystemFireBlockBehavior | |
| m_subsystemParticles | Game.SubsystemFireBlockBehavior | |
| m_subsystemTime | Game.SubsystemFireBlockBehavior | |
| m_subsystemViews | Game.SubsystemFireBlockBehavior | |
| m_toBurnAway | Game.SubsystemFireBlockBehavior | |
| m_toExpand | Game.SubsystemFireBlockBehavior | |
| OnAim(Ray3 aim, ComponentMiner componentMiner, AimState state) | Game.SubsystemBlockBehavior | virtual |
| OnBlockAdded(int value, int oldValue, int x, int y, int z) | Game.SubsystemFireBlockBehavior | virtual |
| OnBlockGenerated(int value, int x, int y, int z, bool isLoaded) | Game.SubsystemFireBlockBehavior | virtual |
| OnBlockModified(int value, int oldValue, int x, int y, int z) | Game.SubsystemBlockBehavior | virtual |
| OnBlockRemoved(int value, int newValue, int x, int y, int z) | Game.SubsystemFireBlockBehavior | virtual |
| OnBlockStartMoving(int value, int newValue, int x, int y, int z, MovingBlock movingBlock) | Game.SubsystemBlockBehavior | virtual |
| OnBlockStopMoving(int value, int oldValue, int x, int y, int z, MovingBlock movingBlock) | Game.SubsystemBlockBehavior | virtual |
| OnChunkDiscarding(TerrainChunk chunk) | Game.SubsystemFireBlockBehavior | virtual |
| OnChunkInitialized(TerrainChunk chunk) | Game.SubsystemBlockBehavior | virtual |
| OnCollide(CellFace cellFace, float velocity, ComponentBody componentBody) | Game.SubsystemBlockBehavior | virtual |
| OnEditBlock(int x, int y, int z, int value, ComponentPlayer componentPlayer) | Game.SubsystemBlockBehavior | virtual |
| OnEditInventoryItem(IInventory inventory, int slotIndex, ComponentPlayer componentPlayer) | Game.SubsystemBlockBehavior | virtual |
| OnExplosion(int value, int x, int y, int z, float damage) | Game.SubsystemBlockBehavior | virtual |
| OnFiredAsProjectile(Projectile projectile) | Game.SubsystemBlockBehavior | virtual |
| OnHitAsProjectile(CellFace? cellFace, ComponentBody componentBody, WorldItem worldItem) | Game.SubsystemBlockBehavior | virtual |
| OnHitByProjectile(CellFace cellFace, WorldItem worldItem) | Game.SubsystemBlockBehavior | virtual |
| OnHitByProjectile(MovingBlock movingBlock, WorldItem worldItem) | Game.SubsystemBlockBehavior | virtual |
| OnInteract(TerrainRaycastResult raycastResult, ComponentMiner componentMiner) | Game.SubsystemBlockBehavior | virtual |
| OnInteract(MovingBlocksRaycastResult movingBlocksRaycastResult, ComponentMiner componentMiner) | Game.SubsystemBlockBehavior | virtual |
| OnItemHarvested(int x, int y, int z, int blockValue, ref BlockDropValue dropValue, ref int newBlockValue) | Game.SubsystemBlockBehavior | virtual |
| OnItemPlaced(int x, int y, int z, ref BlockPlacementData placementData, int itemValue) | Game.SubsystemBlockBehavior | virtual |
| OnNeighborBlockChanged(int x, int y, int z, int neighborX, int neighborY, int neighborZ) | Game.SubsystemFireBlockBehavior | virtual |
| OnPickableGathered(Pickable pickable, ComponentPickableGatherer target, Vector3 distanceToTarget) | Game.SubsystemBlockBehavior | virtual |
| OnUse(Ray3 ray, ComponentMiner componentMiner) | Game.SubsystemBlockBehavior | virtual |
| ProcessInventoryItem(IInventory inventory, int slotIndex, int value, int count, int processCount, out int processedValue, out int processedCount) | Game.SubsystemBlockBehavior | virtual |
| QueueBurnAway(int x, int y, int z, float expandability) | Game.SubsystemFireBlockBehavior | |
| RemoveFire(int x, int y, int z) | Game.SubsystemFireBlockBehavior | |
| SetCellOnFire(int x, int y, int z, float fireExpandability) | Game.SubsystemFireBlockBehavior | |
| SubsystemTerrain | Game.SubsystemBlockBehavior | |
| Update(float dt) | Game.SubsystemFireBlockBehavior | |
| UpdateOrder | Game.SubsystemFireBlockBehavior | |