| AddExplosion(int x, int y, int z, float pressure, bool isIncendiary, bool noExplosionSound) | Game.SubsystemExplosions | |
| ApplyBodiesShaking(Vector3 center, float pressure) | Game.SubsystemExplosions | virtual |
| CalculateImpulseAndDamage(ComponentBody componentBody, float? obstaclePressure, out Vector3 impulse, out float damage) | Game.SubsystemExplosions | virtual |
| CalculateImpulseAndDamage(Vector3 position, float mass, float? obstaclePressure, out Vector3 impulse, out float damage) | Game.SubsystemExplosions | virtual |
| Dispose() | GameEntitySystem.Subsystem | virtual |
| DisposeInternal() | GameEntitySystem.Subsystem | package |
| FloatUpdateOrder | Game.IUpdateable | |
| Initialize(Project project, ValuesDictionary valuesDictionary) | GameEntitySystem.Subsystem | virtual |
| Load(ValuesDictionary valuesDictionary) | Game.SubsystemExplosions | virtual |
| m_explosionParticleSystem | Game.SubsystemExplosions | |
| m_generatedProjectiles | Game.SubsystemExplosions | |
| m_pressureByPoint | Game.SubsystemExplosions | |
| m_project | GameEntitySystem.Subsystem | private |
| m_projectilesCount | Game.SubsystemExplosions | |
| m_queuedExplosions | Game.SubsystemExplosions | |
| m_random | Game.SubsystemExplosions | |
| m_subsystemAudio | Game.SubsystemExplosions | |
| m_subsystemBlockBehaviors | Game.SubsystemExplosions | |
| m_subsystemBodies | Game.SubsystemExplosions | |
| m_subsystemFireBlockBehavior | Game.SubsystemExplosions | |
| m_subsystemNoise | Game.SubsystemExplosions | |
| m_subsystemParticles | Game.SubsystemExplosions | |
| m_subsystemPickables | Game.SubsystemExplosions | |
| m_subsystemProjectiles | Game.SubsystemExplosions | |
| m_subsystemTerrain | Game.SubsystemExplosions | |
| m_surroundingPressureByPoint | Game.SubsystemExplosions | |
| m_valuesDictionary | GameEntitySystem.Subsystem | private |
| OnEntityAdded(Entity entity) | GameEntitySystem.Subsystem | virtual |
| OnEntityRemoved(Entity entity) | GameEntitySystem.Subsystem | virtual |
| PostprocessExplosions(bool playExplosionSound) | Game.SubsystemExplosions | virtual |
| Project | GameEntitySystem.Subsystem | |
| Save(ValuesDictionary valuesDictionary) | GameEntitySystem.Subsystem | virtual |
| ShowExplosionPressure | Game.SubsystemExplosions | |
| SimulateExplosion(int x, int y, int z, float pressure, bool isIncendiary) | Game.SubsystemExplosions | |
| TryAddPoint(int x, int y, int z, int axis, float currentPressure, bool isIncendiary, List< ProcessPoint > toProcess, SparseSpatialArray< bool > processed) | Game.SubsystemExplosions | |
| TryExplodeBlock(int x, int y, int z, int value) | Game.SubsystemExplosions | |
| Update(float dt) | Game.SubsystemExplosions | virtual |
| UpdateOrder | Game.SubsystemExplosions | |
| ValuesDictionary | GameEntitySystem.Subsystem | |