| bool get_inProgress() | Public+1 flags | | 0x01 |
| float get_crossFader() | 2 flags | | 0x04 |
| void set_crossFader(float value) | Private+1 flags | | 0x04 |
| float get_timer() | 2 flags | | 0x04 |
| void set_timer(float value) | Private+1 flags | | 0x04 |
| Vector3 get_force() | 2 flags | | 0x0C |
| void set_force(const Vector3& value) | Private+1 flags | | 0x0C |
| void Hit(const Vector3& force, const Vector3& point) | Public+2 flags | | 0x0C |
| void Apply(IKSolverFullBodyBiped solver, float weight) | Public | | 0x08 |
| float GetLength() | 4 flags | | 0x04 |
| void CrossFadeStart() | 4 flags | | 0x00 |
| void OnApply(IKSolverFullBodyBiped solver, float weight) | 4 flags | — | 0x08 |
| void .ctor() | 2 flags | | 0x00 |