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    terraria-cpp2il v1.4.4.9
    
   Terraria mobile dump, with CallAnalysis (see source code). Dump with reconstucted method: https://infinitynichto.github.io/terraria-cpp2il-methodrecon 
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This is the complete list of members for Microsoft.Xna.Framework.Vector3, including all inherited members.
| Add(Vector3 value1, Vector3 value2) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Add(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| backward | Microsoft.Xna.Framework.Vector3 | privatestatic | 
| Backward | Microsoft.Xna.Framework.Vector3 | static | 
| Barycentric(Vector3 value1, Vector3 value2, Vector3 value3, float amount1, float amount2) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Barycentric(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, float amount1, float amount2, out Vector3 result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| CatmullRom(Vector3 value1, Vector3 value2, Vector3 value3, Vector3 value4, float amount) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| CatmullRom(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, ref Vector3 value4, float amount, out Vector3 result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Clamp(Vector3 value1, Vector3 min, Vector3 max) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Clamp(ref Vector3 value1, ref Vector3 min, ref Vector3 max, out Vector3 result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Cross(Vector3 vector1, Vector3 vector2) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Cross(ref Vector3 vector1, ref Vector3 vector2, out Vector3 result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Distance(Vector3 value1, Vector3 value2) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Distance(ref Vector3 value1, ref Vector3 value2, out float result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| DistanceSquared(Vector3 value1, Vector3 value2) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| DistanceSquared(ref Vector3 value1, ref Vector3 value2, out float result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Divide(Vector3 value1, Vector3 value2) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Divide(Vector3 value1, float value2) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Divide(ref Vector3 value1, float divisor, out Vector3 result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Divide(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Dot(Vector3 vector1, Vector3 vector2) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Dot(ref Vector3 vector1, ref Vector3 vector2, out float result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Down | Microsoft.Xna.Framework.Vector3 | static | 
| down | Microsoft.Xna.Framework.Vector3 | privatestatic | 
| Equals(object obj) | Microsoft.Xna.Framework.Vector3 | inline | 
| Equals(Vector3 other) | Microsoft.Xna.Framework.Vector3 | inline | 
| IEquatable< Vector3 >.Equals(T other) | System.IEquatable< Vector3 > | |
| Forward | Microsoft.Xna.Framework.Vector3 | static | 
| forward | Microsoft.Xna.Framework.Vector3 | privatestatic | 
| GetHashCode() | Microsoft.Xna.Framework.Vector3 | inline | 
| Hermite(Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, float amount) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Hermite(ref Vector3 value1, ref Vector3 tangent1, ref Vector3 value2, ref Vector3 tangent2, float amount, out Vector3 result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| left | Microsoft.Xna.Framework.Vector3 | privatestatic | 
| Left | Microsoft.Xna.Framework.Vector3 | static | 
| Length() | Microsoft.Xna.Framework.Vector3 | inline | 
| LengthSquared() | Microsoft.Xna.Framework.Vector3 | inline | 
| Lerp(Vector3 value1, Vector3 value2, float amount) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Lerp(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Max(Vector3 value1, Vector3 value2) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Max(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Min(Vector3 value1, Vector3 value2) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Min(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Multiply(Vector3 value1, Vector3 value2) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Multiply(Vector3 value1, float scaleFactor) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Multiply(ref Vector3 value1, float scaleFactor, out Vector3 result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Multiply(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Negate(Vector3 value) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Negate(ref Vector3 value, out Vector3 result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Normalize() | Microsoft.Xna.Framework.Vector3 | inline | 
| Normalize(Vector3 value) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Normalize(ref Vector3 value, out Vector3 result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| One | Microsoft.Xna.Framework.Vector3 | static | 
| one | Microsoft.Xna.Framework.Vector3 | privatestatic | 
| operator!=(Vector3 value1, Vector3 value2) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| operator*(Vector3 value1, Vector3 value2) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| operator*(Vector3 value, float scaleFactor) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| operator*(float scaleFactor, Vector3 value) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| operator+(Vector3 value1, Vector3 value2) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| operator-(Vector3 value) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| operator-(Vector3 value1, Vector3 value2) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| operator/(Vector3 value1, Vector3 value2) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| operator/(Vector3 value, float divider) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| operator==(Vector3 value1, Vector3 value2) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Reflect(Vector3 vector, Vector3 normal) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Reflect(ref Vector3 vector, ref Vector3 normal, out Vector3 result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| right | Microsoft.Xna.Framework.Vector3 | privatestatic | 
| Right | Microsoft.Xna.Framework.Vector3 | static | 
| SmoothStep(Vector3 value1, Vector3 value2, float amount) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| SmoothStep(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Subtract(Vector3 value1, Vector3 value2) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Subtract(ref Vector3 value1, ref Vector3 value2, out Vector3 result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| ToString() | Microsoft.Xna.Framework.Vector3 | inline | 
| Transform(Vector3 position, Matrix matrix) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Transform(ref Vector3 position, ref Matrix matrix, out Vector3 result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Transform(Vector3 value, Quaternion rotation) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Transform(Vector3[] sourceArray, ref Matrix matrix, Vector3[] destinationArray) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Transform(Vector3[] sourceArray, ref Quaternion rotation, Vector3[] destinationArray) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Transform(Vector3[] sourceArray, int sourceIndex, ref Matrix matrix, Vector3[] destinationArray, int destinationIndex, int length) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Transform(Vector3[] sourceArray, int sourceIndex, ref Quaternion rotation, Vector3[] destinationArray, int destinationIndex, int length) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| Transform(ref Vector3 value, ref Quaternion rotation, out Vector3 result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| TransformNormal(Vector3[] sourceArray, ref Matrix matrix, Vector3[] destinationArray) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| TransformNormal(Vector3[] sourceArray, int sourceIndex, ref Matrix matrix, Vector3[] destinationArray, int destinationIndex, int length) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| TransformNormal(Vector3 normal, Matrix matrix) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| TransformNormal(ref Vector3 normal, ref Matrix matrix, out Vector3 result) | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| UnitX | Microsoft.Xna.Framework.Vector3 | static | 
| unitX | Microsoft.Xna.Framework.Vector3 | privatestatic | 
| UnitY | Microsoft.Xna.Framework.Vector3 | static | 
| unitY | Microsoft.Xna.Framework.Vector3 | privatestatic | 
| UnityVec3() | Microsoft.Xna.Framework.Vector3 | inline | 
| UnitZ | Microsoft.Xna.Framework.Vector3 | static | 
| unitZ | Microsoft.Xna.Framework.Vector3 | privatestatic | 
| Up | Microsoft.Xna.Framework.Vector3 | static | 
| up | Microsoft.Xna.Framework.Vector3 | privatestatic | 
| Vector3(float x, float y, float z) | Microsoft.Xna.Framework.Vector3 | inline | 
| Vector3(float value) | Microsoft.Xna.Framework.Vector3 | inline | 
| Vector3(Vector2 value, float z) | Microsoft.Xna.Framework.Vector3 | inline | 
| Vector3() | Microsoft.Xna.Framework.Vector3 | inlinestatic | 
| X | Microsoft.Xna.Framework.Vector3 | |
| Y | Microsoft.Xna.Framework.Vector3 | |
| Z | Microsoft.Xna.Framework.Vector3 | |
| Zero | Microsoft.Xna.Framework.Vector3 | static | 
| zero | Microsoft.Xna.Framework.Vector3 | privatestatic |