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Add inheritance path
Also fix parsing of [method (Class.)name]
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@@ -3,10 +3,15 @@
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PhysicsBody2D
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=============
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**Inherits:** :ref:`CollisionObject2D<class_collisionobject2d>`
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**Inherits:** :ref:`CollisionObject2D<class_collisionobject2d>` **<** :ref:`Node2D<class_node2d>` **<** :ref:`CanvasItem<class_canvasitem>` **<** :ref:`Node<class_node>` **<** :ref:`Object<class_object>`
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**Inherited By:** :ref:`RigidBody2D<class_rigidbody2d>`, :ref:`StaticBody2D<class_staticbody2d>`, :ref:`KinematicBody2D<class_kinematicbody2d>`
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**Category:** Core
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Brief Description
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-----------------
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Base class for all objects affected by physics.
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Member Functions
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@@ -56,7 +61,7 @@ Member Function Description
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Set the physics layers this area is in.
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Collidable objects can exist in any of 32 different layers. These layers are not visual, but more of a tagging system instead. A collidable can use these layers/tags to select with which objects it can collide, using :ref:`set_collision_mask<PhysicsBody2D_set_collision_mask>`.
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Collidable objects can exist in any of 32 different layers. These layers are not visual, but more of a tagging system instead. A collidable can use these layers/tags to select with which objects it can collide, using :ref:`set_collision_mask<class_PhysicsBody2D_set_collision_mask>`.
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A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
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@@ -118,7 +123,7 @@ Return the direction used for one-way collision detection.
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- void **set_one_way_collision_max_depth** **(** :ref:`float<class_float>` depth **)**
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Set how far a body can go through this one, when it allows one-way collisions (see :ref:`set_one_way_collision_detection<PhysicsBody2D_set_one_way_collision_detection>`).
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Set how far a body can go through this one, when it allows one-way collisions (see :ref:`set_one_way_collision_detection<class_PhysicsBody2D_set_one_way_collision_detection>`).
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.. _class_PhysicsBody2D_get_one_way_collision_max_depth:
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