class RnBodyDesc_ t
{
public:
CUtlString m_ sDebugName;
Vector m_ vPosition;
QuaternionStorage m_ qOrientation;
Vector m_ vLinearVelocity;
Vector m_ vAngularVelocity;
Vector m_ vLocalMassCenter;
Vector m_ LocalInertiaInv[3];
float32 m_ flMassInv;
float32 m_ flGameMass;
float32 m_ flMassScaleInv;
float32 m_ flInertiaScaleInv;
float32 m_ flLinearDamping;
float32 m_ flAngularDamping;
float32 m_ flLinearDragScale;
float32 m_ flAngularDragScale;
float32 m_ flLinearFluidDragScale;
float32 m_ flAngularFluidDragScale;
Vector m_ vLastAwakeForceAccum;
Vector m_ vLastAwakeTorqueAccum;
float32 m_ flBuoyancyScale;
float32 m_ flGravityScale;
float32 m_ flTimeScale;
int32 m_ nBodyType;
uint32 m_ nGameIndex;
uint32 m_ nGameFlags;
int8 m_ nMinVelocityIterations;
int8 m_ nMinPositionIterations;
int8 m_ nMassPriority;
bool m_ bEnabled;
bool m_ bSleeping;
bool m_ bIsContinuousEnabled;
bool m_ bDragEnabled;
Vector m_ vGravity;
bool m_ bSpeculativeEnabled;
bool m_ bHasShadowController;
DynamicContinuousContactBehavior_ t m_ nDynamicContinuousContactBehavior;
};KV3 Class Defaults
{
m_ sDebugName = ""
m_ vPosition = [ 0.0, 0.0, 0.0 ]
m_ qOrientation = [ 0.0, 0.0, 0.0, 1.0 ]
m_ vLinearVelocity = [ 0.0, 0.0, 0.0 ]
m_ vAngularVelocity = [ 0.0, 0.0, 0.0 ]
m_ vLocalMassCenter = [ 0.0, 0.0, 0.0 ]
m_ LocalInertiaInv =
[
[ 0.0, 0.0, 0.0 ],
[ 0.0, 0.0, 0.0 ],
[ 0.0, 0.0, 0.0 ],
]
m_ flMassInv = 0.0
m_ flGameMass = 0.0
m_ flMassScaleInv = 1.0
m_ flInertiaScaleInv = 1.0
m_ flLinearDamping = 0.0
m_ flAngularDamping = 0.0
m_ flLinearDragScale = 1.0
m_ flAngularDragScale = 1.0
m_ flLinearFluidDragScale = 1.0
m_ flAngularFluidDragScale = 1.0
m_ vLastAwakeForceAccum = [ 0.0, 0.0, 0.0 ]
m_ vLastAwakeTorqueAccum = [ 0.0, 0.0, 0.0 ]
m_ flBuoyancyScale = 1.0
m_ flGravityScale = 1.0
m_ flTimeScale = 1.0
m_ nBodyType = 0
m_ nGameIndex = 0
m_ nGameFlags = 0
m_ nMinVelocityIterations = 1
m_ nMinPositionIterations = 0
m_ nMassPriority = 0
m_ bEnabled = true
m_ bSleeping = false
m_ bIsContinuousEnabled = true
m_ bDragEnabled = true
m_ vGravity = [ 0.0, 0.0, 0.0 ]
m_ bSpeculativeEnabled = true
m_ bHasShadowController = false
m_ nDynamicContinuousContactBehavior = "DYNAMIC_ CONTINUOUS_ ALLOW_ IF_ REQUESTED_ BY_ OTHER_ BODY"
}