class vphysics_save_cphysicsbody_t : public RnBodyDesc_t
{
public:
    uint64 m_nOldPointer;
};

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"
    m_nOldPointer = 0
}