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FeSphereRigid_t
FeSpringIntegrator_t
FeStiffHingeBuild_t
FeTaperedCapsuleRigid_t
FeTaperedCapsuleStretch_t
FeTreeChildren_t
FeTri_t
FeTwistConstraint_t
FeVertexMapBuild_t
FeVertexMapDesc_t
FeWeightedNode_t
FeWorldCollisionParams_t
FourCovMatrices3
FourVectors2D
JointAxis_t
JointMotion_t
OldFeEdge_t
PhysFeModelDesc_t
RnBlendVertex_t
RnBodyDesc_t
RnCapsuleDesc_t
RnCapsule_t
RnFace_t
RnHalfEdge_t
RnHullDesc_t
RnHull_t
RnMeshDesc_t
RnMesh_t
RnNode_t
RnPlane_t
RnShapeDesc_t
RnSoftbodyCapsule_t
RnSoftbodyParticle_t
RnSoftbodySpring_t
RnSphereDesc_t
RnTriangle_t
RnVertex_t
RnWing_t
VertexPositionColor_t
VertexPositionNormal_t
pulse_runtime_lib (107)
CBasePulseGraphInstance
CPulseArraylib
CPulseCell_Base
CPulseCell_BaseFlow
CPulseCell_BaseLerp
CPulseCell_BaseLerp::CursorState_t
CPulseCell_BaseRequirement
CPulseCell_BaseState
CPulseCell_BaseValue
CPulseCell_BaseYieldingInflow
CPulseCell_BooleanSwitchState
CPulseCell_CursorQueue
CPulseCell_FireCursors
CPulseCell_Inflow_BaseEntrypoint
CPulseCell_Inflow_EntOutputHandler
CPulseCell_Inflow_EventHandler
CPulseCell_Inflow_GraphHook
CPulseCell_Inflow_Method
CPulseCell_Inflow_ObservableVariableListener
CPulseCell_Inflow_Wait
CPulseCell_Inflow_Yield
CPulseCell_InlineNodeSkipSelector
CPulseCell_IntervalTimer
CPulseCell_IntervalTimer::CursorState_t
CPulseCell_IsRequirementValid
CPulseCell_IsRequirementValid::Criteria_t
CPulseCell_LimitCount
CPulseCell_LimitCount::Criteria_t
CPulseCell_LimitCount::InstanceState_t
CPulseCell_Outflow_CycleOrdered
CPulseCell_Outflow_CycleOrdered::InstanceState_t
CPulseCell_Outflow_CycleRandom
CPulseCell_Outflow_CycleShuffled
CPulseCell_Outflow_CycleShuffled::InstanceState_t
CPulseCell_PickBestOutflowSelector
CPulseCell_Step_CallExternalMethod
CPulseCell_Step_DebugLog
CPulseCell_Step_PublicOutput
CPulseCell_Timeline
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Deadlock
physicslib
RnBodyDesc_t
RnBodyDesc_t
m_sDebugName
:
CUtlString
0 (0x00)
m_vPosition
:
Vector
8 (0x08)
m_qOrientation
:
QuaternionStorage
= [0,0,0,1]
20 (0x14)
m_vLinearVelocity
:
Vector
36 (0x24)
m_vAngularVelocity
:
Vector
48 (0x30)
m_vLocalMassCenter
:
Vector
60 (0x3C)
m_LocalInertiaInv
:
Vector
[3]
= [[0,0,0],[0,0,0],[0,0,0]]
72 (0x48)
m_flMassInv
:
float32
108 (0x6C)
m_flGameMass
:
float32
112 (0x70)
m_flMassScaleInv
:
float32
= 1
116 (0x74)
m_flInertiaScaleInv
:
float32
= 1
120 (0x78)
m_flLinearDamping
:
float32
124 (0x7C)
m_flAngularDamping
:
float32
128 (0x80)
m_flLinearDragScale
:
float32
= 1
132 (0x84)
m_flAngularDragScale
:
float32
= 1
136 (0x88)
m_flLinearFluidDragScale
:
float32
= 1
140 (0x8C)
m_flAngularFluidDragScale
:
float32
= 1
144 (0x90)
m_vLastAwakeForceAccum
:
Vector
148 (0x94)
m_vLastAwakeTorqueAccum
:
Vector
160 (0xA0)
m_flBuoyancyScale
:
float32
= 1
172 (0xAC)
m_flGravityScale
:
float32
= 1
176 (0xB0)
m_flTimeScale
:
float32
= 1
180 (0xB4)
m_nBodyType
:
int32
184 (0xB8)
m_nGameIndex
:
uint32
188 (0xBC)
m_nGameFlags
:
uint32
192 (0xC0)
m_nMinVelocityIterations
:
int8
= 1
196 (0xC4)
m_nMinPositionIterations
:
int8
197 (0xC5)
m_nMassPriority
:
int8
198 (0xC6)
m_bEnabled
:
bool
= true
199 (0xC7)
m_bSleeping
:
bool
200 (0xC8)
m_bIsContinuousEnabled
:
bool
= true
201 (0xC9)
m_bDragEnabled
:
bool
= true
202 (0xCA)
m_vGravity
:
Vector
204 (0xCC)
m_bSpeculativeEnabled
:
bool
= true
216 (0xD8)
m_bHasShadowController
:
bool
217 (0xD9)
m_nDynamicContinuousContactBehavior
:
DynamicContinuousContactBehavior_t
= "DYNAMIC_CONTINUOUS_ALLOW_IF_REQUESTED_BY_OTHER_BODY"
218 (0xDA)
Referenced by (1)
vphysics_save_cphysicsbody_t
Also in
Counter-Strike 2
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