CPhysicsProp
Interface CPhysicsProp
Namespace: SwiftlyS2.Shared.SchemaDefinitions
Assembly: SwiftlyS2.CS2.dll
public interface CPhysicsProp : CBreakableProp, CBaseProp, CBaseAnimGraph, CBaseModelEntity, CBaseEntity, CEntityInstance, ISchemaClass<CEntityInstance>, ISchemaClass<CBaseEntity>, ISchemaClass<CBaseModelEntity>, ISchemaClass<CBaseAnimGraph>, ISchemaClass<CBaseProp>, ISchemaClass<CBreakableProp>, ISchemaClass<CPhysicsProp>, ISchemaField, ISchemaClass, INativeHandleImplements
- CBreakableProp
- CBaseProp
- CBaseAnimGraph
- CBaseModelEntity
- CBaseEntity
- CEntityInstance
- ISchemaClass<CEntityInstance>
- ISchemaClass<CBaseEntity>
- ISchemaClass<CBaseModelEntity>
- ISchemaClass<CBaseAnimGraph>
- ISchemaClass<CBaseProp>
- ISchemaClass<CBreakableProp>
- ISchemaClass<CPhysicsProp>
- ISchemaField
- ISchemaClass
- INativeHandle
Properties
AcceptDamageFromHeldObjects
ref bool AcceptDamageFromHeldObjects { get; }Property Value
AttachedToReferenceFrame
ref bool AttachedToReferenceFrame { get; }Property Value
Awake
ref bool Awake { get; }Property Value
BuoyancyScale
ref float BuoyancyScale { get; }Property Value
CrateType
ref CPhysicsProp__CrateType_t CrateType { get; }Property Value
DamageToEnableMotion
ref int DamageToEnableMotion { get; }Property Value
DamageType
ref int DamageType { get; }Property Value
DroppedByPlayer
ref bool DroppedByPlayer { get; }Property Value
DynamicContinuousContactBehavior
ref DynamicContinuousContactBehavior_t DynamicContinuousContactBehavior { get; }Property Value
EnableUseOutput
ref bool EnableUseOutput { get; }Property Value
FirstCollisionAfterLaunch
ref bool FirstCollisionAfterLaunch { get; }Property Value
ForceNavIgnore
ref bool ForceNavIgnore { get; }Property Value
ForceNpcExclude
ref bool ForceNpcExclude { get; }Property Value
ForceToEnableMotion
ref float ForceToEnableMotion { get; }Property Value
GlowColor
ref Color GlowColor { get; }Property Value
GlowRange
ref int GlowRange { get; }Property Value
GlowRangeMin
ref int GlowRangeMin { get; }Property Value
HasBeenAwakened
ref bool HasBeenAwakened { get; }Property Value
InitialGlowState
ref int InitialGlowState { get; }Property Value
IsOverrideProp
ref bool IsOverrideProp { get; }Property Value
ItemCount
ISchemaFixedArray<int> ItemCount { get; }Property Value
LastBurn
GameTime_t LastBurn { get; }Property Value
MassScale
ref float MassScale { get; }Property Value
MotionEnabled
CEntityIOOutput MotionEnabled { get; }Property Value
MuteImpactEffects
ref bool MuteImpactEffects { get; }Property Value
NextCheckDisableMotionContactsTime
GameTime_t NextCheckDisableMotionContactsTime { get; }Property Value
NoNavmeshBlocker
ref bool NoNavmeshBlocker { get; }Property Value
OnAsleep
CEntityIOOutput OnAsleep { get; }Property Value
OnAwake
CEntityIOOutput OnAwake { get; }Property Value
OnAwakened
CEntityIOOutput OnAwakened { get; }Property Value
OnOutOfWorld
CEntityIOOutput OnOutOfWorld { get; }Property Value
OnPlayerPickup
CEntityIOOutput OnPlayerPickup { get; }Property Value
OnPlayerUse
CEntityIOOutput OnPlayerUse { get; }Property Value
RemovableForAmmoBalancing
ref bool RemovableForAmmoBalancing { get; }Property Value
ShouldAutoConvertBackFromDebris
ref bool ShouldAutoConvertBackFromDebris { get; }Property Value
StrItemClass
string StrItemClass { get; set; }Property Value
ThrownByPlayer
ref bool ThrownByPlayer { get; }Property Value
TouchedByPlayer
ref bool TouchedByPlayer { get; }Property Value
Methods
AwakeUpdated()
void AwakeUpdated()