70 lines
2.7 KiB
XML
70 lines
2.7 KiB
XML
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// NOTE: When applying forces to objects be sure to choose the correct type.
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// If you are not sure please ask for advice.
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// Generally, use FORCE and/or TORQUES when applying forces continuously (over multiple frames). e.g. simulating wind, rockets, etc.
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// Use an IMPULSE or ANGULAR_IMPULSE when applying a one off kick to an object. E.g. a bullet impact, car crash, etc.
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// This will ensure your forces are consistent when the frame rate varies.
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ENUM APPLY_FORCE_TYPE
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APPLY_TYPE_FORCE = 0, //continuous force applied every frame, will produce a constant acceleration independent of frame rate.
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APPLY_TYPE_IMPULSE, //Caution a single impact applied at a point in time, will produce a step change in velocity. If applied continuously will produce an acceleration that IS dependant on frame rate and may also break the physics engine, i.e. please do
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APPLY_TYPE_EXTERNAL_FORCE, //same as a normal force but applied as if it was an external push to the object, through the breaking system. This means that breakable objects will break apart due to the force you're applying.
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APPLY_TYPE_EXTERNAL_IMPULSE, //ditto, a nomal impulse plus breaking.
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APPLY_TYPE_TORQUE, // Angular equivalent of force, causes continuous angular acceleration independent of framerate
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APPLY_TYPE_ANGULAR_IMPULSE // Angular equivalent of impulse, causes instantaneous change in angular velocity
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ENDENUM
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ENUM PED_RAGDOLL_COMPONENTS // THESE MUST BE KEPT UP TO DATE WITH CODE-SIDE EQUIVALENTS IN PedDefines.h!
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RAGDOLL_PELVIS = 0,
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RAGDOLL_THIGH_L,
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RAGDOLL_CALF_L,
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RAGDOLL_FOOT_L,
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RAGDOLL_THIGH_R,
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RAGDOLL_CALF_R,
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RAGDOLL_FOOT_R,
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RAGDOLL_SPINE,
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RAGDOLL_SPINE1,
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RAGDOLL_SPINE2,
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RAGDOLL_SPINE3,
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RAGDOLL_CLAVICLE_L,
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RAGDOLL_UPPERARM_L,
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RAGDOLL_LOWERARM_L,
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RAGDOLL_HAND_L,
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RAGDOLL_CLAVICLE_R,
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RAGDOLL_UPPERARM_R,
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RAGDOLL_LOWERARM_R,
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RAGDOLL_HAND_R,
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RAGDOLL_NECK,
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RAGDOLL_HEAD,
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RAGDOLL_NUM_COMPONENTS
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ENDENUM
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ENUM PED_NM_BEHAVIOURS
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// basic behaviours (no intelligence)
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NM_RELAX = 0, // just relax
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NM_FOETAL, // go into foetal pose
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NM_ROLLUP, // not used this one yet
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NM_WRITHE, // writhe about in pain
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// complex behaviours
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NM_BALANCE, // use whole body to balance and stay on feet
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NM_BRACE, // brace for impact, not that useful without params for what's gonna hit you
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NM_REACH, // reach for ground
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NM_SHOT, // be shot, not that useful without params
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NM_BLAST // fly through air after explosion
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ENDENUM
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ENUM VEHICLE_SEAT
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VS_ANY_PASSENGER = -2, //Any passenger seat
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VS_DRIVER = -1, // Drivers seat
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VS_FRONT_RIGHT = 0, // Front Right seat
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VS_BACK_LEFT, //Back left
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VS_BACK_RIGHT, //Back right
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VS_EXTRA_LEFT_1,
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VS_EXTRA_RIGHT_1,
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VS_EXTRA_LEFT_2,
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VS_EXTRA_RIGHT_2,
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VS_EXTRA_LEFT_3,
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VS_EXTRA_RIGHT_3
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ENDENUM
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