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physics


add_rope

int native.physics.add_rope(float x, float y, float z, float rot_x, float rot_y, float rot_z, float length, int rope_type, float max_length, float min_length, float p10, bool p11, bool p12, bool rigid, float p14, bool break_when_shot, ptr int unk_ptr, bool p17)

There are 19 types of rope, from type = 0 to type = 18
Rope definitions are stored in ropedata.xml
Rope types 0, 15 and 18 have proper physics for hanging objects (taut, do not sag, small to medium diameter, good aspect for a rope)

_add_rope_2

int native.physics._add_rope_2(float x, float y, float z, float rot_x, float rot_y, float rot_z, float length, int rope_type, bool is_networked, int p9, float p10)


delete_rope

void native.physics.delete_rope(ptr int rope_id)


_release_rope

void native.physics._release_rope(int rope_id)


delete_child_rope

void native.physics.delete_child_rope(int rope_id)


_break_rope

void native.physics._break_rope(ptr int rope_id, ptr int rope_top, ptr int rope_bottom, float offset_x, float offset_y, float offset_z, int p6)

ropeTop returns top half of rope, ropeBottom returns bottom half of rope

does_rope_exist

bool native.physics.does_rope_exist(int rope_id)


_is_rope_broken

bool native.physics._is_rope_broken(int rope_id)


_rope_change_visibility

void native.physics._rope_change_visibility(ptr int rope_id, bool visible)


rope_draw_shadow_enabled

void native.physics.rope_draw_shadow_enabled(ptr int rope_id, bool toggle)


get_rope_vertex_count

int native.physics.get_rope_vertex_count(int rope_id)


_0xe54bf2ce6c7d23a9

void native.physics._0xe54bf2ce6c7d23a9(int rope_id, int p1, float x, float y, float z)


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void native.physics._0x9c24846d0a4a2776(int p0)


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void native.physics._0x0cb16d05e03fb525(int p0)


_0xf27f1a8de4f50a1b

void native.physics._0xf27f1a8de4f50a1b(int p0, int p1, int p2, int p3, int p4, int p5, int p6)


_0x21d0890d88dfb0b0

void native.physics._0x21d0890d88dfb0b0(int rope_id, bool p1, float p2, float p3, float p4, float p5, float p6, float p7, float p8, float p9, int p10)


attach_entities_to_rope

void native.physics.attach_entities_to_rope(int rope_id, int entity1, int entity2, float ent1_x, float ent1_y, float ent1_z, float ent2_x, float ent2_y, float ent2_z, float length, int always_zero1, int always_zero2, string bone_name1, string bone_name2, bool p14, int bone_id1, int bone_id2, int always_zero3, int always_zero4, bool p19, bool p20)

Attaches entity 1 to entity 2.
If you use a boneName (p12/p13) make sure boneId (p15/p16) is set to -1.

_attach_entities_to_rope_2

void native.physics._attach_entities_to_rope_2(int rope_id, int entity1, int entity2, float ent1_x, float ent1_y, float ent1_z, float ent2_x, float ent2_y, float ent2_z, string bone_name1, string bone_name2)

Attaches a rope to two entities: binds two bones from two entities; one entity can be an object, i.e. a suspension point, the other an NPC bone

_attach_entites_to_rope_3

void native.physics._attach_entites_to_rope_3(int rope_id, int entity1, int entity2, float p3, float p4, float p5, float p6, float p7, float p8, int p9, int p10)


_0x69c810b72291d831

void native.physics._0x69c810b72291d831(int p0, int p1, int p2, int p3, int p4, int p5, int p6)


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void native.physics._0xb7469cb9ac3c0fd4(int p0, int p1, int p2, int p3, int p4, int p5, int p6, int p7)


_0xc64e7a62632ad2fe

void native.physics._0xc64e7a62632ad2fe(int rope_id, int p1, int p2, int p3, int p4, int p5, int p6, int p7)


_is_rope_attached_to_entity

bool native.physics._is_rope_attached_to_entity(int rope_id, int entity)


detach_rope_from_entity

void native.physics.detach_rope_from_entity(int rope_id, int entity)


_hitch_horse

void native.physics._hitch_horse(int horse, float x, float y, float z)


_unhitch_horse

void native.physics._unhitch_horse(int horse)


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void native.physics._0x6ea0e93cffa472cc(int p0)


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void native.physics._0xbdda142759307528(int p0)


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void native.physics._0x32f4dbfdfcccc735(int p0, int p1, int p2)


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void native.physics._0xf8ca39d5c0d1d9a1(int p0, int p1)


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void native.physics._0xeaf529446488eb18(int p0)


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void native.physics._0x31160ec47e7c9549(int p0, int p1)


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void native.physics._0x5e981c764df33117(int p0, int p1)


rope_set_update_order

void native.physics.rope_set_update_order(int rope_id, int p1)


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void native.physics._0xfb9153a54ac713e8(int rope_id, bool p1)


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void native.physics._0xd699e688b49c0fd2(int rope_id, float p1, float p2, float p3, bool p4)


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void native.physics._0xbb3e9b073e66c3c9(int rope_id, bool p1, bool p2, bool p3, bool p4)


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void native.physics._0x522fa3f490e2f7ac(int rope_id, int p1, int p2)


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void native.physics._0x3900491c0d61ed4b(int p0, int p1)


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void native.physics._0xc89e7410a93ac19a(int rope_id, float p1)


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void native.physics._0x1d97da8acb5d2582(int rope_id, int p1)


_create_rope_winding_ability

void native.physics._create_rope_winding_ability(int rope_id, string p1, string rope_model_type, float length, bool p4)

Combining this with ADD_ROPE enables winding
p1: mostly empty (0)
ropeModelType: RB_L_Wrist02, RB_R_Wrist02, ropeAttach, noose01x_Rope_03, SKEL_Neck0, SKEL_L_FOOT, SKEL_Neck1, Root_s_meatbit_Chunck_Xlarge01x
_CREATE_*

get_rope_last_vertex_coord

vec3 native.physics.get_rope_last_vertex_coord(int rope_id)


get_rope_vertex_coord

vec3 native.physics.get_rope_vertex_coord(int rope_id, int vertex)


start_rope_winding

void native.physics.start_rope_winding(int rope_id)


stop_rope_winding

void native.physics.stop_rope_winding(int rope_id)


start_rope_unwinding_front

void native.physics.start_rope_unwinding_front(int rope_id)


stop_rope_unwinding_front

void native.physics.stop_rope_unwinding_front(int rope_id)


_start_rope_unwinding_back

void native.physics._start_rope_unwinding_back(int rope_id)


_stop_rope_unwinding_back

void native.physics._stop_rope_unwinding_back(int rope_id)


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void native.physics._0x461fcbdeb4d06717(int rope_id, bool p1)


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void native.physics._0x423c6b1f3786d28b(int p0, int p1)


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void native.physics._0x76bad9d538bca1aa(int rope_id, float p1)


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void native.physics._0xb40ea9e0d2e2f7f3(int rope_id, float p1)


_rope_get_forced_length

float native.physics._rope_get_forced_length(int rope_id)


_0x751df00eeff122e3

void native.physics._0x751df00eeff122e3(int p0)


rope_force_length

void native.physics.rope_force_length(int rope_id, float length)

Forces a rope to a certain length.

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void native.physics._0x8d59079c37c21d78(int rope_id, float p1)

_ROPE_SET_*

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void native.physics._0x814d453fcfdf119f(int p0, int p1, int p2)


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void native.physics._0x1fc92bdba1106bd2(int rope_id, float p1)


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void native.physics._0xdede679ed29dd4e7(int rope_id, bool p1)


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void native.physics._0xf1ea2a881eb7f2cd(int rope_id, bool p1)


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void native.physics._0x5a989b7ee3672a56(int p0, int p1)


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void native.physics._0x483d4e917b0d35a9(int p0, int p1)


_rope_get_breaker_of_rope

int native.physics._rope_get_breaker_of_rope(int rope_id)


set_damping

void native.physics.set_damping(int entity, int vertex, float value)


activate_physics

void native.physics.activate_physics(int entity)


break_entity_glass

void native.physics.break_entity_glass(int entity, float p1, float p2, float p3, float p4, float p5, float p6, float p7, float p8, int p9, bool p10)


_0x8eedfd8921389928

void native.physics._0x8eedfd8921389928(int p0, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8, int p9)


set_disable_breaking

void native.physics.set_disable_breaking(int object, bool toggle)


set_disable_frag_damage

void native.physics.set_disable_frag_damage(int object, bool toggle)


_0x5bd7457221cc5ff4

void native.physics._0x5bd7457221cc5ff4(int p0, int p1)