CryEngine.PlayerDynamicsParameters.Create C# (CSharp) Method

Create() public static method

public static Create ( ) : PlayerDynamicsParameters
return PlayerDynamicsParameters
        public static PlayerDynamicsParameters Create()
        {
            var dyn = new PlayerDynamicsParameters();

            dyn.type = 4;

            dyn.kInertia = UnusedMarker.Float;
            dyn.kInertiaAccel = UnusedMarker.Float;
            dyn.kAirControl = UnusedMarker.Float;
            dyn.gravity = UnusedMarker.Vec3;
            dyn.nodSpeed = UnusedMarker.Float;
            dyn.mass = UnusedMarker.Float;
            dyn.bSwimming = UnusedMarker.Integer;
            dyn.surface_idx = UnusedMarker.Integer;
            dyn.bActive = UnusedMarker.Integer;
            dyn.collTypes = (EntityQueryFlags)UnusedMarker.Integer;
            dyn.livingEntToIgnore = UnusedMarker.IntPtr;
            dyn.minSlideAngle = UnusedMarker.Float;
            dyn.maxClimbAngle = UnusedMarker.Float;
            dyn.maxJumpAngle = UnusedMarker.Float;
            dyn.minFallAngle = UnusedMarker.Float;
            dyn.kAirResistance = UnusedMarker.Float;
            dyn.bNetwork = UnusedMarker.Integer;
            dyn.maxVelGround = UnusedMarker.Float;
            dyn.timeImpulseRecover = UnusedMarker.Float;
            dyn.iRequestedTime = UnusedMarker.Integer;

            return dyn;
        }

Usage Example

        public PhysicalizationParams(PhysicalizationType _type)
            : this()
        {
            type = _type;

            flagsAND     = (PhysicalizationFlags)int.MaxValue;
            slot         = -1;
            density      = -1;
            mass         = -1;
            attachToPart = -1;

            switch (type)
            {
            case PhysicalizationType.Living:
            {
                livingDynamics   = PlayerDynamicsParameters.Create();
                livingDimensions = PlayerDimensionsParameters.Create();
            }
            break;

            case PhysicalizationType.Particle:
                particleParameters = ParticleParameters.Create();
                break;
            }
        }
PlayerDynamicsParameters