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Tweakbox: Physics Struct

Dec 13th, 2017
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  1. public struct Character_Physics_SonicHeroes
  2.         {
  3.             /// <summary>
  4.             /// Name of the physics profile.
  5.             /// </summary>
  6.             public string Physics_Name;
  7.  
  8.             /// <summary>
  9.             /// Amount of frames in which the character will fall at a decreased rate when rolling off a ledge.
  10.             /// </summary>
  11.             public int Hang_Time;
  12.  
  13.             /// <summary>
  14.             /// Higher values indicate easier acceleration on rough surfaces, rarely used in Heroes.
  15.             /// </summary>
  16.             public float Floor_Grip;
  17.  
  18.             /// <summary>
  19.             /// The horizontal speed cap, maximum speed in X/Z axis.
  20.             /// </summary>
  21.             public float Horizontal_Speed_Cap;
  22.  
  23.             /// <summary>
  24.             /// The vertical speed cap, maximum speed in Y axis.
  25.             /// </summary>
  26.             public float Vertical_Speed_Cap;
  27.  
  28.             /// <summary>
  29.             /// Affects character acceleration.
  30.             /// </summary>
  31.             public float Unknown_Accel_Related;
  32.  
  33.             /// <summary>
  34.             /// Unknown. This value is same as in SADX.
  35.             /// </summary>
  36.             public float Unknown_I;
  37.  
  38.             /// <summary>
  39.             /// The initial vertical speed set by the game when the player presses the "Jump" button.
  40.             /// </summary>
  41.             public float Initial_Jump_Speed;
  42.  
  43.             /// <summary>
  44.             /// Seems related to springs (at least in SADX), unknown.
  45.             /// </summary>
  46.             public float Spring_Control;
  47.  
  48.             /// <summary>
  49.             /// Unknown value.
  50.             /// </summary>
  51.             public float Unknown_II;
  52.  
  53.             /// <summary>
  54.             /// If the character is below this speed, the roll will be cancelled.
  55.             /// </summary>
  56.             public float Rolling_Minimum_Speed;
  57.  
  58.             /// <summary>
  59.             /// Unknown value. SADX/SA2: Rolling End Speed
  60.             /// </summary>
  61.             public float Rolling_End_Speed;
  62.  
  63.             /// <summary>
  64.             /// Speed after starting to roll as Sonic or punching as Knuckles. SADX: Running_I Speed
  65.             /// </summary>
  66.             public float Action_I_Speed;
  67.  
  68.             /// <summary>
  69.             /// The minimum speed of knockback/push in another direction when making contact with a wall.
  70.             /// </summary>
  71.             public float Min_Wall_Hit_Knockback_Speed;
  72.  
  73.             /// <summary>
  74.             /// Speed after kickingc as Sonic or punching as Knuckles. SADX: Running_I Speed
  75.             /// </summary>
  76.             public float Action_II_Speed;
  77.  
  78.             /// <summary>
  79.             /// While jump is held, this is added to speed. Allows for higher jumps when holding jump.
  80.             /// </summary>
  81.             public float Jump_Hold_AddSpeed;
  82.  
  83.             /// <summary>
  84.             /// The character's ground horizontal acceleration. Speed is set to this value when starting from a neutral position and is applied constantly until the character reaches a set speed.
  85.             /// </summary>
  86.             public float Ground_Starting_Acceleration;
  87.  
  88.             /// <summary>
  89.             /// How fast the character gains speed in the air.
  90.             /// </summary>
  91.             public float Air_Acceleration;
  92.  
  93.             /// <summary>
  94.             /// How fast the character decelerates naturally on the ground when no buttons are held.
  95.             /// </summary>
  96.             public float Ground_Deceleration;
  97.  
  98.             /// <summary>
  99.             /// How fast the character can halt on the ground after holding the direction opposite to direction of travel after running.
  100.             /// </summary>
  101.             public float Brake_Speed;
  102.  
  103.             /// <summary>
  104.             /// How fast the character can halt in the air when holding the direction opposite to direction of travel.
  105.             /// </summary>
  106.             public float Air_Brake_Speed;
  107.  
  108.             /// <summary>
  109.             /// How fast the character decelerates naturally in the air when no buttons are held.
  110.             /// </summary>
  111.             public float Air_Deceleration;
  112.  
  113.             /// <summary>
  114.             /// How fast the character decelerates naturally in the air when no buttons are held.
  115.             /// </summary>
  116.             public float Rolling_Deceleration;
  117.  
  118.             /// <summary>
  119.             /// This speed is added every frame in the direction that the character is travelling in the Y Axis. e.g. If you are going up, a positive value will push you up but will push you down when falling.
  120.             /// </summary>
  121.             public float Gravity_Offset_Speed;
  122.  
  123.             /// <summary>
  124.             /// (Seems to be tied with collision?) The speed applied to Sonic when he tried to alter the course of his original trajectory by pushing left or right in mid air.
  125.             /// </summary>
  126.             public float Mid_Air_Swerve_Speed;
  127.  
  128.             /// <summary>
  129.             /// The minimum speed until the character will stop moving completely.
  130.             /// </summary>
  131.             public float Min_Speed_Before_Stopping;
  132.  
  133.             /// <summary>
  134.             /// Constant force applied to the left of the character, used to make characters appear to run sideways. NOT IN OTHER SANIC GAMES.
  135.             /// </summary>
  136.             public float Constant_Speed_Offset;
  137.  
  138.             /// <summary>
  139.             /// Unknown value, affects off road acceleration. The closer to -0 on the negative, the slower the offroad acceleration.
  140.             /// </summary>
  141.             public float Unknown_Off_Road;
  142.  
  143.             public float Unknown_III;
  144.             public float Unknown_IV;
  145.  
  146.             /// <summary>
  147.             /// Represents the radius (or diameter) of the collision cylinder which represents Sonic.
  148.             /// </summary>
  149.             public float Collision_Size;
  150.  
  151.             /// <summary>
  152.             /// Gravity Constant for the character.
  153.             /// </summary>
  154.             public float Gravitational_Pull;
  155.  
  156.             /// <summary>
  157.             /// (Only affects when playing as partner?) Y_Offset for camera.
  158.             /// </summary>
  159.             public float Y_Offset_Camera;
  160.  
  161.             /// <summary>
  162.             /// (Only affects when playing as partner?) Physical location Y_Offset
  163.             /// </summary>
  164.             public float Y_Offset;
  165. }
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