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- public struct Character_Physics_SonicHeroes
- {
- /// <summary>
- /// Name of the physics profile.
- /// </summary>
- public string Physics_Name;
- /// <summary>
- /// Amount of frames in which the character will fall at a decreased rate when rolling off a ledge.
- /// </summary>
- public int Hang_Time;
- /// <summary>
- /// Higher values indicate easier acceleration on rough surfaces, rarely used in Heroes.
- /// </summary>
- public float Floor_Grip;
- /// <summary>
- /// The horizontal speed cap, maximum speed in X/Z axis.
- /// </summary>
- public float Horizontal_Speed_Cap;
- /// <summary>
- /// The vertical speed cap, maximum speed in Y axis.
- /// </summary>
- public float Vertical_Speed_Cap;
- /// <summary>
- /// Affects character acceleration.
- /// </summary>
- public float Unknown_Accel_Related;
- /// <summary>
- /// Unknown. This value is same as in SADX.
- /// </summary>
- public float Unknown_I;
- /// <summary>
- /// The initial vertical speed set by the game when the player presses the "Jump" button.
- /// </summary>
- public float Initial_Jump_Speed;
- /// <summary>
- /// Seems related to springs (at least in SADX), unknown.
- /// </summary>
- public float Spring_Control;
- /// <summary>
- /// Unknown value.
- /// </summary>
- public float Unknown_II;
- /// <summary>
- /// If the character is below this speed, the roll will be cancelled.
- /// </summary>
- public float Rolling_Minimum_Speed;
- /// <summary>
- /// Unknown value. SADX/SA2: Rolling End Speed
- /// </summary>
- public float Rolling_End_Speed;
- /// <summary>
- /// Speed after starting to roll as Sonic or punching as Knuckles. SADX: Running_I Speed
- /// </summary>
- public float Action_I_Speed;
- /// <summary>
- /// The minimum speed of knockback/push in another direction when making contact with a wall.
- /// </summary>
- public float Min_Wall_Hit_Knockback_Speed;
- /// <summary>
- /// Speed after kickingc as Sonic or punching as Knuckles. SADX: Running_I Speed
- /// </summary>
- public float Action_II_Speed;
- /// <summary>
- /// While jump is held, this is added to speed. Allows for higher jumps when holding jump.
- /// </summary>
- public float Jump_Hold_AddSpeed;
- /// <summary>
- /// 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.
- /// </summary>
- public float Ground_Starting_Acceleration;
- /// <summary>
- /// How fast the character gains speed in the air.
- /// </summary>
- public float Air_Acceleration;
- /// <summary>
- /// How fast the character decelerates naturally on the ground when no buttons are held.
- /// </summary>
- public float Ground_Deceleration;
- /// <summary>
- /// How fast the character can halt on the ground after holding the direction opposite to direction of travel after running.
- /// </summary>
- public float Brake_Speed;
- /// <summary>
- /// How fast the character can halt in the air when holding the direction opposite to direction of travel.
- /// </summary>
- public float Air_Brake_Speed;
- /// <summary>
- /// How fast the character decelerates naturally in the air when no buttons are held.
- /// </summary>
- public float Air_Deceleration;
- /// <summary>
- /// How fast the character decelerates naturally in the air when no buttons are held.
- /// </summary>
- public float Rolling_Deceleration;
- /// <summary>
- /// 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.
- /// </summary>
- public float Gravity_Offset_Speed;
- /// <summary>
- /// (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.
- /// </summary>
- public float Mid_Air_Swerve_Speed;
- /// <summary>
- /// The minimum speed until the character will stop moving completely.
- /// </summary>
- public float Min_Speed_Before_Stopping;
- /// <summary>
- /// Constant force applied to the left of the character, used to make characters appear to run sideways. NOT IN OTHER SANIC GAMES.
- /// </summary>
- public float Constant_Speed_Offset;
- /// <summary>
- /// Unknown value, affects off road acceleration. The closer to -0 on the negative, the slower the offroad acceleration.
- /// </summary>
- public float Unknown_Off_Road;
- public float Unknown_III;
- public float Unknown_IV;
- /// <summary>
- /// Represents the radius (or diameter) of the collision cylinder which represents Sonic.
- /// </summary>
- public float Collision_Size;
- /// <summary>
- /// Gravity Constant for the character.
- /// </summary>
- public float Gravitational_Pull;
- /// <summary>
- /// (Only affects when playing as partner?) Y_Offset for camera.
- /// </summary>
- public float Y_Offset_Camera;
- /// <summary>
- /// (Only affects when playing as partner?) Physical location Y_Offset
- /// </summary>
- public float Y_Offset;
- }
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