0xFF4803BC019852D9(float p0, Any p1)
Namespace: PHYSICS
ACTIVATE_PHYSICS(Entity entity)
ADD_ROPE(float x, float y, float z, float rotX, float rotY, float rotZ, float maxLength, int ropeType, float initLength, float minLength, float lengthChangeRate, BOOL onlyPPU, BOOL collisionOn, BOOL lockFromFront, float timeMultiplier, BOOL breakable, Any* unkPtr)
APPLY_IMPULSE_TO_CLOTH(float posX, float posY, float posZ, float vecX, float vecY, float vecZ, float impulse)
ATTACH_ENTITIES_TO_ROPE(int ropeId, Entity ent1, Entity ent2, float ent1_x, float ent1_y, float ent1_z, float ent2_x, float ent2_y, float ent2_z, float length, BOOL p10, BOOL p11, char* boneName1, char* boneName2)
ATTACH_ROPE_TO_ENTITY(int ropeId, Entity entity, float x, float y, float z, BOOL p5)
BREAK_ENTITY_GLASS(Entity entity, float p1, float p2, float p3, float p4, float p5, float p6, float p7, float p8, Any p9, BOOL p10)
DELETE_CHILD_ROPE(int ropeId)
DELETE_ROPE(int* ropeId)
DETACH_ROPE_FROM_ENTITY(int ropeId, Entity entity)
_DOES_ROPE_BELONG_TO_THIS_SCRIPT(int ropeId)
DOES_ROPE_EXIST(int* ropeId)
GET_CGOFFSET(Entity entity)
_GET_HAS_OBJECT_FRAG_INST(Object object)
GET_ROPE_LAST_VERTEX_COORD(int ropeId)
GET_ROPE_VERTEX_COORD(int ropeId, int vertex)
GET_ROPE_VERTEX_COUNT(int ropeId)
LOAD_ROPE_DATA(int ropeId, char* rope_preset)
PIN_ROPE_VERTEX(int ropeId, int vertex, float x, float y, float z)
ROPE_ARE_TEXTURES_LOADED
ROPE_CONVERT_TO_SIMPLE(int ropeId)
ROPE_DRAW_SHADOW_ENABLED(int* ropeId, BOOL toggle)
ROPE_FORCE_LENGTH(int ropeId, float length)
ROPE_GET_DISTANCE_BETWEEN_ENDS(int ropeId)
ROPE_LOAD_TEXTURES
ROPE_RESET_LENGTH(int ropeId, float length)
ROPE_SET_UPDATE_ORDER(int ropeId, Any p1)
ROPE_SET_UPDATE_PINVERTS(int ropeId)
ROPE_UNLOAD_TEXTURES
SET_CG_AT_BOUNDCENTER(Entity entity)
SET_CGOFFSET(Entity entity, float x, float y, float z)
SET_DAMPING(Entity entity, int vertex, float value)
SET_DISABLE_BREAKING(Object object, BOOL toggle)
SET_DISABLE_FRAG_DAMAGE(Object object, BOOL toggle)