96 protected void ApplyForce(ActionPushObjectData actionData)
98 Object entity = actionData.m_Object;
101 float invBodyMass = 1.0 / bodyMass;
105 vector impulse = force * actionData.m_Player.GetDirection() * invBodyMass * easedProgress;
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
proto void dBodyApplyImpulseAt(notnull IEntity body, vector impulse, vector pos)
Applies impuls on a pos position in world coordinates.
proto native float dBodyGetMass(notnull IEntity ent)