#pragma once #include "Game/T5/T5.h" namespace T5 { inline cspField_t phys_preset_fields[]{ {"mass", offsetof(PhysPresetInfo, mass), CSPFT_FLOAT }, {"bounce", offsetof(PhysPresetInfo, bounce), CSPFT_FLOAT }, {"friction", offsetof(PhysPresetInfo, friction), CSPFT_FLOAT }, {"isFrictionInfinity", offsetof(PhysPresetInfo, isFrictionInfinity), CSPFT_QBOOLEAN}, {"bulletForceScale", offsetof(PhysPresetInfo, bulletForceScale), CSPFT_FLOAT }, {"explosiveForceScale", offsetof(PhysPresetInfo, explosiveForceScale), CSPFT_FLOAT }, {"piecesSpreadFraction", offsetof(PhysPresetInfo, piecesSpreadFraction), CSPFT_FLOAT }, {"piecesUpwardVelocity", offsetof(PhysPresetInfo, piecesUpwardVelocity), CSPFT_FLOAT }, {"canFloat", offsetof(PhysPresetInfo, canFloat), CSPFT_QBOOLEAN}, {"gravityScale", offsetof(PhysPresetInfo, gravityScale), CSPFT_FLOAT }, {"massOffsetX", offsetof(PhysPresetInfo, centerOfMassOffset.x), CSPFT_FLOAT }, {"massOffsetY", offsetof(PhysPresetInfo, centerOfMassOffset.y), CSPFT_FLOAT }, {"massOffsetZ", offsetof(PhysPresetInfo, centerOfMassOffset.z), CSPFT_FLOAT }, {"buoyancyMinX", offsetof(PhysPresetInfo, buoyancyBoxMin.x), CSPFT_FLOAT }, {"buoyancyMinY", offsetof(PhysPresetInfo, buoyancyBoxMin.y), CSPFT_FLOAT }, {"buoyancyMinZ", offsetof(PhysPresetInfo, buoyancyBoxMin.z), CSPFT_FLOAT }, {"buoyancyMaxX", offsetof(PhysPresetInfo, buoyancyBoxMax.x), CSPFT_FLOAT }, {"buoyancyMaxY", offsetof(PhysPresetInfo, buoyancyBoxMax.y), CSPFT_FLOAT }, {"buoyancyMaxZ", offsetof(PhysPresetInfo, buoyancyBoxMax.z), CSPFT_FLOAT }, }; }