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RnBodyDesc_t

CS2 build 25218825 · Steam date 2026-09-09 · platform windows-x86_64 · cs2_schema.json

Kind: classSize: 224 bytes (0xe0)Alignment: 8 bytesModule: physicslibBinary: !GlobalTypes

Relationships

Inherits from: nothing; this is a root class.

Derived by: vphysics_save_cphysicsbody_t

Inheritance tree
Relationship diagram (1 edges)
classDiagram
    RnBodyDesc_t <|-- vphysics_save_cphysicsbody_t
Inheritance chain, direct subclasses (up to 20) and a few composition edges

Memory layout

36 fields, 36 declared here and 0 inherited. Offsets are absolute from the object base on windows-x86_64.

RnBodyDesc_t

OffsetFieldTypeFromAnnotations
0x0m_sDebugNameCUtlString
0x8m_vPositionVectorWS
0x14m_qOrientationQuaternionStorage
0x24m_vLinearVelocityVector
0x30m_vAngularVelocityVector
0x3cm_vLocalMassCenterVector
0x48m_LocalInertiaInvVector[3]
0x6cm_flMassInvfloat32
0x70m_flGameMassfloat32
0x74m_flMassScaleInvfloat32
0x78m_flInertiaScaleInvfloat32
0x7cm_flLinearDampingfloat32
0x80m_flAngularDampingfloat32
0x84m_flLinearDragScalefloat32
0x88m_flAngularDragScalefloat32
0x8cm_flLinearFluidDragScalefloat32
0x90m_flAngularFluidDragScalefloat32
0x94m_vLastAwakeForceAccumVector
0xa0m_vLastAwakeTorqueAccumVector
0xacm_flBuoyancyScalefloat32
0xb0m_flGravityScalefloat32
0xb4m_flTimeScalefloat32
0xb8m_nBodyTypeint32
0xbcm_nGameIndexuint32
0xc0m_nGameFlagsuint32
0xc4m_nMinVelocityIterationsint8
0xc5m_nMinPositionIterationsint8
0xc6m_nMassPriorityint8
0xc7m_bEnabledbool
0xc8m_bSleepingbool
0xc9m_bIsContinuousEnabledbool
0xcam_bDragEnabledbool
0xccm_vGravityVector
0xd8m_bSpeculativeEnabledbool
0xd9m_bHasShadowControllerbool
0xdam_nDynamicContinuousContactBehaviorDynamicContinuousContactBehavior_t
KV3 class defaults
{
	"m_sDebugName": "",
	"m_vPosition": null,
	"m_qOrientation":
	[
		0.000000,
		0.000000,
		0.000000,
		1.000000
	],
	"m_vLinearVelocity":
	[
		0.000000,
		0.000000,
		0.000000
	],
	"m_vAngularVelocity":
	[
		0.000000,
		0.000000,
		0.000000
	],
	"m_vLocalMassCenter":
	[
		0.000000,
		0.000000,
		0.000000
	],
	"m_LocalInertiaInv":
	[
		[
			0.000000,
			0.000000,
			0.000000
		],
		[
			0.000000,
			0.000000,
			0.000000
		],
		[
			0.000000,
			0.000000,
			0.000000
		]
	],
	"m_flMassInv": <HIDDEN FOR DIFF>,
	"m_flGameMass": 0.000000,
	"m_flMassScaleInv": 1.000000,
	"m_flInertiaScaleInv": 1.000000,
	"m_flLinearDamping": 0.000000,
	"m_flAngularDamping": 0.000000,
	"m_flLinearDragScale": 1.000000,
	"m_flAngularDragScale": 1.000000,
	"m_flLinearFluidDragScale": 1.000000,
	"m_flAngularFluidDragScale": 1.000000,
	"m_vLastAwakeForceAccum":
	[
		0.000000,
		0.000000,
		0.000000
	],
	"m_vLastAwakeTorqueAccum":
	[
		0.000000,
		0.000000,
		0.000000
	],
	"m_flBuoyancyScale": 1.000000,
	"m_flGravityScale": 1.000000,
	"m_flTimeScale": 1.000000,
	"m_nBodyType": 0,
	"m_nGameIndex": 0,
	"m_nGameFlags": 0,
	"m_nMinVelocityIterations": 1,
	"m_nMinPositionIterations": 0,
	"m_nMassPriority": 0,
	"m_bEnabled": true,
	"m_bSleeping": false,
	"m_bIsContinuousEnabled": true,
	"m_bDragEnabled": true,
	"m_vGravity":
	[
		0.000000,
		0.000000,
		0.000000
	],
	"m_bSpeculativeEnabled": true,
	"m_bHasShadowController": false,
	"m_nDynamicContinuousContactBehavior": "DYNAMIC_CONTINUOUS_ALLOW_IF_REQUESTED_BY_OTHER_BODY"
}