vphysics_save_cphysicsbody_t
CS2 build 25218825 · Steam date 2026-09-09 · platform windows-x86_64 · cs2_schema.json
Kind: classSize: 232 bytes (0xe8)Alignment: 8 bytesModule: vphysics2Binary: !GlobalTypes
Relationships
Inherits from: RnBodyDesc_t
Inheritance tree
RnBodyDesc_t physicslib
- vphysics_save_cphysicsbody_t
Relationship diagram (1 edges)
classDiagram
RnBodyDesc_t <|-- vphysics_save_cphysicsbody_tMemory layout
37 fields, 1 declared here and 36 inherited. Offsets are absolute from the object base on windows-x86_64.
RnBodyDesc_tvphysics_save_cphysicsbody_t
| Offset | Field | Type | From | Annotations |
|---|---|---|---|---|
0x0 | m_sDebugName | CUtlString | RnBodyDesc_t | |
0x8 | m_vPosition | VectorWS | RnBodyDesc_t | |
0x14 | m_qOrientation | QuaternionStorage | RnBodyDesc_t | |
0x24 | m_vLinearVelocity | Vector | RnBodyDesc_t | |
0x30 | m_vAngularVelocity | Vector | RnBodyDesc_t | |
0x3c | m_vLocalMassCenter | Vector | RnBodyDesc_t | |
0x48 | m_LocalInertiaInv | Vector[3] | RnBodyDesc_t | |
0x6c | m_flMassInv | float32 | RnBodyDesc_t | |
0x70 | m_flGameMass | float32 | RnBodyDesc_t | |
0x74 | m_flMassScaleInv | float32 | RnBodyDesc_t | |
0x78 | m_flInertiaScaleInv | float32 | RnBodyDesc_t | |
0x7c | m_flLinearDamping | float32 | RnBodyDesc_t | |
0x80 | m_flAngularDamping | float32 | RnBodyDesc_t | |
0x84 | m_flLinearDragScale | float32 | RnBodyDesc_t | |
0x88 | m_flAngularDragScale | float32 | RnBodyDesc_t | |
0x8c | m_flLinearFluidDragScale | float32 | RnBodyDesc_t | |
0x90 | m_flAngularFluidDragScale | float32 | RnBodyDesc_t | |
0x94 | m_vLastAwakeForceAccum | Vector | RnBodyDesc_t | |
0xa0 | m_vLastAwakeTorqueAccum | Vector | RnBodyDesc_t | |
0xac | m_flBuoyancyScale | float32 | RnBodyDesc_t | |
0xb0 | m_flGravityScale | float32 | RnBodyDesc_t | |
0xb4 | m_flTimeScale | float32 | RnBodyDesc_t | |
0xb8 | m_nBodyType | int32 | RnBodyDesc_t | |
0xbc | m_nGameIndex | uint32 | RnBodyDesc_t | |
0xc0 | m_nGameFlags | uint32 | RnBodyDesc_t | |
0xc4 | m_nMinVelocityIterations | int8 | RnBodyDesc_t | |
0xc5 | m_nMinPositionIterations | int8 | RnBodyDesc_t | |
0xc6 | m_nMassPriority | int8 | RnBodyDesc_t | |
0xc7 | m_bEnabled | bool | RnBodyDesc_t | |
0xc8 | m_bSleeping | bool | RnBodyDesc_t | |
0xc9 | m_bIsContinuousEnabled | bool | RnBodyDesc_t | |
0xca | m_bDragEnabled | bool | RnBodyDesc_t | |
0xcc | m_vGravity | Vector | RnBodyDesc_t | |
0xd8 | m_bSpeculativeEnabled | bool | RnBodyDesc_t | |
0xd9 | m_bHasShadowController | bool | RnBodyDesc_t | |
0xda | m_nDynamicContinuousContactBehavior | DynamicContinuousContactBehavior_t | RnBodyDesc_t | |
0xe0 | m_nOldPointer | uint64 |
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",
"m_nOldPointer": 0
}