Inherits CryEngine.BasePhysicsStatus< pe_status_living >.
| Properties | |
| bool | IsFlying  [get] | 
| True if the Entity has no contact with the ground, otherwise false.  More... | |
| float | TimeFlying  [get] | 
| How long the entity has been flying  More... | |
| Vector3 | CameraOffset  [get] | 
| The offset of the camera  More... | |
| Vector3 | Velocity  [get] | 
| The actual veloctity, as in rate of position change.  More... | |
| Vector3 | UnconstrainedVelocity  [get] | 
| Physical movement velocity. It can be different from Velocity because in many cases when the entity bumps into an obstacle it will restrict the actual movement but keep the movement velocity the same. That way if on the next frame the obstacle ends no speed will be lost.  More... | |
| Vector3 | RequestedVelocity  [get] | 
| The velocity requested in the last action  More... | |
| Vector3 | GroundVelocity  [get] | 
| The velocity of the object the Entity is standing on  More... | |
| float | GroundHeight  [get] | 
| The z-coordinate of the position where the last contact with the ground occurred  More... | |
| Vector3 | GroundSlope  [get] | 
| The normal of the ground where the last contact with the ground occured  More... | |
| int | GroundSurfaceIdx  [get] | 
| int | GroundSurfaceIdxAux  [get] | 
| Contact with the ground that also has default collision flags  More... | |
| PhysicsEntity | GroundCollider  [get] | 
| Only returns an actual PhysicsEntity if the ground collider is not static  More... | |
| int | GroundColliderPart  [get] | 
| float | TimeSinceStanceChanged  [get] | 
| Elapsed time since the stance has been changed  More... | |
| float | IsStuck  [get] | 
| Tries to detect cases when the entity cannot move as before because of collisions  More... | |
| int | CurrentTime  [get] | 
| Quantised time  More... | |
| bool | IsSquashed  [get] | 
| If true, the entity is being pushed by heavy objects from opposite directions.  More... | |
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The offset of the camera
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Quantised time
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Only returns an actual PhysicsEntity if the ground collider is not static
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The z-coordinate of the position where the last contact with the ground occurred
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The normal of the ground where the last contact with the ground occured
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Contact with the ground that also has default collision flags
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The velocity of the object the Entity is standing on
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True if the Entity has no contact with the ground, otherwise false.
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If true, the entity is being pushed by heavy objects from opposite directions.
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Tries to detect cases when the entity cannot move as before because of collisions
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The velocity requested in the last action
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How long the entity has been flying
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Elapsed time since the stance has been changed
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Physical movement velocity. It can be different from Velocity because in many cases when the entity bumps into an obstacle it will restrict the actual movement but keep the movement velocity the same. That way if on the next frame the obstacle ends no speed will be lost.
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The actual veloctity, as in rate of position change.