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PhysObj:UpdateShadow#518014

<function name="UpdateShadow" parent="PhysObj" type="classfunc"> <description> Unlike <page>PhysObj:SetPos</page> and <page>PhysObj:SetAngles</page>, this allows the movement of a physobj while leaving physics interactions intact.&amp;lt;br&amp;gt; Unlike <page>PhysObj:SetPos</page> and <page>PhysObj:SetAngles</page>, this allows the movement of a physobj while leaving physics interactions intact.&lt;br&gt; This is used internally by the motion controller of the Gravity Gun , the +use pickup and the Physics Gun, and entities such as the crane. <note>This is the ideal function to move a physics shadow created with <page>Entity:PhysicsInitShadow</page> or <page>Entity:MakePhysicsObjectAShadow</page>.</note> </description> <realm>Shared</realm> <args> <arg name="targetPosition" type="Vector">The position we should move to.</arg> <arg name="targetAngles" type="Angle">The angle we should rotate towards.</arg> <arg name="frameTime" type="number">The frame time to use for this movement, can be generally filled with &lt;page&gt;Global.FrameTime&lt;/page&gt; or &lt;page&gt;ENTITY:PhysicsSimulate&lt;/page&gt; with the deltaTime. &#xA;&#xA;Can be set to 0 when you need to update the physics object just once.</arg>⤶ <arg name="frameTime" type="number">The frame time to use for this movement, can be generally filled with <page>Global.FrameTime</page> or <page>ENTITY:PhysicsSimulate</page> with the deltaTime. ⤶ Can be set to 0 when you need to update the physics object just once.</arg>⤶ </args> </function>