SurfacePropertyData
Description
Table returned by util.GetSurfaceData.
Members
number hardnessFactor
How hard a surface is. If this is greater than or equal to another surfaces's hardThreshold, a hard impact sound will be used.
number hardThreshold
Hardness threshold for impact sounds. HitSurface.hardnessFactor >= InflictorSurface.hardThreshold - hard impact sound (depends on hardVelocityThreshold's value), HitSurface.hardnessFactor < InflictorSurface.hardThreshold - soft impact sound (always).
number hardVelocityThreshold
Velocity threshold for impact sounds. impactSpeed >= HitSurface.hardVelocityThreshold - hard impact sound (depends on hardThreshold's value), impactSpeed < HitSurface.hardVelocityThreshold - soft impact sound (always).
number reflectivity
Amount of sound reflected from the surface represented as a number 0.0 - 1.0. 0 - no reflection, 1 - fully reflected.
number roughnessFactor
How rough a surface is. If this is greater than or equal to another surfaces's roughThreshold, a rough scrape sound will be used.
number roughThreshold
Roughness threshold for friction sounds. HitSurface.roughnessFactor >= InflictorSurface.roughThreshold - rough friction sound, HitSurface.roughnessFactor < InflictorSurface.roughThreshold - soft friction sound.
number climbable
Indicates whether or not the surface is a ladder. Used to detect whether a player is on a ladder. 0 - false, > 0 - true.
number jumpFactor
Scalar multiplier for player jump height - or more accurately, applied z-axis velocity on a surface. For example, 1 - normal jump, 2 - twice as high, and 0.5 - half as high.
number maxSpeedFactor
Scalar multiplier for player speed. Achieves this by multiplying CMoveData:SetMaxSpeed in GM:Move.
number dampening
This is the physical drag on an object when in contact with this surface (0 - x, 0 none to x a lot).
number density
Material density in kg / m^3 (water is 1000). If a surface's density is < 1000, it will float in water. This is used to calculate the total mass of an object.
number elasticity
Collision elasticity - used to compute coefficient of restitution represented as a number 0.0 - 1.0. 0.01 is soft, 1.0 is hard.
number friction
Physical friction used to slow entities touching the surface represented as a number 0.0 - 1.0. 0.01 is slick, 1.0 is completely rough.