pXent_setmass (ENTITY* entity, var mass)

pXent_getmass (ENTITY* entity)

Sets resp. returns the entity's physical mass. A definition of mass is "resistance to change in velocity". By increasing an object's mass you will have to use a stronger force (or torque) to make them move, or to stop them from moving.

Parameters:

entity registered Entity pointer (Actor)
mass Mass of the object.

Returns:

Entity mass if successful, 0 otherwise.

Remarks:

Speed:

Fast

Example:

pXent_setmass(my, 50);

See also:

Xent_settype, pXent_setmassoffset