[LEVEL1] VitesseInit = float[3], def = 0.0 PositionInit = float[3], def = 0.0 TempsVie = float TempsMort = float TempsActivation = float TempsVehicule = float Distance = float Angle = float RadiusForEject = float, def = 1.0 RadiusForLauncher = float, def = 0.0 RadiusForOpponent = float, def = 1.0 ImpulseMax = float, def = 1.0 ImpulseMin = float, def = 0.0 [/LEVEL1] [LEVEL2] VitesseInit = float[3], def = 0.0 PositionInit = float[3], def = 0.0 TempsVie = float TempsMort = float TempsActivation = float TempsVehicule = float Distance = float Angle = float RadiusForEject = float, def = 1.0 RadiusForLauncher = float, def = 0.0 RadiusForOpponent = float, def = 1.0 ImpulseMax = float, def = 1.0 ImpulseMin = float, def = 0.0 [/LEVEL2] [LEVEL3] VitesseInit = float[3], def = 0.0 PositionInit = float[3], def = 0.0 TempsVie = float TempsMort = float TempsActivation = float TempsVehicule = float Distance = float Angle = float RadiusForEject = float, def = 1.0 RadiusForLauncher = float, def = 0.0 RadiusForOpponent = float, def = 1.0 ImpulseMax = float, def = 1.0 ImpulseMin = float, def = 0.0 [/LEVEL3] ; pour l'objet mécanique [Solide] ID = int, def = 0 masse = float, min = 0.0 ; (kg) masse (pour le moment zero, argh! je vole) matrice_d_inertie = float[9] ; (kg.m2) idem position_de_G = float[3] ; (m) position de G en coordonnées locales (par rapport à C) [Collisions] fichier_collision = string fichier_collision_decor = string fichier_collision_mur = string [/Collisions] [/Solide]