phent_setdamping (ENTITY* entity, var linear, var angular );
A simple way to simulate airdrag and friction is to use velocity damping. Each frame a force & torque gets applied to the selected entity, compensating its movement. An amount of 0 disables damping and unless stopped by other objects or forces, a moving physical entity will continue moving indefinitely. When set to 100%, the object will only move while a force or torque is applied to it.
Parameters:
entity
the entity to be affected
linear
amount of linear damping, between 0.0 and 100.0
angular
amount of angular damping, between 0.0 and 100.0
Returns:
1 if successful, 0 otherwise.
Remarks:
As long as linear or angular damping is enabled for an object calculations need to be performed each frame. Set both to 0 to increase frame rate.