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		<title>ActivateEntity - Revision history</title>
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		<updated>2026-04-04T04:59:47Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://oxeyegames.com/wiki/index.php?title=ActivateEntity&amp;diff=404&amp;oldid=prev</id>
		<title>Jeb: Created page with '{{PhysicsMethod| physics:activateEntity(entityId) | Calculates and sets the mass for an entity. Entities that have mass are treated as &quot;active&quot; objects by Box2d, and will be upda...'</title>
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				<updated>2010-02-07T11:54:27Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;#39;{{PhysicsMethod| physics:activateEntity(entityId) | Calculates and sets the mass for an entity. Entities that have mass are treated as &amp;quot;active&amp;quot; objects by Box2d, and will be upda...&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{PhysicsMethod|&lt;br /&gt;
physics:activateEntity(entityId)&lt;br /&gt;
|&lt;br /&gt;
Calculates and sets the mass for an entity. Entities that have mass are treated as &amp;quot;active&amp;quot; objects by Box2d, and will be updated during the physics' update phase. Note that if the entity's shapes doesn't have any density, the entity will not get any mass value and wont be activated. You can make an entity static again by calling [[deactivateEntity]] (note that this means it sets the entity's body mass to 0 again).&lt;br /&gt;
|&lt;br /&gt;
{{MethodParam|entityId|An integer|The body id number of the entity that should be activated.}}&lt;br /&gt;
|&lt;br /&gt;
Returns nothing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   physics:activateEntity(player.body)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jeb</name></author>	</entry>

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