Sure =)
phent_enable( me, false );
vec_set( my.x, ball.x );
phent_enable( me, true );
phent_addvelcentral( me, &ballVelocity );
I might have actually had clearvelocity in there before, but I'll check it out.
While rolling I sample the ball velocity with:
VECTOR feelerVect;
velReadOk = phent_getvelocity( me, &feelerVect, nullvector ); //! Assuming units: quants / sec
if( velReadOk != 1 )
{
diag("\nERROR in simController: phent_getvelocity failed!");
}