void CLivingEntitySample::ProcessEvent( SEntityEvent& event )
{
	switch ( event.event )
	{
	case ENTITY_EVENT_RESET:
		{
			const bool enteringGameMode = ( event.nParam[ 0 ] == 1 );
			Reset( enteringGameMode );
		}
		break;

	case ENTITY_EVENT_PREPHYSICSUPDATE:
		OnPrePhysicsUpdate();
		break;
	}
}
void CAnimatedCharacterSample::ProcessEvent(SEntityEvent &event)
{
	switch(event.event)
	{
	case ENTITY_EVENT_RESET:
	{
		const bool enteringGameMode = (event.nParam[ 0 ] == 1);
		Reset(enteringGameMode);
	}
	break;

	case ENTITY_EVENT_PREPHYSICSUPDATE:
		OnPrePhysicsUpdate();
		break;

	case ENTITY_EVENT_SCRIPT_EVENT:
	{
		const char *eventName = reinterpret_cast< const char * >(event.nParam[ 0 ]);
		OnScriptEvent(eventName);
	}
	break;
	}
}