void RotatingWorldModel::Update()
{
	// Handle the first update
	if (m_bFirstUpdate)
		FirstUpdate();

    LTFLOAT fUpdateDelta = RWM_UPDATE_DELTA;

	switch (m_eState)
	{
		case RWM_SPINUP:
			UpdateSpinUp();
		break;

		case RWM_SPINDOWN:
			UpdateSpinDown();
		break;

		case RWM_OFF:
			fUpdateDelta = 0.0f;
		break;

		case RWM_NORMAL:
		default:
			UpdateNormalRotation();
		break;
	}

	SetNextUpdate(fUpdateDelta);
}
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void Rotating::Update()
{
	CServerDE* pServerDE = BaseClass::GetServerDE();
	if (!pServerDE) return;

	DFLOAT fUpdateDelta = RWM_UPDATE_DELTA;

	switch (m_eState)
	{
		case RWM_SPINUP:
			UpdateSpinUp();
		break;

		case RWM_SPINDOWN:
			UpdateSpinDown();
		break;

		case RWM_OFF:
			fUpdateDelta = 0.0f;
		break;

		case RWM_NORMAL:
		default:
			UpdateNormalRotation();
		break;
	}

	if (fUpdateDelta)
		pServerDE->SetNextUpdate(m_hObject, fUpdateDelta);
}