void C_GENPCRagdoll::OnDataChanged( DataUpdateType_t type )
{
	BaseClass::OnDataChanged( type );

	if ( type == DATA_UPDATE_CREATED )
	{
		CreateRagdoll();
	}
}
예제 #2
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void C_CFRagdoll::OnDataChanged( DataUpdateType_t type )
{
	BaseClass::OnDataChanged( type );

	if ( type == DATA_UPDATE_CREATED )
	{
		CreateRagdoll();
	}

	if (m_pRagdoll)
		m_pRagdoll->ResetRagdollSleepAfterTime();
}
예제 #3
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void vHavokRagdoll::SetEnabled(BOOL bStatus)
{
  m_bEnabled = bStatus;

  if (bStatus)
  {
    if (IsInitialized())
      AddToPhysicsWorld();
    else
      CreateRagdoll(); // also adds the rag doll to the world 
  }
  else
  {
    RemoveFromPhysicsWorld();
  }
}
예제 #4
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void C_SDKRagdoll::OnDataChanged( DataUpdateType_t type )
{
	BaseClass::OnDataChanged( type );

	if ( type == DATA_UPDATE_CREATED )
	{
		CreateRagdoll();
	}
	else 
	{
		if ( !cl_ragdoll_physics_enable.GetInt() )
		{
			// Don't let it set us back to a ragdoll with data from the server.
			m_nRenderFX = kRenderFxNone;
		}
	}
}
예제 #5
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	void GameStage::OnCreate() {
		try {
			//物理計算有効
			SetPhysicsActive(true);
			//ビューとライトの作成
			CreateViewLight();
			//下の台
			AddGameObject<FixedPsBox>(Vec3(30.0f, 1.0f, 30.0f), Quat(), Vec3(0.0f, -0.5f, 0.0f));
			//ラグドール
			CreateRagdoll();
			//プレーヤーの作成
			CreatePlayer();
		}
		catch (...) {
			throw;
		}
	}