void C_GENPCRagdoll::OnDataChanged( DataUpdateType_t type ) { BaseClass::OnDataChanged( type ); if ( type == DATA_UPDATE_CREATED ) { CreateRagdoll(); } }
void C_CFRagdoll::OnDataChanged( DataUpdateType_t type ) { BaseClass::OnDataChanged( type ); if ( type == DATA_UPDATE_CREATED ) { CreateRagdoll(); } if (m_pRagdoll) m_pRagdoll->ResetRagdollSleepAfterTime(); }
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(); } }
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; } } }
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; } }