void VsSpring::CreateJoints() { Spring::CreateJoints(); VsLine::CreateParts(); SetupPhysics(); }
void LevelManager_SetupSection() { LevelManager_SetScrollMode(); setupSection(); spawnObjects(); ResetScrollData(); SetupPhysics(levelData.foreground); insideOfDoors = 1; }
void VFpsCameraEntity::InitFunction() { VFreeCamera::InitFunction(); // The character controller component only needs to be set up once // it will be serialized too when exporting. SetupPhysics(); CommonInit(); }
void VsDistanceJoint::CreateJoint() { SetupGraphics(); SetupPhysics(); }
void VsSpring::Physics_Resize() { VsRigidBody::Physics_Resize(); SetupPhysics(); }
void VsSpring::InitializeAttachments() { Spring::InitializeAttachments(); SetupPhysics(); }
void BlBallSocket::CreateJoint() { SetupGraphics(); SetupPhysics(); }
void VsJoint::UpdatePositionAndRotationFromMatrix() { VsBody::UpdatePositionAndRotationFromMatrix(); SetupPhysics(); }