Beispiel #1
0
 public MotionInterp(PhysicsObj obj, WeenieObject wobj)
 {
     RawState         = new RawMotionState();
     InterpretedState = new InterpretedMotionState();
     SetPhysicsObject(obj);
     SetWeenieObject(wobj);
     PendingMotions = new List <MotionNode>();
 }
Beispiel #2
0
        public RawMotionState(RawMotionState _base, RawMotionState rawState)
        {
            InitDefaults();

            Actions      = _base.Actions;
            CurrentStyle = _base.CurrentStyle;

            CurrentHoldKey  = rawState.CurrentHoldKey;
            ForwardCommand  = rawState.ForwardCommand;
            SideStepCommand = rawState.SideStepCommand;
            TurnCommand     = rawState.TurnCommand;
        }
Beispiel #3
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        public void enter_default_state()
        {
            RawState         = new RawMotionState();
            InterpretedState = new InterpretedMotionState();

            PhysicsObj.InitializeMotionTables();

            add_to_queue(0, 0x41000003, 0);     // hardcoded default state?

            Initted = true;
            LeaveGround();
        }
Beispiel #4
0
        public void enter_default_state()
        {
            RawState         = new RawMotionState();
            InterpretedState = new InterpretedMotionState();

            PhysicsObj.InitializeMotionTables();
            PendingMotions = new LinkedList <MotionNode>();  // ??

            add_to_queue(0, (uint)MotionCommand.Ready, 0);

            Initted = true;
            LeaveGround();
        }