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(); }
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(); }