public void UpdateActuators() { // Must update actuators on every update so gamepad/timer reflexes get applied. RunActuators(); // After actuators do their thing, perform a post-process step to handle things // like ConstraintModifiers, which need to limit the actor in a specific way. for (int i = 0; i < reflexes.Count; ++i) { Reflex reflex = reflexes[i] as Reflex; if (reflex.actedOn) { reflex.ApplyConstraints(); } reflex.AdjustOnceModifiers(); reflex.actedOn = false; } }