public WithVoxelUnloadBody(Actor self, WithVoxelUnloadBodyInfo info) { var body = self.Trait <BodyOrientation>(); rv = self.Trait <RenderVoxels>(); var idleModel = self.World.ModelCache.GetModelSequence(rv.Image, info.IdleSequence); modelAnimation = new ModelAnimation(idleModel, () => WVec.Zero, () => body.QuantizeOrientation(self, self.Orientation), () => Docked, () => 0, info.ShowShadow); rv.Add(modelAnimation); var unloadModel = self.World.ModelCache.GetModelSequence(rv.Image, info.UnloadSequence); rv.Add(new ModelAnimation(unloadModel, () => WVec.Zero, () => body.QuantizeOrientation(self, self.Orientation), () => !Docked, () => 0, info.ShowShadow)); }