public MotionInterp(PhysicsObj obj, WeenieObject wobj) { RawState = new RawMotionState(); InterpretedState = new InterpretedMotionState(); SetPhysicsObject(obj); SetWeenieObject(wobj); PendingMotions = new List <MotionNode>(); }
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; }
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(); }