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https://github.com/copyrighttxt/watrbx-game-engine.git
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GEEKING
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/* Copyright 2003-2005 ROBLOX Corporation, All Rights Reserved */
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#include "stdafx.h"
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#include "Humanoid/FallingDown.h"
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#include "Humanoid/Humanoid.h"
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#include "V8DataModel/ModelInstance.h"
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#include "Network/Players.h"
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namespace RBX {
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namespace HUMAN {
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const char* const sPhysics = "Physics";
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const char* const sFallingDown = "FallingDown";
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const char* const sDead = "Dead";
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Dead::Dead(Humanoid* humanoid, StateType priorState)
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: Named<HumanoidState, sDead>(humanoid, priorState)
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{
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if (humanoid != NULL) {
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PartInstance *pRoot = humanoid->getTorsoSlow();
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if (pRoot != NULL)
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{
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pRoot->setCanCollide(true);
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pRoot->getPartPrimitive()->setMassInertia(10.0f);
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}
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}
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}
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void Dead::onStepImpl()
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{
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if(Network::Players::backendProcessing(getHumanoid(), false)){
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getHumanoid()->setHealth(0.0f); // health goes to zero - do this here rather than constructor - only simulating side does this
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}
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}
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void Dead::onSimulatorStepImpl(float stepDt)
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{
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if (getHumanoid()->breakJointsOnDeath()) {
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// Break all joints
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if (ModelInstance* character = Humanoid::getCharacterFromHumanoid(getHumanoid())) {
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character->breakJoints();
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}
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}
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}
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FallingDown::FallingDown(Humanoid* humanoid, StateType priorState)
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: Named<HumanoidState, sFallingDown>(humanoid, priorState)
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{
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setTimer(3.0f);
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}
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Physics::Physics(Humanoid* humanoid, StateType priorState)
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: Named<HumanoidState, sPhysics>(humanoid, priorState)
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{
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}
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} // namespace HUMAN
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} // namespace RBX
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