/* Copyright 2003-2005 ROBLOX Corporation, All Rights Reserved */ #pragma once #include "Humanoid/HumanoidState.h" namespace RBX { namespace HUMAN { extern const char *const sSeated; class Seated : public Named { private: /*override*/ StateType getStateType() const {return SEATED;} /*override*/ bool armsShouldCollide() const {return false;} /*override*/ bool legsShouldCollide() const {return false;} /*override*/ void onComputeForceImpl() {} /*override*/ bool enableAutoJump() const { return false; } public: Seated(Humanoid* humanoid, StateType priorState); ~Seated(); }; extern const char* const sPlatformStanding; class PlatformStanding : public Named { private: /*override*/ StateType getStateType() const {return PLATFORM_STANDING;} /*override*/ bool armsShouldCollide() const {return false;} /*override*/ bool legsShouldCollide() const {return false;} /*override*/ void onComputeForceImpl() {} /*override*/ bool enableAutoJump() const { return false; } public: PlatformStanding(Humanoid* humanoid, StateType priorState); ~PlatformStanding(); }; } // namespace } // namespace