/* Copyright 2003-2005 ROBLOX Corporation, All Rights Reserved */ #pragma once #include "Humanoid/HumanoidState.h" namespace RBX { namespace HUMAN { // pure simulation! extern const char* const sDead; class Dead : public Named { private: /*override*/ StateType getStateType() const {return DEAD;} /*override*/ void onStepImpl(); /*override*/ void onSimulatorStepImpl(float stepDt); /*override*/ void onComputeForceImpl() {} /*override*/ bool enableAutoJump() const { return false; } public: Dead(Humanoid* humanoid, StateType priorState); }; extern const char* const sFallingDown; class FallingDown : public Named { private: /*override*/ StateType getStateType() const {return FALLING_DWN;} /*override*/ void onComputeForceImpl() {} /*override*/ bool enableAutoJump() const { return false; } public: FallingDown(Humanoid* humanoid, StateType priorState); }; extern const char* const sPhysics; class Physics : public Named { private: /*override*/ StateType getStateType() const {return PHYSICS;} /*override*/ void onComputeForceImpl() {} /*override*/ bool enableAutoJump() const { return false; } public: Physics(Humanoid* humanoid, StateType priorState); }; } // namespace HUMAN } // namespace RBX