| 53 | float depth = 0; |
| 54 | void get_depth(bool& do_colide, bool bo1, dContact& c, SGameMtl* /*material_1*/, SGameMtl* /*material_2*/) { save_max(depth, c.geom.depth); } |
| 55 | void interactive_motion::state_start(CPhysicsShell* s) |
| 56 | { |
| 57 | s->add_ObjectContactCallback(get_depth); |
| 58 | collide(s); |
| 59 | |
| 60 | if (flags.test(fl_switch_dm_toragdoll)) |
| 61 | { |
| 62 | flags.assign(0); |
| 63 | s->remove_ObjectContactCallback(get_depth); |
| 64 | return; |
| 65 | } |
| 66 | } |
| 67 | |
| 68 | void interactive_motion::state_end(CPhysicsShell* s) |
| 69 | { |
nothing calls this directly
no test coverage detected