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EntityItem::setSimulationState() now public
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1 changed files with 1 additions and 7 deletions
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@ -292,16 +292,10 @@ public:
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uint32_t getUpdateFlags() const { return _updateFlags; }
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void clearUpdateFlags() { _updateFlags = 0; }
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#ifdef USE_BULLET_PHYSICS
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EntityMotionState* getMotionState() const { return _motionState; }
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virtual EntityMotionState* createMotionState() { return NULL; }
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void destroyMotionState();
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#endif // USE_BULLET_PHYSICS
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SimulationState getSimulationState() const { return _simulationState; }
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protected:
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friend class EntityTree;
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void setSimulationState(SimulationState state) { _simulationState = state; }
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protected:
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virtual void initFromEntityItemID(const EntityItemID& entityItemID); // maybe useful to allow subclasses to init
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virtual void recalculateCollisionShape();
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