type TMuggleTerrain = class(
TMugglePhysicalObject
)
TMugglePhysicalObject
> TMuggleObject
> TMuggleBaseObject
procedure BuildVisuals; override; |
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Constructor Create; override; |
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Destructor Destroy; override; |
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procedure Initialize; override; |
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class function IsStatic: boolean; override; |
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procedure OnBirth; override; |
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procedure OnDelete; override; |
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procedure ReleaseVisuals; override; |
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procedure StepPhysics(aAmount: single); override; |
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procedure TestObjects(aObjectList:TMuggleReferenceList; aAmount:single); virtual; abstract; |
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procedure UpdateVisuals; override; |
procedure BuildVisuals; override; |
build visuals
Constructor Create; override; |
Destructor Destroy; override; |
procedure Initialize; override; |
put master object creation and loading in here
class function IsStatic: boolean; override; |
procedure OnBirth; override; |
procedure OnDelete; override; |
procedure ReleaseVisuals; override; |
free visuals
procedure StepPhysics(aAmount: single); override; |
procedure TestObjects(aObjectList:TMuggleReferenceList; aAmount:single); virtual; abstract; |
test objects
procedure UpdateVisuals; override; |
update visuals
property Bounded: boolean; |
property Bounded: boolean; |
Bounded: true if the objects are stuck inside the terrain