rendered paste bodybool CFlyingVehiclePhysics::UpdatePhysController(){ Vector velocity (0.0f, 0.0f, 0.0f); AngularImpulse angularVelocity (0.0f, 0.0f, 0.0f); //solid_t solid; if ( IPhysicsObject *pOldBody = m_pOuter->VPhysicsGetObject() ) { pOldBody->EnableCollisions(false); pOldBody->GetVelocity( &velocity, &angularVelocity ); } m_pOuter->VPhysicsDestroyObject(); //PhysModelParseSolid( solid, m_pOuter, m_pOuter->GetModelIndex() ); IPhysicsObject *pBody = m_pOuter->VPhysicsInitNormal( SOLID_VPHYSICS, 0, false/*, &solid*/ ); //Assert( pBody ); //freeman PhysSetGameFlags( pBody, FVPHYSICS_NO_SELF_COLLISIONS | FVPHYSICS_MULTIOBJECT_ENTITY ); pBody->SetVelocity( &velocity, &angularVelocity ); ((CPhysicsFlyingVehicleController*) m_pVehicle)->PhysUpdate( pBody ); return true;}