/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #include "CryLegacy_precompiled.h" #include "MovementBlock_HarshStop.h" #include "MovementUpdateContext.h" #include "MovementActor.h" #include "PipeUser.h" namespace Movement { namespace MovementBlocks { void HarshStop::Begin(IMovementActor& actor) { actor.GetAdapter().ClearMovementState(); } Movement::Block::Status HarshStop::Update(const MovementUpdateContext& context) { const bool stopped = !context.actor.GetAdapter().IsMoving(); return stopped ? Finished : Running; } } }