text: /*
  * 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;
          }
      }
  }