text: #include "StdAfx.h"
  
  //#include "ProceduralContextColliderMode.h"
  //#include <IActorSystem.h>
  //
  //
  //namespace Chrysalis
  //{
  //CRYREGISTER_CLASS(CProceduralContextColliderMode);
  //
  //
  //void CProceduralContextColliderMode::Update(float timePassedSeconds)
  //{
  //	IAnimatedCharacter* pAnimatedCharacter = GetAnimatedCharacter();
  //	IF_UNLIKELY(pAnimatedCharacter == nullptr)
  //	{
  //		return;
  //	}
  //
  //	EColliderMode mode = eColliderMode_Undefined;
  //
  //	const size_t requestCount = m_requestList.GetCount();
  //	for (size_t i = 0; i < requestCount; ++i)
  //	{
  //		const SColliderModeRequest& request = m_requestList.GetRequest(i);
  //		mode = (request.mode != eColliderMode_Undefined) ? request.mode : mode;
  //	}
  //
  //	pAnimatedCharacter->RequestPhysicalColliderMode(mode, eColliderModeLayer_Animation, "ProcContextUpdate");
  //}
  //
  //
  //uint32 CProceduralContextColliderMode::RequestColliderMode(const EColliderMode colliderMode)
  //{
  //	SColliderModeRequest request;
  //	request.mode = colliderMode;
  //
  //	return m_requestList.AddRequest(request);
  //}
  //
  //
  //void CProceduralContextColliderMode::CancelRequest(const uint32 cancelRequestId)
  //{
  //	m_requestList.RemoveRequest(cancelRequestId);
  //}
  //
  //
  //IAnimatedCharacter* CProceduralContextColliderMode::GetAnimatedCharacter() const
  //{
  //	const EntityId entityId = m_entity->GetId();
  //	IActor* pActor = gEnv->pGameFramework->GetIActorSystem()->GetActor(entityId);
  //	IAnimatedCharacter* pAnimatedCharacter = (pActor != nullptr) ? pActor->GetAnimatedCharacter() : nullptr;
  //
  //	return pAnimatedCharacter;
  //}
  //}