vphysics/physics_object.cpp
void PostRestorePhysicsObject()
{
	for ( int i = g_PostRestoreObjectList.Count()-1; i >= 0; --i )
	{
		if ( g_PostRestoreObjectList[i].pObject )
		{
			if ( g_PostRestoreObjectList[i].growFriction )
			{
				g_PostRestoreObjectList[i].pObject->GetObject()->force_grow_friction_system();
			}
			if ( g_PostRestoreObjectList[i].enableCollisions )
			{
				g_PostRestoreObjectList[i].pObject->EnableCollisions( true );
			}
		}
	}
	g_PostRestoreObjectList.Purge();
}
// regenerate the friction systems for these objects.  Because when it was saved it had them (came to rest with the contact points).
// So now we need to recreate them or some objects may not wake up when this object (or its neighbors) are deleted.
regenerate the friction systems for these objects.  Because when it was saved it had them (came to rest with the contact points).
So now we need to recreate them or some objects may not wake up when this object (or its neighbors) are deleted.
regenerate the friction systems for these objects . Because when it was saved it had them ( came to rest with the contact points ) . So now we need to recreate them or some objects may not wake up when this object ( or its neighbors ) are deleted .
void PostRestorePhysicsObject()
{
	for ( int i = g_PostRestoreObjectList.Count()-1; i >= 0; --i )
	{
		if ( g_PostRestoreObjectList[i].pObject )
		{
			if ( g_PostRestoreObjectList[i].growFriction )
			{
				g_PostRestoreObjectList[i].pObject->GetObject()->force_grow_friction_system();
			}
			if ( g_PostRestoreObjectList[i].enableCollisions )
			{
				g_PostRestoreObjectList[i].pObject->EnableCollisions( true );
			}
		}
	}
	g_PostRestoreObjectList.Purge();
}
void PostRestorePhysicsObject ( ) { for ( int i = g_PostRestoreObjectList . Count ( ) - 1 ; i >= 0 ; -- i ) { if ( g_PostRestoreObjectList [ i ] . pObject ) { if ( g_PostRestoreObjectList [ i ] . growFriction ) { g_PostRestoreObjectList [ i ] . pObject -> GetObject ( ) -> force_grow_friction_system ( ) ; } if ( g_PostRestoreObjectList [ i ] . enableCollisions ) { g_PostRestoreObjectList [ i ] . pObject -> EnableCollisions ( true ) ; } } } g_PostRestoreObjectList . Purge ( ) ; }
regenerate the friction systems for these objects.
regenerate the friction systems for these objects .