protected virtual void SetPhysics(idPhysics phys)
{
// clear any contacts the current physics object has
if(_physics != null)
{
_physics.ClearContacts();
}
// set new physics object or set the default physics if NULL
if(phys != null)
{
_defaultPhysicsObject.SetClipModel(null, 1.0f);
_physics = phys;
_physics.Activate();
}
else
{
_physics = _defaultPhysicsObject;
}
_physics.UpdateTime(idR.Game.Time);
idConsole.Warning("TODO: _physics.SetMaster(bindMaster, fl.bindOrientated);");
}