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You need a class called Renderable. Each pawn (and other game entity) holds a reference to its own instance. Renderable is part of the View, so the Pawn is never allowed to read properties from it. It can only set its values, or call void methods. Inside Renderable, there should be methods like these: public void SetAnimationStateFlag(AnimModifier state) { ...


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Broadly speaking there are three approaches to rewinding game state (with various flavours in between): reversing/undoing actions, replaying actions from an earlier, fixed state, or storing all states and just picking the right one on demand. The first is more flexible but in the worst case you need to double your work, creating reverse versions of all your ...



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