En IA: void IA::updateWorld(Ogre::Real pDeltaT){
deltaT = pDeltaT;
for(int i = 0; i<terrorists.size(); i++){
switch(terrorists.at(i)->getState())
{
case DEFEND: terrorists.at(i)->defend();
break;
case ATACK: terrorists.at(i)->atack();
break;
case COVER: terrorists.at(i)->cover();
break;
case SEARCH: terrorists.at(i)->search();
break;
}
btRigidBody *rigidBody = terrorists.at(i)->getRigidBody()->getBulletRigidBody();
Ogre::Ray rShoot(OgreBulletCollisions::convert(rigidBody->getCenterOfMassPosition()), OgreBulletCollisions::convert(rigidBody->getOrientation()) * Ogre::Vector3::UNIT_Z);