2014-03-09 01:26:25 +00:00
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/generalCombatWithRangedWeapon.hpp $
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// $Revision:: 169 $
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// $Author:: Bschofield $
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// $Date:: 4/26/02 2:22p $
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//
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// Copyright (C) 2002 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// GeneralCombatWithMeleeWeapon Behavior Definition
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//
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//--------------------------------------------------------------------------------
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//==============================
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// Forward Declarations
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//==============================
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class GeneralCombatWithRangedWeapon;
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#ifndef __GENERALCOMBAT_WITH_RANGEDWEAPON_HPP__
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#define __GENERALCOMBAT_WITH_RANGEDWEAPON_HPP__
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#include "behavior.h"
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#include "behaviors_general.h"
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//------------------------- CLASS ------------------------------
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//
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// Name: GeneralCombatWithRangedWeapon
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// Base Class: Behavior
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//
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// Description: MetaBehavior for Sentient Type ( No relation to the sentient class )
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// of Actor for executing Combat with no additional information
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// ( i.e. Helper Nodes ) in the near vicinity.
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// We may need to subclass this behavior for additional
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// individuality, like "teammate general combat"
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//
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// Method of Use: Called From State Machine
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//--------------------------------------------------------------
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class GeneralCombatWithRangedWeapon : public Behavior {
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public:
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//------------------------------------
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// States
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//------------------------------------
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typedef enum {
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GC_WRW_CHANGE_POSTURE_TO_ADVANCE,
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GC_WRW_CHANGE_POSTURE_TO_RETREAT,
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GC_WRW_ADVANCE,
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GC_WRW_ADVANCE_FIRING,
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GC_WRW_RETREAT,
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GC_WRW_RETREAT_FIRING,
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GC_WRW_STRAFE,
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GC_WRW_CHANGE_POSTURE_DUCK,
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GC_WRW_DUCKED,
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GC_WRW_DUCKED_FIRING,
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GC_WRW_CHANGE_POSTURE_STAND,
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GC_WRW_STAND,
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GC_WRW_STAND_FIRING,
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GC_WRW_FAILED
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} generalCombatStates_t;
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//-------------------------------------
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// Public Interface
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//-------------------------------------
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CLASS_PROTOTYPE(GeneralCombatWithRangedWeapon);
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GeneralCombatWithRangedWeapon();
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~GeneralCombatWithRangedWeapon();
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void SetArgs(Event* ev);
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void AnimDone(Event* ev);
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void PostureDone(Event* ev);
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void Begin(Actor& self);
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BehaviorReturnCode_t Evaluate(Actor& self);
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void End(Actor& self);
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void SetMovementAnim(const str& movementAnim) { _movementAnim = movementAnim; }
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void SetTorsoAnim(const str& torsoAnim) { _torsoAnim = torsoAnim; }
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void SetFireAnim(const str& fireAnim) { _fireAnim = fireAnim; }
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void SetPreFireAnim(const str& preFireAnim) { _preFireAnim = preFireAnim; }
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void SetPostFireAnim(const str& postFireAnim) { _postFireAnim = postFireAnim; }
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void SetApproachDist(float approachDist) { _approachDist = approachDist; }
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void SetRetreatDist(float retreatDist) { _retreatDist = retreatDist; }
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void SetStrafeChance(float strafeChance) { _strafeChance = strafeChance; }
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void SetStrafeTime(float strafeTime) { _strafeTime = strafeTime; }
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void SetStrafeRandomFactor(float strafeRandomFactor) { _strafeRandomFactor = strafeRandomFactor; }
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void SetPostureChangeChance(float postureChangeChance) { _postureChangeChance = postureChangeChance; }
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void SetFireTimeMin(float fireTimeMin) { _fireTimeMin = fireTimeMin; }
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void SetFireTimeMax(float fireTimeMax) { _fireTimeMax = fireTimeMax; }
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void SetFireTimeRandomFactor(float fireTimeRandomFactor) { _fireTimeRandomFactor = fireTimeRandomFactor; }
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void SetPauseTimeMin(float pauseTimeMin) { _pauseTimeMin = pauseTimeMin; }
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void SetPauseTimeMax(float pauseTimeMax) { _pauseTimeMax = pauseTimeMax; }
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void SetPauseTimeRandomFactor(float pauseTimeRandomFactor) { _pauseTimeRandomFactor = pauseTimeRandomFactor; }
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virtual void Archive(Archiver& arc);
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protected:
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//-------------------------------------
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// Internal Functionality
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//-------------------------------------
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void transitionToState(generalCombatStates_t state);
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void setInternalState(generalCombatStates_t state, const str& stateName);
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void init(Actor& self);
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void think();
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void updateEnemy();
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void setTorsoAnim();
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bool checkShouldApproach(float distToEnemy);
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bool checkShouldRetreat(float distToEnemy);
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bool checkShouldStrafe(float distToEnemy);
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bool checkShouldChangePosture(float distToEnemy);
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void setupRotate();
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BehaviorReturnCode_t evaluateRotate();
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void setupStateChangePostureToAdvance();
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BehaviorReturnCode_t evaluateStateChangePostureToAdvance();
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void failureStateChangePostureToAdvance(const str& failureReason);
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void setupStateChangePostureToRetreat();
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BehaviorReturnCode_t evaluateStateChangePostureToRetreat();
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void failureStateChangePostureToRetreat(const str& failureReason);
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void setupStateAdvance();
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BehaviorReturnCode_t evaluateStateAdvance();
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void failureStateAdvance(const str& failureReason);
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void setupStateAdvanceFiring();
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BehaviorReturnCode_t evaluateStateAdvanceFiring();
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void failureStateAdvanceFiring(const str& failureReason);
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void setupStateRetreat();
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BehaviorReturnCode_t evaluateStateRetreat();
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void failureStateRetreat(const str& failureReason);
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void setupStateRetreatFiring();
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BehaviorReturnCode_t evaluateStateRetreatFiring();
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void failureStateRetreatFiring(const str& failureReason);
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void setupStateStrafe();
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BehaviorReturnCode_t evaluateStateStrafe();
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void failureStateStrafe(const str& failureReason);
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void setupStateChangePostureDuck();
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BehaviorReturnCode_t evaluateStateChangePostureDuck();
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void failureStateChangePostureDuck(const str& failureReason);
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void setupStateDucked();
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BehaviorReturnCode_t evaluateStateDucked();
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void failureStateDucked(const str& failureReason);
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void setupStateDuckedFiring();
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BehaviorReturnCode_t evaluateStateDuckedFiring();
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void failureStateDuckedFiring(const str& failureReason);
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void setupStateChangePostureStand();
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BehaviorReturnCode_t evaluateStateChangePostureStand();
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void failureStateChangePostureStand(const str& failureReason);
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void setupStateStand();
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BehaviorReturnCode_t evaluateStateStand();
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void failureStateStand(const str& failureReason);
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void setupStateStandFiring();
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BehaviorReturnCode_t evaluateStateStandFiring();
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void failureStateStandFiring(const str& failureReason);
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private:
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//------------------------------------
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// Parameters
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//------------------------------------
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str _movementAnim;
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str _torsoAnim;
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str _fireAnim;
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str _preFireAnim;
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str _postFireAnim;
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float _approachDist;
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float _retreatDist;
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float _strafeChance;
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float _strafeTime;
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float _strafeRandomFactor;
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float _postureChangeChance;
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float _fireTimeMin;
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float _fireTimeMax;
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float _fireTimeRandomFactor;
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float _pauseTimeMin;
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float _pauseTimeMax;
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float _pauseTimeRandomFactor;
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//-------------------------------------
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// Components
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//-------------------------------------
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RotateToEntity _rotate;
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MoveRandomDirection _moveRandomDir;
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FireWeapon _fireWeapon;
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Strafe _strafeComponent;
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//-------------------------------------
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// Member Variables
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//-------------------------------------
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generalCombatStates_t _state;
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Actor *_self;
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EntityPtr _currentEnemy;
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bool _finishedPostureTransition;
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bool _randomAdvanceLockOut;
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bool _randomRetreatLockOut;
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float _nextRotateTime;
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float _nextStrafeAttemptTime;
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float _nextPostureChange;
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float _nextClearRetreatLockOutTime;
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float _nextClearAdvanceLockOutTime;
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int _randomAdvanceFailures;
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int _randomRetreatFailures;
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float _nextFireTime;
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float _nextPauseTime;
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};
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inline void GeneralCombatWithRangedWeapon::Archive(Archiver& arc) {
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Behavior::Archive(arc);
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//
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// Archive Parameters
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//
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arc.ArchiveString(&_movementAnim);
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arc.ArchiveString(&_torsoAnim);
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arc.ArchiveString(&_fireAnim);
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arc.ArchiveString(&_preFireAnim);
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arc.ArchiveString(&_postFireAnim);
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arc.ArchiveFloat(&_approachDist);
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arc.ArchiveFloat(&_retreatDist);
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arc.ArchiveFloat(&_strafeChance);
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arc.ArchiveFloat(&_strafeTime);
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arc.ArchiveFloat(&_strafeRandomFactor);
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arc.ArchiveFloat(&_postureChangeChance);
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arc.ArchiveFloat(&_fireTimeMin);
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arc.ArchiveFloat(&_fireTimeMax);
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arc.ArchiveFloat(&_fireTimeRandomFactor);
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arc.ArchiveFloat(&_pauseTimeMin);
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arc.ArchiveFloat(&_pauseTimeMax);
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arc.ArchiveFloat(&_pauseTimeRandomFactor);
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//
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// Archive Components
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//
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arc.ArchiveObject(&_rotate);
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arc.ArchiveObject(&_moveRandomDir);
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arc.ArchiveObject(&_fireWeapon);
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arc.ArchiveObject(&_strafeComponent);
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//
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// Archive Member Variables
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//
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ArchiveEnum(_state, generalCombatStates_t);
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arc.ArchiveObjectPointer((Class **)&_self);
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arc.ArchiveSafePointer(&_currentEnemy);
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arc.ArchiveBool(&_finishedPostureTransition);
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arc.ArchiveBool(&_randomAdvanceLockOut);
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arc.ArchiveBool(&_randomRetreatLockOut);
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arc.ArchiveFloat(&_nextRotateTime);
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arc.ArchiveFloat(&_nextStrafeAttemptTime);
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arc.ArchiveFloat(&_nextPostureChange);
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arc.ArchiveFloat(&_nextClearRetreatLockOutTime);
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arc.ArchiveFloat(&_nextClearAdvanceLockOutTime);
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arc.ArchiveInteger(&_randomAdvanceFailures);
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arc.ArchiveInteger(&_randomRetreatFailures);
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arc.ArchiveFloat(&_nextFireTime);
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arc.ArchiveFloat(&_nextPauseTime);
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}
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#endif /* __GENERALCOMBAT_WITH_RANGEDWEAPON_HPP__ */
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