mirror of
https://github.com/UberGames/EF2GameSource.git
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248 lines
7.8 KiB
C
248 lines
7.8 KiB
C
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/behaviors_specific.h $
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// $Revision:: 12 $
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// $Author:: Steven $
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// $Date:: 10/13/03 8:53a $
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//
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// Copyright (C) 2001 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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// Specific Behaviors will go in this file. Specific, meaning, behaviors
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// that are meant to be used by specific actors
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//
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#ifndef __BEHAVIORS_SPECIFIC_H__
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#define __BEHAVIORS_SPECIFIC_H__
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#include "behavior.h"
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#include "behaviors_general.h"
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#include "work.hpp"
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#include "patrol.hpp"
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#include "helper_node.h"
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#include "actor.h"
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//------------------------- CLASS ------------------------------
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//
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// Name: PatrolWorkHibernate
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// Base Class: Behavior
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//
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// Description: Big Behavior that looks at tendenencies
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// on the actor to help decide if it is going
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// to work, patrol, or hibernate
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//
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// Method of Use: Statemachine or another behavior
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//--------------------------------------------------------------
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class PatrolWorkHibernate : public Behavior
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{
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private: // Parameters
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public: // States
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enum
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{
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PATROLWORKHIBERNATE_SELECT_STATE,
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PATROLWORKHIBERNATE_PATROL,
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PATROLWORKHIBERNATE_WORK,
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PATROLWORKHIBERNATE_HIBERNATE,
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PATROLWORKHIBERNATE_HOLD,
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PATROLWORKHIBERNATE_HIBERNATE_HOLD,
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PATROLWORKHIBERNATE_FAILED,
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PATROLWORKHIBERNATE_HACK
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};
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protected:
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void _init ( Actor &self );
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void _selectState ( Actor &self );
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void _setupPatrol ( Actor &self );
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void _patrol ( Actor &self );
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void _setupHibernate ( Actor &self );
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void _hibernate ( Actor &self );
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void _setupWork ( Actor &self );
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void _work ( Actor &self );
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void _setupHold ( Actor &self );
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void _hold ( Actor &self );
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bool _wantsToWork ( Actor &self );
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bool _wantsToHibernate ( Actor &self );
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public:
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CLASS_PROTOTYPE( PatrolWorkHibernate );
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void SetArgs ( Event *ev );
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void AnimDone ( 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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virtual void Archive ( Archiver &arc );
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private: // Component Behaviors
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Patrol _patrolComponent;
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Work _workComponent;
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Hibernate _hibernateComponent;
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private:
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// Member Variables
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unsigned int _state;
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HelperNodePtr _lastWorkNodeChecked;
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HelperNodePtr _lastHibernateNodeChecked;
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float _nextStateCheck;
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float _nextWorkCheck;
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float _nextHibernateCheck;
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// Constants
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static const float MIN_DISTANCE_TO_PATROL_NODE;
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static const float MIN_DISTANCE_TO_WORK_NODE;
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static const float MIN_DISTANCE_TO_HIBERNATE_NODE;
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};
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inline void PatrolWorkHibernate::Archive( Archiver &arc )
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{
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Behavior::Archive ( arc );
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// Archive Parameters
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// Archive Components
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arc.ArchiveObject ( &_patrolComponent );
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arc.ArchiveObject ( &_workComponent );
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arc.ArchiveObject ( &_hibernateComponent );
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// Archive Memeber Vars
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arc.ArchiveUnsigned( &_state );
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arc.ArchiveSafePointer( &_lastWorkNodeChecked );
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arc.ArchiveSafePointer( &_lastHibernateNodeChecked );
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arc.ArchiveFloat( &_nextStateCheck );
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arc.ArchiveFloat( &_nextWorkCheck );
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arc.ArchiveFloat( &_nextHibernateCheck );
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}
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//------------------------- CLASS ------------------------------
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//
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// Name: PatrolWorkWander
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// Base Class: Behavior
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//
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// Description: Big Behavior that looks at tendenencies
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// on the actor to help decide if it is going
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// to work, patrol. It will wander by default.
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//
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// Method of Use: Statemachine or another behavior
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//--------------------------------------------------------------
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class PatrolWorkWander : public Behavior
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{
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private: // Parameters
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public: // States
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enum
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{
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PATROLWORKWANDER_SELECT_STATE,
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PATROLWORKWANDER_PATROL,
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PATROLWORKWANDER_WORK,
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PATROLWORKWANDER_WANDER,
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PATROLWORKWANDER_HOLD,
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PATROLWORKWANDER_FAILED
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};
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protected:
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void _init ( Actor &self );
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void _selectState ( Actor &self );
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void _setupPatrol ( Actor &self );
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void _patrol ( Actor &self );
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void _patrolFailed ( Actor &self );
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void _setupWander ( Actor &self );
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void _wander ( Actor &self );
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void _wanderFailed ( Actor &self );
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void _setupWork ( Actor &self );
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void _work ( Actor &self );
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void _workFailed ( Actor &self );
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void _setupHold ( Actor &self );
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void _hold ( Actor &self );
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bool _wantsToWork ( Actor &self );
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bool _wantsToPatrol ( Actor &self );
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bool _wantsToWander ( Actor &self );
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public:
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CLASS_PROTOTYPE( PatrolWorkWander );
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void SetArgs ( Event *ev );
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void AnimDone ( 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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virtual void Archive ( Archiver &arc );
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private: // Component Behaviors
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Patrol _patrolComponent;
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Work _workComponent;
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MoveRandomDirection _wanderComponent;
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private: // Member Variables
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unsigned int _state;
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HelperNodePtr _lastWorkNodeChecked;
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HelperNodePtr _lastPatrolNodeChecked;
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float _nextStateCheck;
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float _nextWorkCheck;
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float _nextPatrolCheck;
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int _wanderFailures;
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int _patrolFailures;
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int _workFailures;
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// Constants
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static const float MIN_DISTANCE_TO_PATROL_NODE;
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static const float MIN_DISTANCE_TO_WORK_NODE;
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};
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inline void PatrolWorkWander::Archive( Archiver &arc )
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{
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Behavior::Archive ( arc );
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// Archive Parameters
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// Archive Components
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arc.ArchiveObject ( &_patrolComponent );
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arc.ArchiveObject ( &_workComponent );
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arc.ArchiveObject ( &_wanderComponent );
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// Archive Memeber Vars
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arc.ArchiveUnsigned ( &_state );
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arc.ArchiveSafePointer ( &_lastWorkNodeChecked );
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arc.ArchiveSafePointer ( &_lastPatrolNodeChecked );
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arc.ArchiveFloat ( &_nextStateCheck );
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arc.ArchiveFloat ( &_nextWorkCheck );
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arc.ArchiveFloat ( &_nextPatrolCheck );
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arc.ArchiveInteger ( &_wanderFailures );
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arc.ArchiveInteger ( &_patrolFailures );
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arc.ArchiveInteger ( &_workFailures );
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}
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#endif /* __BEHAVIORS_SPECIFIC_H__ */
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