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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// $Logfile:: /Code/DLLs/game/doAttack.hpp $
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// $Logfile:: /Code/DLLs/game/doAttack.hpp $
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// $Revision:: 169 $
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// $Revision:: 169 $
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// $Author:: Bschofield $
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// $Author:: Bschofield $
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// $Date:: 4/26/02 2:22p $
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// $Date:: 4/26/02 2:22p $
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//
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//
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// Copyright (C) 2002 by Ritual Entertainment, Inc.
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// Copyright (C) 2002 by Ritual Entertainment, Inc.
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// All rights reserved.
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// All rights reserved.
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//
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//
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// This source may not be distributed and/or modified without
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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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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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//
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//
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// DESCRIPTION:
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// DESCRIPTION:
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// DoAttack Behavior Definition
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// DoAttack Behavior Definition
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//
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//
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//--------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------
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//==============================
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//==============================
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// Forward Declarations
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// Forward Declarations
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//==============================
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//==============================
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class RotateToEntity;
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class RotateToEntity;
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#ifndef __DO_ATTACK_H__
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#ifndef __DO_ATTACK_H__
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#define __DO_ATTACK_H__
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#define __DO_ATTACK_H__
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#include "behavior.h"
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#include "behavior.h"
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#include "rotateToEntity.hpp"
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#include "rotateToEntity.hpp"
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//------------------------- CLASS ------------------------------
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//------------------------- CLASS ------------------------------
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//
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//
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// Name: DoAttack
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// Name: DoAttack
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// Base Class: Behavior
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// Base Class: Behavior
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//
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//
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// Description: Rotates the Actor towards its enemy then
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// Description: Rotates the Actor towards its enemy then
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// plays the specified attack animation
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// plays the specified attack animation
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// This is good for actors that aren't using
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// This is good for actors that aren't using
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// "real" weapons and are relying on animations
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// "real" weapons and are relying on animations
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// to attack
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// to attack
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//
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//
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// Method of Use: State machine or called from another behavior
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// Method of Use: State machine or called from another behavior
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//--------------------------------------------------------------
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//--------------------------------------------------------------
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class DoAttack : public Behavior
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class DoAttack : public Behavior {
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{
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public:
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public: // States
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// States
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typedef enum
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typedef enum {
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{
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ATTACK_STATE_SETUP,
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ATTACK_STATE_SETUP,
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ATTACK_STATE_ROTATE,
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ATTACK_STATE_ROTATE,
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ATTACK_STATE_START_ANIM,
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ATTACK_STATE_START_ANIM,
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ATTACK_STATE_ANIMATING,
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ATTACK_STATE_ANIMATING,
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ATTACK_STATE_COMPLETE,
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ATTACK_STATE_COMPLETE,
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ATTACK_STATE_FAILED
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ATTACK_STATE_FAILED
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} attackStates_t;
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} attackStates_t;
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CLASS_PROTOTYPE(DoAttack);
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private: // Parameters
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str _anim;
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void SetArgs(Event* ev);
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float _turnspeed;
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void AnimDone(Event* ev);
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bool _forceAttack;
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void Begin(Actor& self);
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str _rotateAnim;
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BehaviorReturnCode_t Evaluate(Actor& self);
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void End(Actor& self);
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protected:
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virtual void Archive(Archiver& arc);
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void _setupRotate ( Actor &self );
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void _rotate ( Actor &self );
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void SetAnim(const str& animName);
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void _playAttackAnim ( Actor &self );
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void SetTurnSpeed(float turnSpeed);
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void SetForceAttack(bool force);
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bool _canAttack ( Actor &self );
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void SetRotateAnim(const str& animName);
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void init ( Actor &self );
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protected:
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public:
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void _setupRotate(Actor& self);
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CLASS_PROTOTYPE( DoAttack );
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void _rotate(Actor& self);
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void _playAttackAnim(Actor& self);
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void SetArgs ( Event *ev );
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void AnimDone ( Event *ev );
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bool _canAttack(Actor& self);
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void Begin ( Actor &self );
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void init(Actor& self);
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BehaviorReturnCode_t Evaluate ( Actor &self );
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void End ( Actor &self );
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private:
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virtual void Archive ( Archiver &arc );
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// Parameters
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str _anim;
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void SetAnim ( const str &animName );
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float _turnspeed;
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void SetTurnSpeed ( float turnSpeed );
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bool _forceAttack;
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void SetForceAttack ( bool force );
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str _rotateAnim;
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void SetRotateAnim ( const str &animName );
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unsigned int _state;
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private:
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RotateToEntity _rotateBehavior;
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unsigned int _state;
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};
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RotateToEntity _rotateBehavior;
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};
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inline void DoAttack::SetAnim(const str& animName) {
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_anim = animName;
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inline void DoAttack::SetAnim( const str &animName )
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}
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{
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_anim = animName;
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inline void DoAttack::SetTurnSpeed(float turnSpeed) {
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}
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_turnspeed = turnSpeed;
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}
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inline void DoAttack::SetTurnSpeed( float turnSpeed )
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{
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inline void DoAttack::SetForceAttack(bool force) {
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_turnspeed = turnSpeed;
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_forceAttack = force;
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}
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}
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inline void DoAttack::SetForceAttack( bool force )
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inline void DoAttack::SetRotateAnim(const str& animName) {
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{
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_rotateAnim = animName;
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_forceAttack = force;
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}
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}
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inline void DoAttack::Archive(Archiver& arc) {
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inline void DoAttack::SetRotateAnim( const str &animName )
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Behavior::Archive(arc);
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{
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_rotateAnim = animName;
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// Archive Parameters
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}
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arc.ArchiveString(&_anim);
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arc.ArchiveFloat(&_turnspeed);
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inline void DoAttack::Archive( Archiver &arc )
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arc.ArchiveBool(&_forceAttack);
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{
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arc.ArchiveString(&_rotateAnim);
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Behavior::Archive( arc );
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// Archive Components
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// Archive Parameters
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arc.ArchiveString ( &_anim );
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// Archive Member Vars
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arc.ArchiveFloat ( &_turnspeed );
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arc.ArchiveUnsigned(&_state);
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arc.ArchiveBool ( &_forceAttack );
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arc.ArchiveObject(&_rotateBehavior);
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arc.ArchiveString ( &_rotateAnim );
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}
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// Archive Components
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#endif /* __DO_ATTACK_H__ */
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// Archive Member Vars
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arc.ArchiveUnsigned ( &_state );
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arc.ArchiveObject ( &_rotateBehavior );
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}
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#endif /* __DO_ATTACK_H__ */
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