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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// $Logfile:: /Code/DLLs/game/corridorCombatWithRangedWeapon.hpp $
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// $Logfile:: /Code/DLLs/game/corridorCombatWithRangedWeapon.hpp $
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// $Revision:: 169 $
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// $Revision:: 169 $
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// $Author:: sketcher $
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// $Author:: sketcher $
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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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// CooridorCombatWithRangedWeapon Behavior Definition
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// CooridorCombatWithRangedWeapon 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 CorridorCombatWithRangedWeapon;
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class CorridorCombatWithRangedWeapon;
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#ifndef __CORRIDORCOMBAT_WITH_RANGEDWEAPON_HPP__
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#ifndef __CORRIDORCOMBAT_WITH_RANGEDWEAPON_HPP__
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#define __CORRIDORCOMBAT_WITH_RANGEDWEAPON_HPP__
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#define __CORRIDORCOMBAT_WITH_RANGEDWEAPON_HPP__
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#include "behavior.h"
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#include "behavior.h"
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#include "behaviors_general.h"
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#include "behaviors_general.h"
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//------------------------- CLASS ------------------------------
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//------------------------- CLASS ------------------------------
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//
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//
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// Name: CooridorCombatWithRangedWeapon
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// Name: CooridorCombatWithRangedWeapon
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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:
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// Description:
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//
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//
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// Method of Use: Called From State Machine
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// Method of Use: Called From State Machine
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//--------------------------------------------------------------
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//--------------------------------------------------------------
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class CorridorCombatWithRangedWeapon : public Behavior
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class CorridorCombatWithRangedWeapon : public Behavior {
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{
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public:
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//------------------------------------
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//------------------------------------
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// States
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// States
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//------------------------------------
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//------------------------------------
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public:
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typedef enum {
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typedef enum
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CORRIDORCOMBAT_WRW_FINDNODE,
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{
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CORRIDORCOMBAT_WRW_MOVETONODE,
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CORRIDORCOMBAT_WRW_FINDNODE,
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CORRIDORCOMBAT_WRW_BACKPEDAL,
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CORRIDORCOMBAT_WRW_MOVETONODE,
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CORRIDORCOMBAT_WRW_FINDBETTERNODE,
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CORRIDORCOMBAT_WRW_BACKPEDAL,
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CORRIDORCOMBAT_WRW_MOVETOBETTERNODE,
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CORRIDORCOMBAT_WRW_FINDBETTERNODE,
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CORRIDORCOMBAT_WRW_CHANGEPOSTURE_DUCK,
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CORRIDORCOMBAT_WRW_MOVETOBETTERNODE,
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CORRIDORCOMBAT_WRW_CHANGEPOSTURE_STAND,
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CORRIDORCOMBAT_WRW_CHANGEPOSTURE_DUCK,
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CORRIDORCOMBAT_WRW_DUCKED,
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CORRIDORCOMBAT_WRW_CHANGEPOSTURE_STAND,
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CORRIDORCOMBAT_WRW_DUCKED_FIRING,
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CORRIDORCOMBAT_WRW_DUCKED,
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CORRIDORCOMBAT_WRW_STAND,
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CORRIDORCOMBAT_WRW_DUCKED_FIRING,
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CORRIDORCOMBAT_WRW_STAND_FIRING,
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CORRIDORCOMBAT_WRW_STAND,
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CORRIDORCOMBAT_WRW_HOLD_POSITION,
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CORRIDORCOMBAT_WRW_STAND_FIRING,
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CORRIDORCOMBAT_WRW_SUCCESS,
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CORRIDORCOMBAT_WRW_HOLD_POSITION,
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CORRIDORCOMBAT_WRW_FAILED
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CORRIDORCOMBAT_WRW_SUCCESS,
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} corridorCombatStates_t;
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CORRIDORCOMBAT_WRW_FAILED
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} corridorCombatStates_t;
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//-------------------------------------
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// Public Interface
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//------------------------------------
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//-------------------------------------
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// Parameters
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CLASS_PROTOTYPE(CorridorCombatWithRangedWeapon);
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//------------------------------------
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private:
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CorridorCombatWithRangedWeapon();
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str _movementAnim;
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~CorridorCombatWithRangedWeapon();
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str _torsoAnim;
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str _fireAnim;
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void SetArgs(Event* ev);
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str _preFireAnim;
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void AnimDone(Event* ev);
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str _postFireAnim;
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void PostureDone(Event* ev);
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float _postureChangeChance;
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float _maxDistance;
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void Begin(Actor& self);
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float _retreatDistance;
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BehaviorReturnCode_t Evaluate(Actor& self);
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float _threatDistance;
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void End(Actor& self);
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float _fireTimeMin;
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float _fireTimeMax;
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float _pauseTimeMin;
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void SetMovementAnim(const str& movementAnim) { _movementAnim = movementAnim; }
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float _pauseTimeMax;
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const str& GetMovementAnim() { return _movementAnim; }
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//-------------------------------------
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void SetTorsoAnim(const str& torsoAnim) { _torsoAnim = torsoAnim; }
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// Internal Functionality
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const str& GetTorsoAnim() { return _torsoAnim; }
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//-------------------------------------
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protected:
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void SetFireAnim(const str& fireAnim) { _fireAnim = fireAnim; }
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void transitionToState ( corridorCombatStates_t state );
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const str& GetFireAnim() { return _fireAnim; }
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void setInternalState ( corridorCombatStates_t state , const str &stateName );
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void init ( Actor &self );
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void SetPreFireAnim(const str& preFireAnim) { _preFireAnim = preFireAnim; }
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void think ();
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const str& GetPreFireAnim() { return _preFireAnim; }
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void updateEnemy ();
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void setTorsoAnim ();
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void SetPostFireAnim(const str& postFireAnim) { _postFireAnim = postFireAnim; }
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const str& GetPostFireAnim() { return _postFireAnim; }
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bool checkShouldDuck ();
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bool checkShouldStand ();
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void SetPostureChangeChance(float chance) { _postureChangeChance = chance; }
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bool checkShouldRetreat ();
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float GetPostureChangeChance() { return _postureChangeChance; }
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void setupRotate();
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void SetMaxDistance(float maxDistance) { _maxDistance = maxDistance; }
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BehaviorReturnCode_t evaluateRotate();
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float GetMaxDistance() { return _maxDistance; }
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void setupStateFindNode ();
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void SetRetreatDistance(float retreatDistance) { _retreatDistance = retreatDistance; }
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BehaviorReturnCode_t evaluateStateFindNode ();
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float GetRetreatDistance() { return _retreatDistance; }
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void failureStateFindNode ( const str& failureReason );
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void SetThreatDistance(float threatDistance) { _threatDistance = threatDistance; }
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void setupStateMoveToNode ();
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float GetThreatDistance() { return _threatDistance; }
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BehaviorReturnCode_t evaluateStateMoveToNode ();
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void failureStateMoveToNode ( const str& failureReason );
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void SetFireTimeMin(float fireTimeMin) { _fireTimeMin = fireTimeMin; }
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float GetFireTimeMin() { return _fireTimeMin; }
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void setupStateBackPedal ();
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BehaviorReturnCode_t evaluateStateBackPedal ();
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void SetFireTimeMax(float fireTimeMax) { _fireTimeMax = fireTimeMax; }
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void failureStateBackPedal ( const str& failureReason );
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float GetFireTimeMax() { return _fireTimeMax; }
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void setupStateFindBetterNode ();
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void SetPauseTimeMin(float pauseTimeMin) { _pauseTimeMin = pauseTimeMin; }
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BehaviorReturnCode_t evaluateStateFindBetterNode ();
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float GetPauseTimeMin() { return _pauseTimeMin; }
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void failureStateFindBetterNode ( const str& failureReason );
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void SetPauseTimeMax(float pauseTimeMax) { _pauseTimeMax = pauseTimeMax; }
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void setupStateMoveToBetterNode ();
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float GetPauseTimeMax() { return _pauseTimeMax; }
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BehaviorReturnCode_t evaluateStateMoveToBetterNode ();
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void failureStateMoveToBetterNode ( const str& failureReason );
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virtual void Archive(Archiver& arc);
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void setupStateChangePostureDuck ();
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static bool CanExecute(float maxDistance, Actor& self);
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BehaviorReturnCode_t evaluateStateChangePostureDuck ();
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void failureStateChangePostureDuck ( const str& failureReason );
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protected:
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//-------------------------------------
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void setupStateChangePostureStand ();
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// Internal Functionality
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BehaviorReturnCode_t evaluateStateChangePostureStand ();
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//-------------------------------------
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void failureStateChangePostureStand ( const str& failureReason );
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void transitionToState(corridorCombatStates_t state);
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void setInternalState(corridorCombatStates_t state, const str &stateName);
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void setupStateDucked ();
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void init(Actor &self);
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BehaviorReturnCode_t evaluateStateDucked ();
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void think();
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void failureStateDucked ( const str& failureReason );
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void updateEnemy();
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void setTorsoAnim();
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void setupStateFireDucked ();
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BehaviorReturnCode_t evaluateStateFireDucked ();
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bool checkShouldDuck();
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void failureStateFireDucked ( const str& failureReason );
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bool checkShouldStand();
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bool checkShouldRetreat();
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void setupStateFirePauseDucked ();
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BehaviorReturnCode_t evaluateStateFirePauseDucked ();
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void setupRotate();
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void failureStateFirePauseDucked ( const str& failureReason );
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BehaviorReturnCode_t evaluateRotate();
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void setupStateStanding ();
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void setupStateFindNode();
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BehaviorReturnCode_t evaluateStateStanding ();
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BehaviorReturnCode_t evaluateStateFindNode();
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void failureStateStanding ( const str& failureReason );
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void failureStateFindNode(const str& failureReason);
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void setupStateFireStanding ();
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void setupStateMoveToNode();
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BehaviorReturnCode_t evaluateStateFireStanding ();
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BehaviorReturnCode_t evaluateStateMoveToNode();
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void failureStateFireStanding ( const str& failureReason );
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void failureStateMoveToNode(const str& failureReason);
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void setupStateFirePauseStanding ();
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void setupStateBackPedal();
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BehaviorReturnCode_t evaluateStateFirePauseStanding ();
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BehaviorReturnCode_t evaluateStateBackPedal();
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void failureStateFirePauseStanding ( const str& failureReason );
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void failureStateBackPedal(const str& failureReason);
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void setupStateHoldPosition ();
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void setupStateFindBetterNode();
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BehaviorReturnCode_t evaluateStateHoldPosition ();
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BehaviorReturnCode_t evaluateStateFindBetterNode();
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void failureStateHoldPosition ( const str& failureReason );
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void failureStateFindBetterNode(const str& failureReason);
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void setupStateMoveToBetterNode();
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//-------------------------------------
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BehaviorReturnCode_t evaluateStateMoveToBetterNode();
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// Public Interface
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void failureStateMoveToBetterNode(const str& failureReason);
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//-------------------------------------
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public:
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void setupStateChangePostureDuck();
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CLASS_PROTOTYPE( CorridorCombatWithRangedWeapon );
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BehaviorReturnCode_t evaluateStateChangePostureDuck();
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void failureStateChangePostureDuck(const str& failureReason);
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CorridorCombatWithRangedWeapon();
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~CorridorCombatWithRangedWeapon();
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void setupStateChangePostureStand();
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BehaviorReturnCode_t evaluateStateChangePostureStand();
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void SetArgs ( Event *ev );
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void failureStateChangePostureStand(const str& failureReason);
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void AnimDone ( Event *ev );
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void PostureDone ( Event *ev );
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void setupStateDucked();
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BehaviorReturnCode_t evaluateStateDucked();
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void Begin ( Actor &self );
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void failureStateDucked(const str& failureReason);
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BehaviorReturnCode_t Evaluate ( Actor &self );
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void End ( Actor &self );
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void setupStateFireDucked();
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BehaviorReturnCode_t evaluateStateFireDucked();
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void failureStateFireDucked(const str& failureReason);
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void SetMovementAnim( const str& movementAnim ) { _movementAnim = movementAnim; }
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const str& GetMovementAnim() { return _movementAnim; }
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void setupStateFirePauseDucked();
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BehaviorReturnCode_t evaluateStateFirePauseDucked();
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void SetTorsoAnim( const str& torsoAnim ) { _torsoAnim = torsoAnim; }
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void failureStateFirePauseDucked(const str& failureReason);
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const str& GetTorsoAnim() { return _torsoAnim; }
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void setupStateStanding();
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void SetFireAnim( const str& fireAnim ) { _fireAnim = fireAnim; }
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BehaviorReturnCode_t evaluateStateStanding();
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const str& GetFireAnim() { return _fireAnim; }
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void failureStateStanding(const str& failureReason);
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void SetPreFireAnim( const str& preFireAnim ) { _preFireAnim = preFireAnim; }
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void setupStateFireStanding();
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const str& GetPreFireAnim() { return _preFireAnim; }
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BehaviorReturnCode_t evaluateStateFireStanding();
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void failureStateFireStanding(const str& failureReason);
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void SetPostFireAnim( const str& postFireAnim ) { _postFireAnim = postFireAnim; }
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const str& GetPostFireAnim() { return _postFireAnim; }
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void setupStateFirePauseStanding();
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BehaviorReturnCode_t evaluateStateFirePauseStanding();
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void SetPostureChangeChance( float chance ) { _postureChangeChance = chance; }
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void failureStateFirePauseStanding(const str& failureReason);
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float GetPostureChangeChance() { return _postureChangeChance; }
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void setupStateHoldPosition();
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void SetMaxDistance( float maxDistance ) { _maxDistance = maxDistance; }
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BehaviorReturnCode_t evaluateStateHoldPosition();
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float GetMaxDistance() { return _maxDistance; }
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void failureStateHoldPosition(const str& failureReason);
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|
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void SetRetreatDistance( float retreatDistance ) { _retreatDistance = retreatDistance; }
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private:
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float GetRetreatDistance() { return _retreatDistance; }
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//------------------------------------
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// Parameters
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void SetThreatDistance( float threatDistance ) { _threatDistance = threatDistance; }
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//------------------------------------
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float GetThreatDistance() { return _threatDistance; }
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str _movementAnim;
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str _torsoAnim;
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void SetFireTimeMin( float fireTimeMin ) { _fireTimeMin = fireTimeMin; }
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str _fireAnim;
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float GetFireTimeMin() { return _fireTimeMin; }
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str _preFireAnim;
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str _postFireAnim;
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void SetFireTimeMax( float fireTimeMax ) { _fireTimeMax = fireTimeMax; }
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float _postureChangeChance;
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float GetFireTimeMax() { return _fireTimeMax; }
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float _maxDistance;
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float _retreatDistance;
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void SetPauseTimeMin( float pauseTimeMin ) { _pauseTimeMin = pauseTimeMin; }
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float _threatDistance;
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float GetPauseTimeMin() { return _pauseTimeMin; }
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float _fireTimeMin;
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float _fireTimeMax;
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void SetPauseTimeMax( float pauseTimeMax ) { _pauseTimeMax = pauseTimeMax; }
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float _pauseTimeMin;
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float GetPauseTimeMax() { return _pauseTimeMax; }
|
float _pauseTimeMax;
|
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|
|
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virtual void Archive ( Archiver &arc );
|
//-------------------------------------
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// Components
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static bool CanExecute( float maxDistance , Actor &self );
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//-------------------------------------
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|
GotoPoint _gotoPoint;
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//-------------------------------------
|
FireWeapon _fireWeapon;
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// Components
|
MoveRandomDirection _moveRandomDir;
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//-------------------------------------
|
RotateToEntity _rotate;
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private:
|
|
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GotoPoint _gotoPoint;
|
|
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FireWeapon _fireWeapon;
|
//-------------------------------------
|
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MoveRandomDirection _moveRandomDir;
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// Member Variables
|
||||||
RotateToEntity _rotate;
|
//-------------------------------------
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|
corridorCombatStates_t _state;
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|
HelperNodePtr _node;
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//-------------------------------------
|
Actor* _self;
|
||||||
// Member Variables
|
EntityPtr _currentEnemy;
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//-------------------------------------
|
bool _finishedPostureTransition;
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private:
|
float _nextFireTime;
|
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corridorCombatStates_t _state;
|
float _nextPauseTime;
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HelperNodePtr _node;
|
float _holdPositionTime;
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Actor *_self;
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float _enemyUpdateTime;
|
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EntityPtr _currentEnemy;
|
|
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bool _finishedPostureTransition;
|
static const float NODE_RADIUS;
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float _nextFireTime;
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};
|
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float _nextPauseTime;
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|
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float _holdPositionTime;
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|
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float _enemyUpdateTime;
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inline void CorridorCombatWithRangedWeapon::Archive(Archiver& arc) {
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|
Behavior::Archive(arc);
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static const float NODE_RADIUS;
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|
//
|
||||||
|
// Archive Parameters
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};
|
//
|
||||||
|
arc.ArchiveString(&_movementAnim);
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||||||
|
arc.ArchiveString(&_torsoAnim);
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inline void CorridorCombatWithRangedWeapon::Archive( Archiver &arc )
|
arc.ArchiveString(&_fireAnim);
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||||||
{
|
arc.ArchiveString(&_preFireAnim);
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Behavior::Archive ( arc );
|
arc.ArchiveString(&_postFireAnim);
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||||||
|
arc.ArchiveFloat(&_postureChangeChance);
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||||||
//
|
arc.ArchiveFloat(&_maxDistance);
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// Archive Parameters
|
arc.ArchiveFloat(&_retreatDistance);
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||||||
//
|
arc.ArchiveFloat(&_threatDistance);
|
||||||
arc.ArchiveString ( &_movementAnim );
|
arc.ArchiveFloat(&_fireTimeMin);
|
||||||
arc.ArchiveString ( &_torsoAnim );
|
arc.ArchiveFloat(&_fireTimeMax);
|
||||||
arc.ArchiveString ( &_fireAnim );
|
arc.ArchiveFloat(&_pauseTimeMin);
|
||||||
arc.ArchiveString ( &_preFireAnim );
|
arc.ArchiveFloat(&_pauseTimeMax);
|
||||||
arc.ArchiveString ( &_postFireAnim );
|
|
||||||
arc.ArchiveFloat ( &_postureChangeChance );
|
|
||||||
arc.ArchiveFloat ( &_maxDistance );
|
//
|
||||||
arc.ArchiveFloat ( &_retreatDistance );
|
// Archive Components
|
||||||
arc.ArchiveFloat ( &_threatDistance );
|
//
|
||||||
arc.ArchiveFloat ( &_fireTimeMin );
|
arc.ArchiveObject(&_gotoPoint);
|
||||||
arc.ArchiveFloat ( &_fireTimeMax );
|
arc.ArchiveObject(&_fireWeapon);
|
||||||
arc.ArchiveFloat ( &_pauseTimeMin );
|
arc.ArchiveObject(&_moveRandomDir);
|
||||||
arc.ArchiveFloat ( &_pauseTimeMax );
|
arc.ArchiveObject(&_rotate);
|
||||||
|
|
||||||
|
//
|
||||||
//
|
// Archive Member Variables
|
||||||
// Archive Components
|
//
|
||||||
//
|
ArchiveEnum(_state, corridorCombatStates_t);
|
||||||
arc.ArchiveObject ( &_gotoPoint );
|
arc.ArchiveSafePointer(&_node);
|
||||||
arc.ArchiveObject ( &_fireWeapon );
|
arc.ArchiveObjectPointer((Class **)&_self);
|
||||||
arc.ArchiveObject ( &_moveRandomDir );
|
arc.ArchiveSafePointer(&_currentEnemy);
|
||||||
arc.ArchiveObject ( &_rotate );
|
arc.ArchiveBool(&_finishedPostureTransition);
|
||||||
|
arc.ArchiveFloat(&_nextFireTime);
|
||||||
//
|
arc.ArchiveFloat(&_nextPauseTime);
|
||||||
// Archive Member Variables
|
arc.ArchiveFloat(&_holdPositionTime);
|
||||||
//
|
arc.ArchiveFloat(&_enemyUpdateTime);
|
||||||
ArchiveEnum ( _state, corridorCombatStates_t);
|
|
||||||
arc.ArchiveSafePointer ( &_node );
|
}
|
||||||
arc.ArchiveObjectPointer( ( Class ** )&_self );
|
|
||||||
arc.ArchiveSafePointer ( &_currentEnemy );
|
|
||||||
arc.ArchiveBool ( &_finishedPostureTransition );
|
#endif /* __CORRIDORCOMBAT_WITH_RANGEDWEAPON_HPP__ */
|
||||||
arc.ArchiveFloat ( &_nextFireTime );
|
|
||||||
arc.ArchiveFloat ( &_nextPauseTime );
|
|
||||||
arc.ArchiveFloat ( &_holdPositionTime );
|
|
||||||
arc.ArchiveFloat ( &_enemyUpdateTime );
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
#endif /* __CORRIDORCOMBAT_WITH_RANGEDWEAPON_HPP__ */
|
|
||||||
|
|
Loading…
Reference in a new issue