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1 changed files with 188 additions and 199 deletions
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@ -40,160 +40,149 @@ class TorsoAimAndFireWeapon;
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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 TorsoAimAndFireWeapon : public Behavior
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class TorsoAimAndFireWeapon : 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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TORSO_AIM_AND_FIRE_AIM,
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{
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TORSO_AIM_AND_FIRE_PRE_FIRE,
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TORSO_AIM_AND_FIRE_AIM,
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TORSO_AIM_AND_FIRE_ATTACK,
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TORSO_AIM_AND_FIRE_PRE_FIRE,
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TORSO_AIM_AND_FIRE_POST_FIRE,
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TORSO_AIM_AND_FIRE_ATTACK,
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TORSO_AIM_AND_FIRE_SUCCESS,
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TORSO_AIM_AND_FIRE_POST_FIRE,
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TORSO_AIM_AND_FIRE_FAILED
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TORSO_AIM_AND_FIRE_SUCCESS,
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} TorsoAimAndFireStates_t;
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TORSO_AIM_AND_FIRE_FAILED
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} TorsoAimAndFireStates_t;
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//------------------------------------
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// Parameters
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//------------------------------------
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private:
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float _aimTimeMin;
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float _aimTimeMax;
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float _fireTimeMin;
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float _fireTimeMax;
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bool _forceAttack;
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float _maxTorsoYaw;
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float _maxTorsoPitch;
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float _maxTorsoTurnSpeed;
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int _shots;
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bool _aimOnly;
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bool _repeat;
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//-------------------------------------
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// Internal Functionality
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//-------------------------------------
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protected:
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void transitionToState ( TorsoAimAndFireStates_t state );
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void setInternalState ( TorsoAimAndFireStates_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 AdjustTorsoAngles ( const Vector &tagPos , const Vector &watchPosition );
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void LerpTorsoBySpeed ( const Vector &angleDelta );
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void setupStateAim ();
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BehaviorReturnCode_t evaluateStateAim ();
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void failureStateAim ( const str& failureReason );
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void setupStatePreFire ();
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BehaviorReturnCode_t evaluateStatePreFire ();
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void failureStatePreFire ( const str& failureReason );
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void setupStateAttack ();
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BehaviorReturnCode_t evaluateStateAttack ();
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void failureStateAttack ( const str& failureReason );
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void setupStatePostFire ();
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BehaviorReturnCode_t evaluateStatePostFire ();
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void failureStatePostFire ( const str& failureReason );
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//-------------------------------------
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//-------------------------------------
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// Public Interface
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// Public Interface
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//-------------------------------------
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//-------------------------------------
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public:
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CLASS_PROTOTYPE(TorsoAimAndFireWeapon);
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CLASS_PROTOTYPE( TorsoAimAndFireWeapon );
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TorsoAimAndFireWeapon();
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TorsoAimAndFireWeapon();
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~TorsoAimAndFireWeapon();
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~TorsoAimAndFireWeapon();
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void SetArgs ( Event *ev );
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void SetArgs(Event* ev);
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void AnimDone ( Event *ev );
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void AnimDone(Event* ev);
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void Begin ( Actor &self );
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void Begin(Actor& self);
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BehaviorReturnCode_t Evaluate ( Actor &self );
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BehaviorReturnCode_t Evaluate(Actor& self);
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void End ( Actor &self );
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void End(Actor& self);
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// Accessors
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// Accessors
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virtual void Archive ( Archiver &arc );
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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(TorsoAimAndFireStates_t state);
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void setInternalState(TorsoAimAndFireStates_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 AdjustTorsoAngles(const Vector& tagPos, const Vector& watchPosition);
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void LerpTorsoBySpeed(const Vector& angleDelta);
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void setupStateAim();
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BehaviorReturnCode_t evaluateStateAim();
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void failureStateAim(const str& failureReason);
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void setupStatePreFire();
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BehaviorReturnCode_t evaluateStatePreFire();
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void failureStatePreFire(const str& failureReason);
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void setupStateAttack();
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BehaviorReturnCode_t evaluateStateAttack();
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void failureStateAttack(const str& failureReason);
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void setupStatePostFire();
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BehaviorReturnCode_t evaluateStatePostFire();
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void failureStatePostFire(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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float _aimTimeMin;
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float _aimTimeMax;
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float _fireTimeMin;
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float _fireTimeMax;
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bool _forceAttack;
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float _maxTorsoYaw;
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float _maxTorsoPitch;
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float _maxTorsoTurnSpeed;
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int _shots;
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bool _aimOnly;
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bool _repeat;
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//-------------------------------------
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//-------------------------------------
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// Components
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// Components
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//-------------------------------------
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//-------------------------------------
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private:
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FireWeapon _fireWeapon;
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FireWeapon _fireWeapon;
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//-------------------------------------
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//-------------------------------------
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// Member Variables
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// Member Variables
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//-------------------------------------
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//-------------------------------------
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private:
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TorsoAimAndFireStates_t _state;
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TorsoAimAndFireStates_t _state;
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Vector _currentTorsoAngles;
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Vector _currentTorsoAngles;
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float _endFireTime;
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float _endFireTime;
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float _endAimTime;
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float _endAimTime;
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EntityPtr _currentEnemy;
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EntityPtr _currentEnemy;
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bool _canAttack;
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bool _canAttack;
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bool _animDone;
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bool _animDone;
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str _aimAnim;
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str _aimAnim;
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str _preFireAnim;
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str _preFireAnim;
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str _fireAnim;
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str _fireAnim;
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str _postFireAnim;
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str _postFireAnim;
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bool _fireFailed;
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bool _fireFailed;
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bool _endOnAimFail;
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bool _endOnAimFail;
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Actor* _self;
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Actor *_self;
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};
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inline void TorsoAimAndFireWeapon::Archive(Archiver& arc) {
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};
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Behavior::Archive(arc);
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inline void TorsoAimAndFireWeapon::Archive( Archiver &arc )
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{
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Behavior::Archive ( arc );
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//
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//
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// Archive Parameters
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// Archive Parameters
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//
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//
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arc.ArchiveFloat( &_aimTimeMin );
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arc.ArchiveFloat(&_aimTimeMin);
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arc.ArchiveFloat( &_aimTimeMax );
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arc.ArchiveFloat(&_aimTimeMax);
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arc.ArchiveFloat( &_fireTimeMin );
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arc.ArchiveFloat(&_fireTimeMin);
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arc.ArchiveFloat( &_fireTimeMax );
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arc.ArchiveFloat(&_fireTimeMax);
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arc.ArchiveBool( &_forceAttack );
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arc.ArchiveBool(&_forceAttack);
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arc.ArchiveFloat( &_maxTorsoYaw );
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arc.ArchiveFloat(&_maxTorsoYaw);
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arc.ArchiveFloat( &_maxTorsoPitch );
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arc.ArchiveFloat(&_maxTorsoPitch);
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arc.ArchiveFloat( &_maxTorsoTurnSpeed );
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arc.ArchiveFloat(&_maxTorsoTurnSpeed);
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arc.ArchiveBool( &_aimOnly );
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arc.ArchiveBool(&_aimOnly);
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arc.ArchiveInteger( &_shots );
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arc.ArchiveInteger(&_shots);
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arc.ArchiveBool( &_repeat );
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arc.ArchiveBool(&_repeat);
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//
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//
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// Archive Components
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// Archive Components
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//
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//
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arc.ArchiveObject ( &_fireWeapon );
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arc.ArchiveObject(&_fireWeapon);
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//
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//
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// Archive Member Variables
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// Archive Member Variables
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//
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//
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ArchiveEnum ( _state, TorsoAimAndFireStates_t );
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ArchiveEnum(_state, TorsoAimAndFireStates_t);
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arc.ArchiveVector ( &_currentTorsoAngles );
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arc.ArchiveVector(&_currentTorsoAngles);
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arc.ArchiveFloat( &_endFireTime );
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arc.ArchiveFloat(&_endFireTime);
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arc.ArchiveFloat( &_endAimTime );
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arc.ArchiveFloat(&_endAimTime);
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arc.ArchiveSafePointer( &_currentEnemy );
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arc.ArchiveSafePointer(&_currentEnemy);
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arc.ArchiveBool( &_canAttack );
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arc.ArchiveBool(&_canAttack);
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arc.ArchiveBool( &_animDone );
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arc.ArchiveBool(&_animDone);
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arc.ArchiveString( &_aimAnim );
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arc.ArchiveString(&_aimAnim);
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arc.ArchiveString( &_preFireAnim );
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arc.ArchiveString(&_preFireAnim);
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arc.ArchiveString( &_fireAnim );
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arc.ArchiveString(&_fireAnim);
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arc.ArchiveString( &_postFireAnim );
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arc.ArchiveString(&_postFireAnim);
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arc.ArchiveBool( &_fireFailed );
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arc.ArchiveBool(&_fireFailed);
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arc.ArchiveBool( &_endOnAimFail );
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arc.ArchiveBool(&_endOnAimFail);
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arc.ArchiveObjectPointer( ( Class ** )&_self );
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arc.ArchiveObjectPointer((Class **)&_self);
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}
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}
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#endif /* __TORSO_AIM_AND_FIRE_WEAPON___ */
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#endif /* __TORSO_AIM_AND_FIRE_WEAPON___ */
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