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Formatted changePosture.hpp
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1 changed files with 124 additions and 127 deletions
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/changePosture.hpp $
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// $Revision:: 169 $
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// $Author:: sketcher $
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// $Date:: 4/26/02 2:22p $
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//
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// Copyright (C) 2002 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// CloseInOnEnemy Behavior Definition
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//
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//--------------------------------------------------------------------------------
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//==============================
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// Forward Declarations
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//==============================
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class ChangePosture;
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#ifndef __CHANGE_POSTURE_HPP__
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#define __CHANGE_POSTURE_HPP__
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#include "behavior.h"
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#include "behaviors_general.h"
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//------------------------- CLASS ------------------------------
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//
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// Name: ChangePosture
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// Base Class: Behavior
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//
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// Description: Makes the actor change posture
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//
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// Method of Use: Called From State Machine
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//--------------------------------------------------------------
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class ChangePosture : public Behavior
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{
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//------------------------------------
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// States
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//------------------------------------
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public:
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typedef enum
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{
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CHANGE_POSTURE_SETUP,
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CHANGE_POSTURE_CHANGE,
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CHANGE_POSTURE_SUCCESS,
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CHANGE_POSTURE_FAILED
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} changePostureStates_t;
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//------------------------------------
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// Parameters
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//------------------------------------
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private: // Parameters
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str _posture;
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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 ( changePostureStates_t state );
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void setInternalState ( changePostureStates_t state , const str &stateName );
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void init ();
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void think ();
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void setupStateSetup ();
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BehaviorReturnCode_t evaluateStateSetup ();
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void failureStateSetup ( const str& failureReason );
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void setupStateChange ();
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BehaviorReturnCode_t evaluateStateChange ();
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void failureStateChange ( const str& failureReason );
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//-------------------------------------
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// Public Interface
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//-------------------------------------
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public:
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CLASS_PROTOTYPE( ChangePosture );
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ChangePosture();
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~ChangePosture();
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void SetArgs ( Event *ev );
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void PostureDone ( Event *ev );
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void Begin ( Actor &self );
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BehaviorReturnCode_t Evaluate ( Actor &self );
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void End ( Actor &self );
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virtual void Archive ( Archiver &arc );
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void setPosture ( const str &postureName ) { _posture = postureName; }
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//-------------------------------------
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// Components
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//-------------------------------------
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//-------------------------------------
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// Member Variables
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//-------------------------------------
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private:
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changePostureStates_t _state;
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bool _postureDone;
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bool _canChange;
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};
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inline void ChangePosture::Archive( Archiver &arc )
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{
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Behavior::Archive( arc );
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// Archive Parameters
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arc.ArchiveString ( &_posture );
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// Archive Components
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// Archive Member Variables
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ArchiveEnum ( _state, changePostureStates_t);
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arc.ArchiveBool ( &_postureDone );
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arc.ArchiveBool ( &_canChange );
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}
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#endif /* __CHANGE_POSTURE_HPP__ */
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/changePosture.hpp $
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// $Revision:: 169 $
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// $Author:: sketcher $
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// $Date:: 4/26/02 2:22p $
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//
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// Copyright (C) 2002 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// CloseInOnEnemy Behavior Definition
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//
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//--------------------------------------------------------------------------------
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//==============================
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// Forward Declarations
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//==============================
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class ChangePosture;
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#ifndef __CHANGE_POSTURE_HPP__
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#define __CHANGE_POSTURE_HPP__
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#include "behavior.h"
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#include "behaviors_general.h"
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//------------------------- CLASS ------------------------------
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//
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// Name: ChangePosture
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// Base Class: Behavior
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//
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// Description: Makes the actor change posture
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//
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// Method of Use: Called From State Machine
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//--------------------------------------------------------------
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class ChangePosture : public Behavior {
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//------------------------------------
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// States
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//------------------------------------
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public:
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typedef enum {
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CHANGE_POSTURE_SETUP,
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CHANGE_POSTURE_CHANGE,
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CHANGE_POSTURE_SUCCESS,
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CHANGE_POSTURE_FAILED
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} changePostureStates_t;
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//------------------------------------
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// Parameters
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//------------------------------------
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private: // Parameters
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str _posture;
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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(changePostureStates_t state);
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void setInternalState(changePostureStates_t state, const str& stateName);
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void init();
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void think();
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void setupStateSetup();
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BehaviorReturnCode_t evaluateStateSetup();
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void failureStateSetup(const str& failureReason);
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void setupStateChange();
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BehaviorReturnCode_t evaluateStateChange();
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void failureStateChange(const str& failureReason);
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//-------------------------------------
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// Public Interface
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//-------------------------------------
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public:
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CLASS_PROTOTYPE(ChangePosture);
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ChangePosture();
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~ChangePosture();
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void SetArgs(Event* ev);
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void PostureDone(Event* ev);
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void Begin(Actor& self);
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BehaviorReturnCode_t Evaluate(Actor& self);
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void End(Actor& self);
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virtual void Archive(Archiver& arc);
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void setPosture(const str& postureName) { _posture = postureName; }
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//-------------------------------------
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// Components
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//-------------------------------------
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//-------------------------------------
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// Member Variables
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//-------------------------------------
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private:
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changePostureStates_t _state;
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bool _postureDone;
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bool _canChange;
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};
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inline void ChangePosture::Archive(Archiver& arc) {
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Behavior::Archive(arc);
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// Archive Parameters
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arc.ArchiveString(&_posture);
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// Archive Components
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// Archive Member Variables
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ArchiveEnum(_state, changePostureStates_t);
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arc.ArchiveBool(&_postureDone);
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arc.ArchiveBool(&_canChange);
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}
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#endif /* __CHANGE_POSTURE_HPP__ */
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