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reformat
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1 changed files with 158 additions and 166 deletions
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@ -40,99 +40,91 @@ class HoldPosition;
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//
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// Method of Use: Called From State Machine
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//--------------------------------------------------------------
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class HoldPosition : public Behavior
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{
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class HoldPosition : public Behavior {
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public:
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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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HOLD_POSITION_HOLD,
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HOLD_POSITION_TWITCH,
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HOLD_POSITION_WEAPON_TWITCH,
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HOLD_POSITION_SUCCESS,
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HOLD_POSITION_FAILED
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} HoldPositionStates_t;
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typedef enum {
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HOLD_POSITION_HOLD,
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HOLD_POSITION_TWITCH,
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HOLD_POSITION_WEAPON_TWITCH,
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HOLD_POSITION_SUCCESS,
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HOLD_POSITION_FAILED
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} HoldPositionStates_t;
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//------------------------------------
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// Parameters
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//------------------------------------
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private:
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//-------------------------------------
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// Public Interface
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//-------------------------------------
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CLASS_PROTOTYPE(HoldPosition);
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HoldPosition();
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~HoldPosition();
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void SetArgs(Event* ev);
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void AnimDone(Event* ev);
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void Begin(Actor& self);
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BehaviorReturnCode_t Evaluate(Actor& self);
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void End(Actor& self);
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// Accessors
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virtual void Archive(Archiver& arc);
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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 ( HoldPositionStates_t state );
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void setInternalState ( HoldPositionStates_t state , const str &stateName );
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void init ( Actor &self );
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void think ();
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void transitionToState(HoldPositionStates_t state);
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void setInternalState(HoldPositionStates_t state, const str& stateName);
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void init(Actor &self);
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void think();
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void setupStateHold ();
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BehaviorReturnCode_t evaluateStateHold ();
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void failureStateHold ( const str& failureReason );
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void setupStateHold();
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BehaviorReturnCode_t evaluateStateHold();
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void failureStateHold(const str& failureReason);
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void setupStateTwitch ();
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BehaviorReturnCode_t evaluateStateTwitch ();
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void failureStateTwitch ( const str& failureReason );
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void setupStateTwitch();
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BehaviorReturnCode_t evaluateStateTwitch();
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void failureStateTwitch(const str& failureReason);
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void setupStateWeaponTwitch ();
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BehaviorReturnCode_t evaluateStateWeaponTwitch ();
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void failureStateWeaponTwitch ( const str& failureReason );
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void setupStateWeaponTwitch();
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BehaviorReturnCode_t evaluateStateWeaponTwitch();
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void failureStateWeaponTwitch(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( HoldPosition );
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HoldPosition();
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~HoldPosition();
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void SetArgs ( Event *ev );
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void AnimDone ( Event *ev );
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void Begin ( Actor &self );
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BehaviorReturnCode_t Evaluate ( Actor &self );
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void End ( Actor &self );
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// Accessors
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virtual void Archive ( Archiver &arc );
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private:
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//------------------------------------
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// Parameters
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//------------------------------------
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//-------------------------------------
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// Components
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//-------------------------------------
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private:
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str _legAnim;
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str _torsoAnim;
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str _twitchAnim;
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str _weaponTwitchAnim;
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str _legAnim;
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str _torsoAnim;
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str _twitchAnim;
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str _weaponTwitchAnim;
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float _holdTimeMin;
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float _holdTimeMax;
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float _endHoldTime;
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float _nextTwitchTime;
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float _twitchInterval;
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bool _canTwitch;
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bool _animDone;
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float _holdTimeMin;
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float _holdTimeMax;
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float _endHoldTime;
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float _nextTwitchTime;
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float _twitchInterval;
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bool _canTwitch;
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bool _animDone;
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//-------------------------------------
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// Member Variables
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//-------------------------------------
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private:
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HoldPositionStates_t _state;
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Actor *_self;
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HoldPositionStates_t _state;
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Actor* _self;
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};
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};
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inline void HoldPosition::Archive( Archiver &arc )
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{
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Behavior::Archive ( arc );
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inline void HoldPosition::Archive(Archiver& arc) {
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Behavior::Archive(arc);
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//
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// Archive Parameters
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@ -145,20 +137,20 @@ inline void HoldPosition::Archive( Archiver &arc )
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//
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// Archive Member Variables
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//
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ArchiveEnum ( _state, HoldPositionStates_t );
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arc.ArchiveObjectPointer( ( Class ** )&_self );
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ArchiveEnum(_state, HoldPositionStates_t);
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arc.ArchiveObjectPointer((Class **)&_self);
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arc.ArchiveString( &_legAnim );
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arc.ArchiveString( &_torsoAnim );
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arc.ArchiveString( &_twitchAnim );
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arc.ArchiveString( &_weaponTwitchAnim );
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arc.ArchiveFloat( &_holdTimeMin );
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arc.ArchiveFloat( &_holdTimeMax );
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arc.ArchiveFloat( &_endHoldTime );
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arc.ArchiveFloat( &_nextTwitchTime );
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arc.ArchiveFloat( &_twitchInterval );
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arc.ArchiveBool ( &_canTwitch );
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arc.ArchiveBool ( &_animDone );
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arc.ArchiveString(&_legAnim);
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arc.ArchiveString(&_torsoAnim);
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arc.ArchiveString(&_twitchAnim);
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arc.ArchiveString(&_weaponTwitchAnim);
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arc.ArchiveFloat(&_holdTimeMin);
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arc.ArchiveFloat(&_holdTimeMax);
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arc.ArchiveFloat(&_endHoldTime);
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arc.ArchiveFloat(&_nextTwitchTime);
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arc.ArchiveFloat(&_twitchInterval);
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arc.ArchiveBool(&_canTwitch);
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arc.ArchiveBool(&_animDone);
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}
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