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1 changed files with 184 additions and 199 deletions
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@ -40,14 +40,12 @@ class StationaryFireCombatEX;
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//
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// Method of Use: Called From State Machine
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//--------------------------------------------------------------
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class StationaryFireCombatEX : public Behavior
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{
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class StationaryFireCombatEX : 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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typedef enum {
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STATIONARY_FIRE_AIM,
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STATIONARY_FIRE_PRE_FIRE,
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STATIONARY_FIRE_ATTACK,
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@ -56,10 +54,65 @@ class StationaryFireCombatEX : public Behavior
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STATIONARY_FIRE_FAILED
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} StationaryFireStates_t;
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//-------------------------------------
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// Public Interface
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//-------------------------------------
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CLASS_PROTOTYPE(StationaryFireCombatEX);
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StationaryFireCombatEX();
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~StationaryFireCombatEX();
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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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void SetAimAnim(const str& anim) { _aimAnim = anim; }
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void SetFireAnim(const str& anim) { _fireAnim = anim; }
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void SetPreFireAnim(const str& anim) { _preFireAnim = anim; }
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void SetPostFireAnim(const str& anim) { _postFireAnim = anim; }
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void SetStance(const str& anim) { _stance = anim; }
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void SetAimTimeMin(float minTime) { _aimTimeMin = minTime; }
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void SetAimTimeMax(float maxTime) { _aimTimeMax = maxTime; }
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void SetFireTimeMin(float minTime) { _fireTimeMin = minTime; }
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void SetFireTimeMax(float maxTime) { _fireTimeMax = maxTime; }
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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(StationaryFireStates_t state);
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void setInternalState(StationaryFireStates_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 faceEnemy();
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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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private:
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str _stance;
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float _aimTimeMin;
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float _aimTimeMax;
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@ -67,80 +120,15 @@ class StationaryFireCombatEX : public Behavior
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float _fireTimeMax;
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bool _forceAttack;
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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 ( StationaryFireStates_t state );
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void setInternalState ( StationaryFireStates_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 faceEnemy ();
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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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// Public Interface
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//-------------------------------------
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public:
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CLASS_PROTOTYPE( StationaryFireCombatEX );
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StationaryFireCombatEX();
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~StationaryFireCombatEX();
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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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void SetAimAnim ( const str &anim ) { _aimAnim = anim; }
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void SetFireAnim ( const str &anim ) { _fireAnim = anim; }
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void SetPreFireAnim ( const str &anim ) { _preFireAnim = anim; }
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void SetPostFireAnim ( const str &anim ) { _postFireAnim = anim; }
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void SetStance ( const str &anim ) { _stance = anim; }
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void SetAimTimeMin ( float minTime ) { _aimTimeMin = minTime; }
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void SetAimTimeMax ( float maxTime ) { _aimTimeMax = maxTime; }
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void SetFireTimeMin ( float minTime ) { _fireTimeMin = minTime; }
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void SetFireTimeMax ( float maxTime ) { _fireTimeMax = maxTime; }
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virtual void Archive ( Archiver &arc );
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//-------------------------------------
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// Components
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//-------------------------------------
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private:
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FireWeapon _fireWeapon;
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RotateToEntity _rotateToEntity;
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//-------------------------------------
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// Member Variables
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//-------------------------------------
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private:
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StationaryFireStates_t _state;
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float _endFireTime;
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float _endAimTime;
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@ -152,46 +140,43 @@ class StationaryFireCombatEX : public Behavior
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str _fireAnim;
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str _postFireAnim;
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Actor *_self;
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Actor* _self;
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};
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};
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inline void StationaryFireCombatEX::Archive( Archiver &arc )
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{
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Behavior::Archive ( arc );
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inline void StationaryFireCombatEX::Archive(Archiver& arc) {
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Behavior::Archive(arc);
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//
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// Archive Parameters
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//
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arc.ArchiveString ( &_stance );
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arc.ArchiveFloat ( &_aimTimeMin );
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arc.ArchiveFloat ( &_aimTimeMax );
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arc.ArchiveFloat ( &_fireTimeMin );
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arc.ArchiveFloat ( &_fireTimeMax );
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arc.ArchiveBool ( &_forceAttack );
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arc.ArchiveString(&_stance);
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arc.ArchiveFloat(&_aimTimeMin);
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arc.ArchiveFloat(&_aimTimeMax);
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arc.ArchiveFloat(&_fireTimeMin);
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arc.ArchiveFloat(&_fireTimeMax);
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arc.ArchiveBool(&_forceAttack);
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//
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// Archive Components
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//
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arc.ArchiveObject ( &_fireWeapon );
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arc.ArchiveObject ( &_rotateToEntity );
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arc.ArchiveObject(&_fireWeapon);
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arc.ArchiveObject(&_rotateToEntity);
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//
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// Archive Member Variables
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//
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ArchiveEnum ( _state, StationaryFireStates_t );
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arc.ArchiveFloat ( &_endFireTime );
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arc.ArchiveFloat ( &_endAimTime );
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arc.ArchiveSafePointer ( &_currentEnemy );
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arc.ArchiveBool ( &_animDone );
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arc.ArchiveBool ( &_canAttack );
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arc.ArchiveString ( &_aimAnim );
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arc.ArchiveString ( &_preFireAnim );
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arc.ArchiveString ( &_fireAnim );
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arc.ArchiveString ( &_postFireAnim );
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ArchiveEnum(_state, StationaryFireStates_t);
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arc.ArchiveFloat(&_endFireTime);
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arc.ArchiveFloat(&_endAimTime);
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arc.ArchiveSafePointer(&_currentEnemy);
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arc.ArchiveBool(&_animDone);
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arc.ArchiveBool(&_canAttack);
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arc.ArchiveString(&_aimAnim);
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arc.ArchiveString(&_preFireAnim);
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arc.ArchiveString(&_fireAnim);
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arc.ArchiveString(&_postFireAnim);
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arc.ArchiveObjectPointer( ( Class ** )&_self );
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arc.ArchiveObjectPointer((Class **)&_self);
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}
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