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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// $Logfile:: /Code/DLLs/game/coverCombatWithRangedWeapon.hpp $
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// $Logfile:: /Code/DLLs/game/coverCombatWithRangedWeapon.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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// CoverCombatWithRangedWeapon Behavior Definition
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// CoverCombatWithRangedWeapon 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 CoverCombatWithRangedWeapon;
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class CoverCombatWithRangedWeapon;
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#ifndef __COVERCOMBAT_WITH_RANGEDWEAPON_HPP__
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#ifndef __COVERCOMBAT_WITH_RANGEDWEAPON_HPP__
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#define __COVERCOMBAT_WITH_RANGEDWEAPON_HPP__
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#define __COVERCOMBAT_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: CoverCombatWithRangedWeapon
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// Name: CoverCombatWithRangedWeapon
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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 CoverCombatWithRangedWeapon : public Behavior
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class CoverCombatWithRangedWeapon : 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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COVERCOMBAT_WRW_FIND_COVER,
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{
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COVERCOMBAT_WRW_FIND_BETTER_COVER,
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COVERCOMBAT_WRW_FIND_COVER,
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COVERCOMBAT_WRW_MOVE_TO_COVER,
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COVERCOMBAT_WRW_FIND_BETTER_COVER,
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COVERCOMBAT_WRW_CHANGE_POSTURE_DUCK,
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COVERCOMBAT_WRW_MOVE_TO_COVER,
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COVERCOMBAT_WRW_CHANGE_POSTURE_STAND,
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COVERCOMBAT_WRW_CHANGE_POSTURE_DUCK,
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COVERCOMBAT_WRW_FIRE_STANDING,
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COVERCOMBAT_WRW_CHANGE_POSTURE_STAND,
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COVERCOMBAT_WRW_FIRE_PAUSE_STANDING,
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COVERCOMBAT_WRW_FIRE_STANDING,
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COVERCOMBAT_WRW_SPOTTED,
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COVERCOMBAT_WRW_FIRE_PAUSE_STANDING,
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COVERCOMBAT_WRW_DUCKED,
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COVERCOMBAT_WRW_SPOTTED,
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COVERCOMBAT_WRW_STANDING,
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COVERCOMBAT_WRW_DUCKED,
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COVERCOMBAT_WRW_SUCCESS,
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COVERCOMBAT_WRW_STANDING,
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COVERCOMBAT_WRW_FAILED
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COVERCOMBAT_WRW_SUCCESS,
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} coverCombatStates_t;
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COVERCOMBAT_WRW_FAILED
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} coverCombatStates_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(CoverCombatWithRangedWeapon);
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//------------------------------------
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private:
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CoverCombatWithRangedWeapon();
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str _movementAnim;
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~CoverCombatWithRangedWeapon();
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str _torsoAnim;
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str _fireAnim;
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void SetArgs(Event* ev);
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float _maxDistance;
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void AnimDone(Event* ev);
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float _fireTimeMin;
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void PostureDone(Event* ev);
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float _fireTimeMax;
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float _pauseTimeMin;
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void Begin(Actor& self);
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float _pauseTimeMax;
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BehaviorReturnCode_t Evaluate(Actor& self);
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void End(Actor& self);
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//-------------------------------------
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void SetMovementAnim(const str& movementAnim);
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// Internal Functionality
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const str& GetMovementAnim();
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//-------------------------------------
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protected:
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void SetTorsoAnim(const str& torsoAnim);
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void transitionToState ( coverCombatStates_t state );
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const str& GetTorsoAnim();
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void setInternalState ( coverCombatStates_t state , const str &stateName );
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void init ( Actor &self );
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void SetFireAnim(const str& fireAnim);
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void think ();
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const str& GetFireAnim();
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void updateEnemy ();
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void setTorsoAnim ();
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void SetMaxDistance(float maxDistance);
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float GetMaxDistance();
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void setupRotate();
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BehaviorReturnCode_t evaluateRotate();
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void SetFireTimeMin(float fireTimeMin);
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float GetFireTimeMin();
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void setupStateFindCover ();
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BehaviorReturnCode_t evaluateStateFindCover ();
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void SetFireTimeMax(float fireTimeMax);
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void failureStateFindCover ( const str& failureReason );
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float GetFireTimeMax();
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void setupStateMoveToCover ();
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void SetPauseTimeMin(float pauseTimeMin);
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BehaviorReturnCode_t evaluateStateMoveToCover ();
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float GetPauseTimeMin();
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void failureStateMoveToCover ( const str& failureReason );
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void SetPauseTimeMax(float pauseTimeMax);
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void setupStateChangePostureDuck ();
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float GetPauseTimeMax();
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BehaviorReturnCode_t evaluateStateChangePostureDuck ();
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void failureStateChangePostureDuck ( const str& failureReason );
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static bool CanExecute(Actor& self, float maxDistance);
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virtual void Archive(Archiver& arc);
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void setupStateChangePostureStand ();
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BehaviorReturnCode_t evaluateStateChangePostureStand ();
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protected:
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void failureStateChangePostureStand ( const str& failureReason );
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//-------------------------------------
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// Internal Functionality
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void setupStateSpotted ();
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//-------------------------------------
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BehaviorReturnCode_t evaluateStateSpotted ();
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void transitionToState(coverCombatStates_t state);
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void failureStateSpotted ( const str& failureReason );
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void setInternalState(coverCombatStates_t state, const str& stateName);
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void init(Actor& self);
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void setupStateDucked ();
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void think();
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BehaviorReturnCode_t evaluateStateDucked ();
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void updateEnemy();
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void failureStateDucked ( const str& failureReason );
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void setTorsoAnim();
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void setupStateStanding ();
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void setupRotate();
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BehaviorReturnCode_t evaluateStateStanding ();
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BehaviorReturnCode_t evaluateRotate();
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void failureStateStanding ( const str& failureReason );
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void setupStateFindCover();
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void setupStateFindBetterCover ();
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BehaviorReturnCode_t evaluateStateFindCover();
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BehaviorReturnCode_t evaluateStateFindBetterCover ();
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void failureStateFindCover(const str& failureReason);
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void failureStateFindBetterCover ( const str& failureReason );
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void setupStateMoveToCover();
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void setupStateFireStanding ();
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BehaviorReturnCode_t evaluateStateMoveToCover();
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BehaviorReturnCode_t evaluateStateFireStanding ();
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void failureStateMoveToCover(const str& failureReason);
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void failureStateFireStanding ( const str& failureReason );
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void setupStateChangePostureDuck();
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void setupStateFirePauseStanding ();
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BehaviorReturnCode_t evaluateStateChangePostureDuck();
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BehaviorReturnCode_t evaluateStateFirePauseStanding ();
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void failureStateChangePostureDuck(const str& failureReason);
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void failureStateFirePauseStanding ( const str& failureReason );
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void setupStateChangePostureStand();
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BehaviorReturnCode_t evaluateStateChangePostureStand();
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void failureStateChangePostureStand(const str& failureReason);
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//-------------------------------------
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// Public Interface
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void setupStateSpotted();
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//-------------------------------------
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BehaviorReturnCode_t evaluateStateSpotted();
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public:
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void failureStateSpotted(const str& failureReason);
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CLASS_PROTOTYPE( CoverCombatWithRangedWeapon );
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void setupStateDucked();
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CoverCombatWithRangedWeapon();
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BehaviorReturnCode_t evaluateStateDucked();
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~CoverCombatWithRangedWeapon();
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void failureStateDucked(const str& failureReason);
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void SetArgs ( Event *ev );
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void setupStateStanding();
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void AnimDone ( Event *ev );
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BehaviorReturnCode_t evaluateStateStanding();
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void PostureDone ( Event *ev );
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void failureStateStanding(const str& failureReason);
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void Begin ( Actor &self );
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void setupStateFindBetterCover();
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BehaviorReturnCode_t Evaluate ( Actor &self );
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BehaviorReturnCode_t evaluateStateFindBetterCover();
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void End ( Actor &self );
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void failureStateFindBetterCover(const str& failureReason);
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void SetMovementAnim( const str& movementAnim );
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void setupStateFireStanding();
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const str& GetMovementAnim();
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BehaviorReturnCode_t evaluateStateFireStanding();
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void failureStateFireStanding(const str& failureReason);
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void SetTorsoAnim( const str& torsoAnim );
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const str& GetTorsoAnim();
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void setupStateFirePauseStanding();
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BehaviorReturnCode_t evaluateStateFirePauseStanding();
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void SetFireAnim( const str& fireAnim );
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void failureStateFirePauseStanding(const str& failureReason);
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const str& GetFireAnim();
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private:
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void SetMaxDistance( float maxDistance );
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//------------------------------------
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float GetMaxDistance();
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// Parameters
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//------------------------------------
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void SetFireTimeMin( float fireTimeMin );
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str _movementAnim;
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float GetFireTimeMin();
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str _torsoAnim;
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str _fireAnim;
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void SetFireTimeMax( float fireTimeMax );
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float _maxDistance;
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float GetFireTimeMax();
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float _fireTimeMin;
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float _fireTimeMax;
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void SetPauseTimeMin( float pauseTimeMin );
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float _pauseTimeMin;
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float GetPauseTimeMin();
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float _pauseTimeMax;
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void SetPauseTimeMax( float pauseTimeMax );
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//-------------------------------------
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float GetPauseTimeMax();
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// Components
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//-------------------------------------
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static bool CanExecute( Actor &self , float maxDistance );
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GotoPoint _gotoPoint;
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virtual void Archive ( Archiver &arc );
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FireWeapon _fireWeapon;
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RotateToEntity _rotate;
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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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private:
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//-------------------------------------
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GotoPoint _gotoPoint;
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coverCombatStates_t _state;
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FireWeapon _fireWeapon;
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HelperNodePtr _node;
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RotateToEntity _rotate;
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Actor* _self;
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EntityPtr _currentEnemy;
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bool _finishedPostureTransition;
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//-------------------------------------
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bool _spotted;
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// Member Variables
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float _nextSpotCheck;
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//-------------------------------------
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float _nextStandTime;
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private:
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float _nextDuckTime;
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coverCombatStates_t _state;
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float _nextFireTime;
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HelperNodePtr _node;
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float _nextPauseTime;
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Actor *_self;
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EntityPtr _currentEnemy;
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static const float NODE_RADIUS;
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bool _finishedPostureTransition;
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};
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bool _spotted;
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float _nextSpotCheck;
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inline void CoverCombatWithRangedWeapon::SetMovementAnim(const str& movementAnim) {
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float _nextStandTime;
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_movementAnim = movementAnim;
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float _nextDuckTime;
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}
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float _nextFireTime;
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float _nextPauseTime;
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inline const str& CoverCombatWithRangedWeapon::GetMovementAnim() {
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return _movementAnim;
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static const float NODE_RADIUS;
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}
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inline void CoverCombatWithRangedWeapon::SetTorsoAnim(const str& torsoAnim) {
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};
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_torsoAnim = torsoAnim;
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}
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inline void CoverCombatWithRangedWeapon::SetMovementAnim( const str& movementAnim )
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{
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inline const str& CoverCombatWithRangedWeapon::GetTorsoAnim() {
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_movementAnim = movementAnim;
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return _torsoAnim;
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}
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}
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inline const str& CoverCombatWithRangedWeapon::GetMovementAnim()
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inline void CoverCombatWithRangedWeapon::SetFireAnim(const str& fireAnim) {
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{
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_fireAnim = fireAnim;
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return _movementAnim;
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}
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}
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inline const str& CoverCombatWithRangedWeapon::GetFireAnim() {
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inline void CoverCombatWithRangedWeapon::SetTorsoAnim( const str& torsoAnim )
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return _fireAnim;
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{
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}
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_torsoAnim = torsoAnim;
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}
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inline void CoverCombatWithRangedWeapon::SetMaxDistance(float maxDistance) {
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_maxDistance = maxDistance;
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inline const str& CoverCombatWithRangedWeapon::GetTorsoAnim()
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}
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{
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return _torsoAnim;
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inline float CoverCombatWithRangedWeapon::GetMaxDistance() {
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}
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return _maxDistance;
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}
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inline void CoverCombatWithRangedWeapon::SetFireAnim( const str& fireAnim )
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{
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inline void CoverCombatWithRangedWeapon::SetFireTimeMin(float fireTimeMin) {
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_fireAnim = fireAnim;
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_fireTimeMin = fireTimeMin;
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}
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}
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inline const str& CoverCombatWithRangedWeapon::GetFireAnim()
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inline float CoverCombatWithRangedWeapon::GetFireTimeMin() {
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{
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return _fireTimeMin;
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return _fireAnim;
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}
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}
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inline void CoverCombatWithRangedWeapon::SetFireTimeMax(float fireTimeMax) {
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inline void CoverCombatWithRangedWeapon::SetMaxDistance( float maxDistance )
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_fireTimeMax = fireTimeMax;
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{
|
}
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_maxDistance = maxDistance;
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}
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inline float CoverCombatWithRangedWeapon::GetFireTimeMax() {
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return _fireTimeMax;
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inline float CoverCombatWithRangedWeapon::GetMaxDistance()
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}
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{
|
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return _maxDistance;
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inline void CoverCombatWithRangedWeapon::SetPauseTimeMin(float pauseTimeMin) {
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}
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_pauseTimeMin = pauseTimeMin;
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|
}
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inline void CoverCombatWithRangedWeapon::SetFireTimeMin( float fireTimeMin )
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{
|
inline float CoverCombatWithRangedWeapon::GetPauseTimeMin() {
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_fireTimeMin = fireTimeMin;
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return _pauseTimeMin;
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}
|
}
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|
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inline float CoverCombatWithRangedWeapon::GetFireTimeMin()
|
inline void CoverCombatWithRangedWeapon::SetPauseTimeMax(float pauseTimeMax) {
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{
|
_pauseTimeMax = pauseTimeMax;
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return _fireTimeMin;
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}
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}
|
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inline float CoverCombatWithRangedWeapon::GetPauseTimeMax() {
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inline void CoverCombatWithRangedWeapon::SetFireTimeMax( float fireTimeMax )
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return _pauseTimeMax;
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{
|
}
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_fireTimeMax = fireTimeMax;
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}
|
inline void CoverCombatWithRangedWeapon::Archive(Archiver& arc) {
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|
Behavior::Archive(arc);
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inline float CoverCombatWithRangedWeapon::GetFireTimeMax()
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{
|
//
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return _fireTimeMax;
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// Archive Parameters
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}
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//
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arc.ArchiveString(&_movementAnim);
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inline void CoverCombatWithRangedWeapon::SetPauseTimeMin( float pauseTimeMin )
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arc.ArchiveString(&_torsoAnim);
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{
|
arc.ArchiveString(&_fireAnim);
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_pauseTimeMin = pauseTimeMin;
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arc.ArchiveFloat(&_maxDistance);
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}
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arc.ArchiveFloat(&_fireTimeMin);
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arc.ArchiveFloat(&_fireTimeMax);
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inline float CoverCombatWithRangedWeapon::GetPauseTimeMin()
|
arc.ArchiveFloat(&_pauseTimeMin);
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{
|
arc.ArchiveFloat(&_pauseTimeMax);
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return _pauseTimeMin;
|
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}
|
//
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// Archive Components
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inline void CoverCombatWithRangedWeapon::SetPauseTimeMax( float pauseTimeMax )
|
//
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||||||
{
|
arc.ArchiveObject(&_gotoPoint);
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_pauseTimeMax = pauseTimeMax;
|
arc.ArchiveObject(&_fireWeapon);
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}
|
arc.ArchiveObject(&_rotate);
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|
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inline float CoverCombatWithRangedWeapon::GetPauseTimeMax()
|
//
|
||||||
{
|
// Archive Member Variables
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return _pauseTimeMax;
|
//
|
||||||
}
|
ArchiveEnum(_state, coverCombatStates_t);
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|
arc.ArchiveSafePointer(&_node);
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||||||
inline void CoverCombatWithRangedWeapon::Archive( Archiver &arc )
|
arc.ArchiveObjectPointer((Class **)&_self);
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||||||
{
|
arc.ArchiveSafePointer(&_currentEnemy);
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Behavior::Archive ( arc );
|
arc.ArchiveBool(&_finishedPostureTransition);
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|
arc.ArchiveBool(&_spotted);
|
||||||
//
|
arc.ArchiveFloat(&_nextSpotCheck);
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// Archive Parameters
|
arc.ArchiveFloat(&_nextStandTime);
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||||||
//
|
arc.ArchiveFloat(&_nextDuckTime);
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||||||
arc.ArchiveString ( &_movementAnim );
|
arc.ArchiveFloat(&_nextFireTime);
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||||||
arc.ArchiveString ( &_torsoAnim );
|
arc.ArchiveFloat(&_nextPauseTime);
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||||||
arc.ArchiveString ( &_fireAnim );
|
}
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||||||
arc.ArchiveFloat ( &_maxDistance );
|
|
||||||
arc.ArchiveFloat ( &_fireTimeMin );
|
|
||||||
arc.ArchiveFloat ( &_fireTimeMax );
|
#endif /* __COVERCOMBAT_WITH_RANGEDWEAPON_HPP__ */
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||||||
arc.ArchiveFloat ( &_pauseTimeMin );
|
|
||||||
arc.ArchiveFloat ( &_pauseTimeMax );
|
|
||||||
|
|
||||||
//
|
|
||||||
// Archive Components
|
|
||||||
//
|
|
||||||
arc.ArchiveObject ( &_gotoPoint );
|
|
||||||
arc.ArchiveObject ( &_fireWeapon );
|
|
||||||
arc.ArchiveObject ( &_rotate );
|
|
||||||
|
|
||||||
//
|
|
||||||
// Archive Member Variables
|
|
||||||
//
|
|
||||||
ArchiveEnum ( _state, coverCombatStates_t );
|
|
||||||
arc.ArchiveSafePointer ( &_node );
|
|
||||||
arc.ArchiveObjectPointer( ( Class ** )&_self );
|
|
||||||
arc.ArchiveSafePointer ( &_currentEnemy );
|
|
||||||
arc.ArchiveBool ( &_finishedPostureTransition );
|
|
||||||
arc.ArchiveBool ( &_spotted );
|
|
||||||
arc.ArchiveFloat ( &_nextSpotCheck );
|
|
||||||
arc.ArchiveFloat ( &_nextStandTime );
|
|
||||||
arc.ArchiveFloat ( &_nextDuckTime );
|
|
||||||
arc.ArchiveFloat ( &_nextFireTime );
|
|
||||||
arc.ArchiveFloat ( &_nextPauseTime );
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
#endif /* __COVERCOMBAT_WITH_RANGEDWEAPON_HPP__ */
|
|
||||||
|
|
Loading…
Reference in a new issue