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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// $Logfile:: /Code/DLLs/game/teleportToEntity.h $
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// $Logfile:: /Code/DLLs/game/teleportToEntity.h $
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// $Revision:: 169 $
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// $Revision:: 169 $
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// $Author:: Bschofield $
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// $Author:: Bschofield $
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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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// TeleportToEntity Behavior Definition ( Behavior Name Needs To Be Changed )
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// TeleportToEntity Behavior Definition ( Behavior Name Needs To Be Changed )
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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 AnimatedTeleportToPlayer;
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class AnimatedTeleportToPlayer;
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#ifndef __TELEPORT_TO_ENTITY_H__
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#ifndef __TELEPORT_TO_ENTITY_H__
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#define __TELEPORT_TO_ENTITY_H__
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#define __TELEPORT_TO_ENTITY_H__
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#include "behavior.h"
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#include "behavior.h"
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//--------------------------------------------------
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//--------------------------------------------------
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// We need to change the name of this behavior to more appropriately
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// We need to change the name of this behavior to more appropriately
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// reflect the file name AND we need to set it up properly so that it
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// reflect the file name AND we need to set it up properly so that it
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// doesn't HAVE to be animated... Basically we need to generalize this
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// doesn't HAVE to be animated... Basically we need to generalize this
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// behavior as soon as possible
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// behavior as soon as possible
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//----------------------------------------------------
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//----------------------------------------------------
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//------------------------- CLASS ------------------------------
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//------------------------- CLASS ------------------------------
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//
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//
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// Name: AnimatedTeleportToPlayer
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// Name: AnimatedTeleportToPlayer
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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: Teleports Actor to the player ( See .cpp for details )
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// Description: Teleports Actor to the player ( See .cpp for details )
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//
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//
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// Method of Use: State Machine or another behavior
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// Method of Use: State Machine or another behavior
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//--------------------------------------------------------------
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//--------------------------------------------------------------
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class AnimatedTeleportToPlayer : public Behavior
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class AnimatedTeleportToPlayer : 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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ANIM_TELEPORT_BEGIN,
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{
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ANIM_TELEPORT_START_ANIM,
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ANIM_TELEPORT_BEGIN,
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ANIM_TELEPORT_START_ANIMATING,
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ANIM_TELEPORT_START_ANIM,
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ANIM_TELEPORT_TELEPORT,
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ANIM_TELEPORT_START_ANIMATING,
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ANIM_TELEPORT_END_ANIM,
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ANIM_TELEPORT_TELEPORT,
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ANIM_TELEPORT_END_ANIMATING,
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ANIM_TELEPORT_END_ANIM,
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} animTeleportStates_t;
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ANIM_TELEPORT_END_ANIMATING,
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} animTeleportStates_t;
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typedef enum {
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TELEPORT_BEHIND,
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typedef enum
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TELEPORT_TOLEFT,
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{
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TELEPORT_TORIGHT,
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TELEPORT_BEHIND,
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TELEPORT_INFRONT,
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TELEPORT_TOLEFT,
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TELEPORT_NUMBER_OF_POSITIONS
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TELEPORT_TORIGHT,
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} animTeleportPositionModes_t;
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TELEPORT_INFRONT,
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TELEPORT_NUMBER_OF_POSITIONS
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//-------------------------------------
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} animTeleportPositionModes_t;
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// Public Interface
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//-------------------------------------
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//------------------------------------
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CLASS_PROTOTYPE(AnimatedTeleportToPlayer);
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// Parameters
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//------------------------------------
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void SetArgs(Event* ev);
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private:
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void Begin(Actor& self);
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str _startAnim;
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str _endAnim;
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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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virtual void Archive(Archiver& arc);
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// Internal Functionality
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//-------------------------------------
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protected:
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protected:
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//-------------------------------------
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bool testPosition ( Actor &self, int test_pos, Vector &good_position, Entity* player, bool use_player_dir );
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// Internal Functionality
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//-------------------------------------
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bool testPosition(Actor& self, int test_pos, Vector& good_position, Entity* player, bool use_player_dir);
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//-------------------------------------
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// Public Interface
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private:
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//-------------------------------------
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//------------------------------------
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public:
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// Parameters
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CLASS_PROTOTYPE( AnimatedTeleportToPlayer );
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//------------------------------------
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str _startAnim;
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void SetArgs ( Event *ev );
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str _endAnim;
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void Begin ( Actor &self );
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//-------------------------------------
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BehaviorReturnCode_t Evaluate ( Actor &self );
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// Member Variables
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void End ( Actor &self );
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//-------------------------------------
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virtual void Archive ( Archiver &arc );
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Vector _teleportPosition;
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animTeleportStates_t _state;
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//-------------------------------------
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};
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// Member Variables
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//-------------------------------------
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inline void AnimatedTeleportToPlayer::Archive(Archiver& arc) {
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private:
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Behavior::Archive(arc);
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Vector _teleportPosition;
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animTeleportStates_t _state;
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//-------------------------------------
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};
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// Archive Parameters
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//-------------------------------------
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inline void AnimatedTeleportToPlayer::Archive( Archiver &arc )
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arc.ArchiveString(&_startAnim);
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{
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arc.ArchiveString(&_endAnim);
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Behavior::Archive ( arc );
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//-------------------------------------
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//-------------------------------------
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// Archive Member Variables
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// Archive Parameters
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//-------------------------------------
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//-------------------------------------
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arc.ArchiveVector(&_teleportPosition);
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arc.ArchiveString ( &_startAnim );
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ArchiveEnum(_state, animTeleportStates_t);
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arc.ArchiveString ( &_endAnim );
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}
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//-------------------------------------
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#endif /* __TELEPORT_TO_ENTITY_H__ */
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// Archive Member Variables
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//-------------------------------------
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arc.ArchiveVector ( &_teleportPosition );
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ArchiveEnum ( _state, animTeleportStates_t );
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}
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#endif /* __TELEPORT_TO_ENTITY_H__ */
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