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https://github.com/ZDoom/Raze.git
synced 2024-11-29 07:21:54 +00:00
rewrote state pointer serializer to handle the in-object states of custom dudes, deleted the old custom dude states and added one missing state to the list.
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parent
73050e3f74
commit
30826ef22f
3 changed files with 111 additions and 33 deletions
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@ -61,11 +61,6 @@ AISTATE tinycalebBurnGoto = { kAiStateMove, 3, nullptr, 3600, NULL, &AF(aiMoveFo
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AISTATE tinycalebBurnSearch = { kAiStateSearch, 3, nullptr, 3600, NULL, &AF(aiMoveForward), &AF(burnThinkSearch), &tinycalebBurnSearch };
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AISTATE tinycalebBurnAttack = { kAiStateChase, 3, &AF(BurnSeqCallback), 120, NULL, NULL, NULL, &tinycalebBurnChase };
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AISTATE genDudeBurnIdle = { kAiStateIdle, 3, nullptr, 0, NULL, NULL, &AF(aiThinkTarget), NULL };
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AISTATE genDudeBurnChase = { kAiStateChase, 3, nullptr, 0, NULL, &AF(aiMoveForward), &AF(burnThinkChase), NULL };
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AISTATE genDudeBurnGoto = { kAiStateMove, 3, nullptr, 3600, NULL, &AF(aiMoveForward), &AF(burnThinkGoto), &genDudeBurnSearch };
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AISTATE genDudeBurnSearch = { kAiStateSearch, 3, nullptr, 3600, NULL, &AF(aiMoveForward), &AF(burnThinkSearch), &genDudeBurnSearch };
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AISTATE genDudeBurnAttack = { kAiStateChase, 3, &AF(BurnSeqCallback), 120, NULL, NULL, NULL, &genDudeBurnChase };
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void BurnSeqCallback(DBloodActor*)
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{
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@ -110,11 +110,7 @@ extern AISTATE tinycalebBurnChase;
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extern AISTATE tinycalebBurnGoto;
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extern AISTATE tinycalebBurnSearch;
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extern AISTATE tinycalebBurnAttack;
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extern AISTATE genDudeBurnIdle;
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extern AISTATE genDudeBurnChase;
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extern AISTATE genDudeBurnGoto;
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extern AISTATE genDudeBurnSearch;
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extern AISTATE genDudeBurnAttack;
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extern AISTATE tinycalebIdle;
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extern AISTATE tinycalebChase;
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@ -181,6 +177,7 @@ extern AISTATE cultistTsFire;
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extern AISTATE cultistSProneFire;
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extern AISTATE cultistTProneFire;
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extern AISTATE cultistTsProneFire;
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extern AISTATE cultistTsProneFireFixed;
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extern AISTATE cultistRecoil;
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extern AISTATE cultistProneRecoil;
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extern AISTATE cultistTeslaRecoil;
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@ -123,11 +123,6 @@ static AISTATE* const allAIStates[] =
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&tinycalebBurnGoto,
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&tinycalebBurnSearch,
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&tinycalebBurnAttack,
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&genDudeBurnIdle,
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&genDudeBurnChase,
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&genDudeBurnGoto,
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&genDudeBurnSearch,
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&genDudeBurnAttack,
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&tinycalebIdle,
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&tinycalebChase,
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&tinycalebDodge,
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@ -191,6 +186,7 @@ static AISTATE* const allAIStates[] =
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&cultistSProneFire,
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&cultistTProneFire,
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&cultistTsProneFire,
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&cultistTsProneFireFixed,
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&cultistRecoil,
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&cultistProneRecoil,
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&cultistTeslaRecoil,
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@ -353,12 +349,112 @@ static AISTATE* const allAIStates[] =
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&zombieFTeslaRecoil,
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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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#ifdef NOONE_EXTENSIONS
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// Serializing states is a lot more tricky for custom dudes.
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// Note that this makes no assumptions about the relationship between actor and dude because at restoration this isn't known.
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struct AIStateRep
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{
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DCustomDude* owner;
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int index;
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};
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static AIStateRep makeStateRep(AISTATE* state)
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{
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int i = 0;
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if (state == nullptr) return { nullptr, -1 };
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for (auto cstate : allAIStates)
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{
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if (state == cstate)
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{
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return { nullptr, i };
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}
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i++;
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}
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if (gModernMap)
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{
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if (state >= genPatrolStates && state < genPatrolStates + kPatrolStateSize)
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{
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return { nullptr, int(state - genPatrolStates) + 1000 };
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}
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// now it gets ugly: the custom dudes each have a copied set of states. Find out which one.
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BloodSpriteIterator it;
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while (auto actor = it.Next())
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{
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if (IsCustomDude(actor))
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{
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auto dude = cdudeGet(actor);
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if (dude)
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{
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auto firststate = (AISTATE*)dude->states;
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auto count = sizeof(dude->states) / sizeof(AISTATE);
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if (state >= firststate && state < firststate + count)
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{
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return { dude, int(state - firststate) };
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}
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}
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}
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}
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}
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Printf(PRINT_HIGH, "Attempt to save invalid state!\n"); // we got no further info here, sorry!
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return { nullptr, -1 };
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}
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static AISTATE* getStateFromRep(AIStateRep* rep)
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{
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if (rep->owner == nullptr)
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{
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int i = rep->index;
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if (i >= 0 && i < countof(allAIStates))
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{
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return allAIStates[i];
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}
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else if (gModernMap && i >= 1000 && i < 1000 + kPatrolStateSize)
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{
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return genPatrolStates + (i - 1000);
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}
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else
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{
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return nullptr;
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}
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}
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else if (gModernMap)
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{
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// at this point the object may not have been deserialized but it definitely has been allocated so we can just take the address.
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AISTATE* state = (AISTATE*)rep->owner->states;
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return state + rep->index;
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}
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else return nullptr;
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, AIStateRep& w, AIStateRep* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("object", w.owner)
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("index", w.index)
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.EndObject();
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}
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return arc;
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, AISTATE*& w, AISTATE** def)
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{
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unsigned i = 0;
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if (arc.isWriting())
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{
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auto rep = makeStateRep(w);
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arc(keyname, rep);
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}
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else
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{
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AIStateRep rep;
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arc(keyname, rep);
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w = getStateFromRep(&rep);
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}
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return arc;
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}
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#else
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FSerializer& Serialize(FSerializer& arc, const char* keyname, AISTATE*& w, AISTATE** def)
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{
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unsigned i = 0;
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@ -374,13 +470,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, AISTATE*& w, AISTA
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}
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i++;
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}
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#ifdef NOONE_EXTENSIONS
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if (w >= genPatrolStates && w < genPatrolStates + kPatrolStateSize)
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{
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i = int(w - genPatrolStates) + 1000;
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arc(keyname, i);
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}
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#endif
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}
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else
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{
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@ -389,12 +478,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, AISTATE*& w, AISTA
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{
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w = allAIStates[i];
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}
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#ifdef NOONE_EXTENSIONS
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else if (i >= 1000 && i < 1000 + kPatrolStateSize)
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{
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w = genPatrolStates + (i - 1000);
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}
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#endif
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else
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{
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w = nullptr;
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@ -403,6 +486,9 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, AISTATE*& w, AISTA
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return arc;
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}
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#endif
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//---------------------------------------------------------------------------
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//
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//
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