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https://github.com/TES3MP/openmw-tes3mp.git
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Single AI package clone definition
This commit is contained in:
parent
103188b61d
commit
8e0934cbd8
23 changed files with 4 additions and 75 deletions
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@ -18,11 +18,6 @@ namespace MWMechanics
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{
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}
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AiActivate *MWMechanics::AiActivate::clone() const
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{
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return new AiActivate(*this);
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}
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bool AiActivate::execute(const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow
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@ -28,7 +28,6 @@ namespace MWMechanics
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AiActivate(const ESM::AiSequence::AiActivate* activate);
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AiActivate *clone() const final;
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bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) final;
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int getTypeId() const final;
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@ -72,11 +72,6 @@ bool MWMechanics::AiAvoidDoor::execute (const MWWorld::Ptr& actor, CharacterCont
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return false;
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}
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MWMechanics::AiAvoidDoor *MWMechanics::AiAvoidDoor::clone() const
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{
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return new AiAvoidDoor(*this);
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}
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int MWMechanics::AiAvoidDoor::getTypeId() const
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{
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return TypeIdAvoidDoor;
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@ -22,8 +22,6 @@ namespace MWMechanics
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/// Avoid door until the door is fully open
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AiAvoidDoor(const MWWorld::ConstPtr& doorPtr);
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AiAvoidDoor *clone() const final;
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bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) final;
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int getTypeId() const final;
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@ -32,11 +32,6 @@ bool MWMechanics::AiBreathe::execute (const MWWorld::Ptr& actor, CharacterContro
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return true;
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}
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MWMechanics::AiBreathe *MWMechanics::AiBreathe::clone() const
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{
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return new AiBreathe(*this);
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}
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int MWMechanics::AiBreathe::getTypeId() const
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{
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return TypeIdBreathe;
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@ -10,8 +10,6 @@ namespace MWMechanics
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class AiBreathe final : public TypedAiPackage<AiBreathe>
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{
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public:
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AiBreathe *clone() const final;
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bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) final;
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int getTypeId() const final;
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@ -18,11 +18,6 @@ MWMechanics::AiCast::AiCast(const std::string& targetId, const std::string& spel
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mDistance = action.getCombatRange(isRanged);
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}
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MWMechanics::AiPackage *MWMechanics::AiCast::clone() const
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{
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return new AiCast(*this);
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}
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bool MWMechanics::AiCast::execute(const MWWorld::Ptr& actor, MWMechanics::CharacterController& characterController, MWMechanics::AiState& state, float duration)
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{
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MWWorld::Ptr target;
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@ -15,8 +15,6 @@ namespace MWMechanics
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public:
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AiCast(const std::string& targetId, const std::string& spellId, bool manualSpell=false);
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AiPackage *clone() const final;
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bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) final;
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int getTypeId() const final;
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@ -421,11 +421,6 @@ namespace MWMechanics
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return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
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}
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AiCombat *MWMechanics::AiCombat::clone() const
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{
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return new AiCombat(*this);
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}
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void AiCombat::writeState(ESM::AiSequence::AiSequence &sequence) const
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{
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std::unique_ptr<ESM::AiSequence::AiCombat> combat(new ESM::AiSequence::AiCombat());
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@ -102,8 +102,6 @@ namespace MWMechanics
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void init();
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AiCombat *clone() const final;
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bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) final;
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int getTypeId() const final;
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@ -55,12 +55,6 @@ namespace MWMechanics
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mDuration = 0;
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}
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AiEscort *MWMechanics::AiEscort::clone() const
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{
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return new AiEscort(*this);
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}
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bool AiEscort::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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// If AiEscort has ran for as long or longer then the duration specified
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@ -30,8 +30,6 @@ namespace MWMechanics
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AiEscort(const ESM::AiSequence::AiEscort* escort);
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AiEscort *clone() const final;
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bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) final;
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int getTypeId() const final;
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@ -9,11 +9,6 @@ MWMechanics::AiFace::AiFace(float targetX, float targetY)
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{
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}
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MWMechanics::AiPackage *MWMechanics::AiFace::clone() const
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{
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return new AiFace(*this);
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}
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bool MWMechanics::AiFace::execute(const MWWorld::Ptr& actor, MWMechanics::CharacterController& /*characterController*/, MWMechanics::AiState& /*state*/, float /*duration*/)
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{
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osg::Vec3f dir = osg::Vec3f(mTargetX, mTargetY, 0) - actor.getRefData().getPosition().asVec3();
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@ -10,8 +10,6 @@ namespace MWMechanics
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public:
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AiFace(float targetX, float targetY);
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AiPackage *clone() const final;
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bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) final;
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int getTypeId() const final;
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@ -201,11 +201,6 @@ std::string AiFollow::getFollowedActor()
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return mTargetActorRefId;
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}
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AiFollow *MWMechanics::AiFollow::clone() const
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{
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return new AiFollow(*this);
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}
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int AiFollow::getTypeId() const
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{
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return TypeIdFollow;
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@ -57,8 +57,6 @@ namespace MWMechanics
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bool followTargetThroughDoors() const final { return true; }
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bool shouldCancelPreviousAi() const final { return !mCommanded; }
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AiFollow *clone() const final;
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bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) final;
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int getTypeId() const final;
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@ -27,10 +27,6 @@ AiPursue::AiPursue(const ESM::AiSequence::AiPursue *pursue)
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mTargetActorId = pursue->mTargetActorId;
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}
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AiPursue *MWMechanics::AiPursue::clone() const
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{
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return new AiPursue(*this);
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}
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bool AiPursue::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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if(actor.getClass().getCreatureStats(actor).isDead())
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@ -26,7 +26,6 @@ namespace MWMechanics
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AiPursue(const ESM::AiSequence::AiPursue* pursue);
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AiPursue *clone() const final;
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bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) final;
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int getTypeId() const final;
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@ -36,11 +36,6 @@ namespace MWMechanics
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{
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}
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AiTravel *MWMechanics::AiTravel::clone() const
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{
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return new AiTravel(*this);
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}
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bool AiTravel::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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auto& stats = actor.getClass().getCreatureStats(actor);
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@ -26,8 +26,6 @@ namespace MWMechanics
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void writeState(ESM::AiSequence::AiSequence &sequence) const final;
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AiTravel *clone() const final;
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bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) final;
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int getTypeId() const final;
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@ -115,11 +115,6 @@ namespace MWMechanics
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mDuration = 0;
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}
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AiPackage * MWMechanics::AiWander::clone() const
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{
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return new AiWander(*this);
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}
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/*
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* AiWander high level states (0.29.0). Not entirely accurate in some cases
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* e.g. non-NPC actors do not greet and some creatures may be moving even in
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@ -91,8 +91,6 @@ namespace MWMechanics
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AiWander (const ESM::AiSequence::AiWander* wander);
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AiPackage *clone() const final;
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bool execute(const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) final;
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int getTypeId() const final;
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@ -8,6 +8,10 @@ namespace MWMechanics
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template <class T>
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struct TypedAiPackage : public AiPackage
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{
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virtual TypedAiPackage<T> *clone() const override
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{
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return new T(*static_cast<const T*>(this));
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}
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};
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}
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