mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
Move unused functions to another folder
This commit is contained in:
@@ -1,203 +0,0 @@
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/*%FSM<COMPILE "C:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, DayZ Wild Zeds Control">*/
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/*%FSM<HEAD>*/
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/*
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item0[] = {"init",0,250,-75.000000,-400.000000,25.000000,-350.000000,0.000000,"init"};
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item1[] = {"No_More_Needed",4,218,-250.000000,-250.000000,-150.000000,-200.000000,0.000000,"No More" \n "Needed"};
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item2[] = {"Delay_",2,250,-75.000000,50.000000,25.000000,100.000000,0.000000,"Delay" \n ""};
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item3[] = {"Need_more",4,218,-75.000000,-175.000000,25.000000,-125.000000,3.000000,"Need more"};
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item4[] = {"Spawn",2,250,-75.000000,-100.000000,25.000000,-50.000000,0.000000,"Spawn"};
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item5[] = {"Timeout",4,218,50.000000,-250.000000,150.000000,-200.000000,0.000000,"Timeout"};
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item6[] = {"Return",8,218,-75.000000,-25.000000,25.000000,25.000000,0.000000,"Return"};
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item7[] = {"initialized",4,218,-75.000000,-325.000000,25.000000,-275.000000,0.000000,"initialized"};
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item8[] = {"prepare",2,250,-75.000000,-250.000000,25.000000,-200.000000,0.000000,"prepare"};
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item9[] = {"Check",2,250,-250.000000,-25.000000,-150.000000,25.000000,0.000000,"Check"};
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item10[] = {"",7,210,-204.000000,-154.000000,-196.000000,-146.000000,0.000000,""};
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item11[] = {"Released_Delay_",4,4314,-250.000000,50.000000,-150.000000,100.000000,0.000000,"Released" \n "Delay" \n ""};
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link0[] = {0,7};
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link1[] = {1,8};
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link2[] = {2,11};
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link3[] = {3,4};
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link4[] = {4,6};
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link5[] = {5,8};
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link6[] = {6,2};
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link7[] = {7,8};
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link8[] = {8,3};
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link9[] = {8,5};
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link10[] = {9,10};
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link11[] = {10,1};
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link12[] = {10,3};
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link13[] = {11,9};
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globals[] = {25.000000,1,0,0,0,640,480,1,47,6316128,1,-497.761261,579.685730,295.259521,-641.446960,689,599,1};
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window[] = {2,-1,-1,-32000,-32000,930,150,1479,150,3,707};
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*//*%FSM</HEAD>*/
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class FSM
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{
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fsmName = "DayZ Wild Zeds Control";
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class States
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{
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/*%FSM<STATE "init">*/
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class init
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{
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name = "init";
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init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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/*%FSM<LINK "initialized">*/
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class initialized
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{
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priority = 0.000000;
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to="prepare";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"!isnil ""bis_fnc_init"""/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/"diag_log (""WILD SPAWN: INITIALIZING WILD SPAWN SCRIPT"");" \n
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""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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};
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};
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/*%FSM</STATE>*/
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/*%FSM<STATE "Delay_">*/
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class Delay_
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{
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name = "Delay_";
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init = /*%FSM<STATEINIT""">*/"_timeD = diag_tickTime;"/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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/*%FSM<LINK "Released_Delay_">*/
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class Released_Delay_
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{
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priority = 0.000000;
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to="Check";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _timeD) > 5"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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};
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};
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/*%FSM</STATE>*/
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/*%FSM<STATE "Spawn">*/
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class Spawn
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{
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name = "Spawn";
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init = /*%FSM<STATEINIT""">*/"_timeN = diag_tickTime;" \n
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"" \n
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"" \n
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"_tmp = [_unitTypes, _amount2Spawn];" \n
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"_waiting = _tmp call server_Wildgenerate;" \n
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"" \n
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"" \n
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"" \n
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"" \n
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""/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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/*%FSM<LINK "Return">*/
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class Return
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{
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priority = 0.000000;
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to="Delay_";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"_waiting"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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};
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};
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/*%FSM</STATE>*/
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/*%FSM<STATE "prepare">*/
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class prepare
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{
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name = "prepare";
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init = /*%FSM<STATEINIT""">*/"_timeN = diag_tickTime;" \n
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"_spawnmore = false;" \n
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"_amount2Spawn = 100;" \n
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"_totalamount=1000;" \n
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"_unitTypes = [""Wild_Civ_newBase""];" \n
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"" \n
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"" \n
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"_debugarea = getMarkerPos ""respawn_west"";" \n
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"_pos = getMarkerPos ""center"";" \n
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"" \n
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"_wildZombies = {local _x} count (_pos nearEntities [""WildZombie_Base"",7500]);" \n
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"_count = _totalamount - _wildZombies;" \n
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"" \n
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"if (_count > _amount2Spawn) then {" \n
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" _spawnmore = true;" \n
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"};" \n
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"" \n
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"diag_log format [""WILD SPAWN: Active: %1, Waiting: %2"",_wildZombies,_count]" \n
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""/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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/*%FSM<LINK "Need_more">*/
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class Need_more
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{
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priority = 3.000000;
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to="Spawn";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"_spawnmore"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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/*%FSM<LINK "Timeout">*/
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class Timeout
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{
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priority = 0.000000;
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to="prepare";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _timeN) > 600"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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};
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};
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/*%FSM</STATE>*/
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/*%FSM<STATE "Check">*/
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class Check
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{
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name = "Check";
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init = /*%FSM<STATEINIT""">*/"_spawnmore = false;" \n
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"_wildZombies = {local _x} count (_pos nearEntities [""WildZombie_Base"",7500]);" \n
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"_count = 200 - _wildZombies;" \n
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"" \n
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"if (_count > _amount2Spawn) then {" \n
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" _spawnmore = true;" \n
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"};"/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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/*%FSM<LINK "Need_more">*/
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class Need_more
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{
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priority = 3.000000;
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to="Spawn";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"_spawnmore"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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/*%FSM<LINK "No_More_Needed">*/
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class No_More_Needed
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{
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priority = 0.000000;
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to="prepare";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"!_spawnmore"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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};
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};
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/*%FSM</STATE>*/
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};
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initState="init";
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finalStates[] =
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{
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};
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};
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/*%FSM</COMPILE>*/
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