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								#include "..\e2daction.h"
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								#include "..\e2dmanager.h"
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								e2d::Action::Action() 
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									: _running(false)
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									, _done(false)
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									, _initialized(false)
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									, _target(nullptr)
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								{
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									ActionManager::getInstance()->__add(this);
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								}
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								e2d::Action::~Action()
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								{
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									ActionManager::getInstance()->__remove(this);
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								}
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								bool e2d::Action::isRunning()
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								{
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									return _running;
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								}
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								void e2d::Action::resume()
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								{
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									_running = true;
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								}
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								void e2d::Action::pause()
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								{
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									_running = false;
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								}
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								void e2d::Action::stop()
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								{
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									_done = true;
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								}
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								e2d::String e2d::Action::getName() const
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								{
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									return _name;
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								}
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								void e2d::Action::setName(const String& name)
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								{
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									_name = name;
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								}
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								e2d::Node * e2d::Action::getTarget()
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								{
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									return _target;
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								}
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								void e2d::Action::reset()
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								{
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									_initialized = false;
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									_done = false;
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									_started = Time::now();
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								}
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								bool e2d::Action::_isDone()
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								{
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									return _done;
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								}
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								void e2d::Action::_startWithTarget(Node* target)
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								{
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									_target = target;
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									_running = true;
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									this->reset();
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								}
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								void e2d::Action::_init()
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								{
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									_initialized = true;
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									_started = Time::now();
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								}
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								void e2d::Action::_update()
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								{
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									if (!_initialized)
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									{
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										_init();
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									}
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								}
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								void e2d::Action::_resetTime()
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								{
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								}
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