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								#include "..\e2daction.h"
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								#include "..\e2dnode.h"
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								e2d::JumpBy::JumpBy(double duration, const Vector2 & vec, double height, int jumps)
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									: FiniteTimeAction(duration)
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									, _deltaPos(vec)
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									, _height(height)
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									, _jumps(jumps)
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								{
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								}
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								e2d::JumpBy * e2d::JumpBy::clone() const
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								{
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									return Create<JumpBy>(_duration, _deltaPos, _height, _jumps);
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								}
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								e2d::JumpBy * e2d::JumpBy::reverse() const
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								{
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									return Create<JumpBy>(_duration, -_deltaPos, _height, _jumps);
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								}
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								void e2d::JumpBy::_init()
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								{
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									FiniteTimeAction::_init();
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									if (_target)
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									{
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										_prevPos = _startPos = _target->getPos();
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									}
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								}
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								void e2d::JumpBy::_update()
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								{
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									FiniteTimeAction::_update();
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									if (_target)
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									{
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										double frac = fmod(_delta * _jumps, 1.0);
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										double x = _deltaPos.x * _delta;
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										double y = _height * 4 * frac * (1 - frac);
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										y += _deltaPos.y * _delta;
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										Point currentPos = _target->getPos();
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										Vector2 diff = currentPos - _prevPos;
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										_startPos = diff + _startPos;
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										Point newPos = _startPos + Vector2(x, y);
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										_target->setPos(newPos);
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										_prevPos = newPos;
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									}
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								}
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