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Fixup images and add notes in docs (#54)
* Update SequenceWithMemory.svg * Fix FetchBeer * Temporary solutions for incomplete docs. * fixup! Fix typo in SequenceNode.md (#53)
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corrected_behavior_tree.svg

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docs/learn-the-basics/images/FetchBeer.svg

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docs/nodes-library/DecoratorNode.md

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It is up to the Decorator to decide if, when and how many times the child should be
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ticked.
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> Some nodes are not listed yet. See [decorators](https://github.com/BehaviorTree/BehaviorTree.CPP/tree/master/include/behaviortree_cpp/decorators) on Github for complete definitions.
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## Inverter
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Tick the child once and return SUCCESS if the child failed or FAILURE if

docs/nodes-library/FallbackNode.md

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# Fallbacks
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# Fallbacks (Controls)
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This family of nodes are known as "Selector" or "Priority"
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in other frameworks.
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same child is ticked again. Previous siblings, which returned FAILURE already,
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are not ticked again.
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> Some nodes are not listed yet. See [controls](https://github.com/BehaviorTree/BehaviorTree.CPP/tree/master/include/behaviortree_cpp/controls) on Github for complete definitions.
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## Fallback
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In this example, we try different strategies to open the door.

docs/nodes-library/SequenceNode.md

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same child is ticked again. Previous siblings, which returned SUCCESS already,
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are not ticked again.
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> Some nodes are not listed yet. See [controls](https://github.com/BehaviorTree/BehaviorTree.CPP/tree/master/include/behaviortree_cpp/controls) on Github for complete definitions.
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## Sequence
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This tree represents the behavior of a sniper in a computer game.
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This node is particularly useful to continuously check Conditions; but
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the user should also be careful when using asynchronous children, to be
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sure that they are not ticked more often that expected.
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sure that they are not ticked more often than expected.
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Let's take a look at another example:
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On the other hand, __isBatteryOK__ must be checked at every tick,
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for this reason its parent must be a `ReactiveSequence`.
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![SequenceWithMemory](images/SequenceStar.svg)
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![SequenceWithMemory](images/SequenceWithMemory.svg)

docs/nodes-library/images/SequenceStar.svg

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docs/nodes-library/images/SequenceWithMemory.svg

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versioned_docs/version-3.8/learn-the-basics/images/FetchBeer.svg

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versioned_docs/version-3.8/nodes-library/SequenceNode.md

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This node is particularly useful to continuously check Conditions; but
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the user should also be careful when using asynchronous children, to be
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sure that they are not ticked more often that expected.
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sure that they are not ticked more often than expected.
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Let's take a look at another example:
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versioned_docs/version-3.8/nodes-library/images/SequenceStar.svg

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