Split out RenderInfantryProne
This commit is contained in:
@@ -16,7 +16,7 @@ using OpenRA.Mods.RA.Move;
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namespace OpenRA.Mods.RA.Render
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{
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public class RenderInfantryInfo : RenderSimpleInfo
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public class RenderInfantryInfo : RenderSimpleInfo, ITraitPrerequisite<MobileInfo>
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{
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public readonly int MinIdleWaitTicks = 30;
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public readonly int MaxIdleWaitTicks = 110;
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@@ -37,8 +37,7 @@ namespace OpenRA.Mods.RA.Render
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};
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public bool Panicked = false;
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public bool Prone = false;
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bool wasProne = false;
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protected bool dirty = false;
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RenderInfantryInfo Info;
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string idleSequence;
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@@ -46,8 +45,7 @@ namespace OpenRA.Mods.RA.Render
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protected virtual string NormalizeInfantrySequence(Actor self, string baseSequence)
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{
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var prefix = Prone ? "prone-" :
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Panicked ? "panic-" : "";
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var prefix = Panicked ? "panic-" : "";
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if (anim.HasSequence(prefix + baseSequence))
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return prefix + baseSequence;
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@@ -57,7 +55,7 @@ namespace OpenRA.Mods.RA.Render
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protected virtual bool AllowIdleAnimation(Actor self)
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{
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return Info.IdleAnimations.Length > 0 && !Prone && !Panicked;
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return Info.IdleAnimations.Length > 0 && !Panicked;
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}
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public AnimationState State { get; private set; }
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@@ -84,17 +82,17 @@ namespace OpenRA.Mods.RA.Render
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{
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base.Tick(self);
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if ((State == AnimationState.Moving || wasProne != Prone) && !mobile.IsMoving)
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if ((State == AnimationState.Moving || dirty) && !mobile.IsMoving)
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{
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State = AnimationState.Waiting;
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anim.PlayFetchIndex(NormalizeInfantrySequence(self, "stand"), () => 0);
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}
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else if ((State != AnimationState.Moving || wasProne != Prone) && mobile.IsMoving)
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else if ((State != AnimationState.Moving || dirty) && mobile.IsMoving)
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{
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State = AnimationState.Moving;
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anim.PlayRepeating(NormalizeInfantrySequence(self, "run"));
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}
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wasProne = Prone;
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dirty = false;
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}
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public void TickIdle(Actor self)
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@@ -14,7 +14,7 @@ using OpenRA.Mods.RA.Render;
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namespace OpenRA.Mods.RA
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{
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class TakeCoverInfo : ITraitInfo, ITraitPrerequisite<RenderInfantryInfo>
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public class TakeCoverInfo : ITraitInfo
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{
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public readonly int ProneTime = 100; /* ticks, =4s */
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public readonly float ProneDamage = .5f;
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@@ -23,7 +23,7 @@ namespace OpenRA.Mods.RA
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}
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// Infantry prone behavior
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class TakeCover : ITick, INotifyDamage, IDamageModifier, ISpeedModifier, ISync
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public class TakeCover : ITick, INotifyDamage, IDamageModifier, ISpeedModifier, ISync
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{
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TakeCoverInfo Info;
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[Sync]
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@@ -38,25 +38,14 @@ namespace OpenRA.Mods.RA
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.Damage > 0) /* Don't go prone when healed */
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{
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if (e.Warhead == null || !e.Warhead.PreventProne)
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{
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remainingProneTime = Info.ProneTime;
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self.Trait<RenderInfantry>().Prone = true;
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}
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}
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if (e.Damage > 0 && e.Warhead == null || !e.Warhead.PreventProne) /* Don't go prone when healed */
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remainingProneTime = Info.ProneTime;
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}
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public void Tick(Actor self)
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{
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if (!IsProne)
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return;
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//var ri = self.Trait<RenderInfantry>();
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if (--remainingProneTime <= 0)
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self.Trait<RenderInfantry>().Prone = false;
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if (IsProne)
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remainingProneTime--;
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}
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public float GetDamageModifier(Actor attacker, WarheadInfo warhead )
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@@ -69,4 +58,45 @@ namespace OpenRA.Mods.RA
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return IsProne ? Info.ProneSpeed : 1m;
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}
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}
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class RenderInfantryProneInfo : RenderInfantryInfo, ITraitPrerequisite<TakeCoverInfo>
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{
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public override object Create(ActorInitializer init) { return new RenderInfantryProne(init.self, this); }
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}
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class RenderInfantryProne : RenderInfantry
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{
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readonly TakeCover tc;
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bool wasProne;
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public RenderInfantryProne(Actor self, RenderInfantryProneInfo info)
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: base(self, info)
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{
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tc = self.Trait<TakeCover>();
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}
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protected override string NormalizeInfantrySequence(Actor self, string baseSequence)
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{
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var prefix = tc != null && tc.IsProne ? "prone-" : "";
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if (anim.HasSequence(prefix + baseSequence))
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return prefix + baseSequence;
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else
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return baseSequence;
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}
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protected override bool AllowIdleAnimation(Actor self)
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{
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return base.AllowIdleAnimation(self) && !tc.IsProne;
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}
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public override void Tick (Actor self)
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{
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if (wasProne != tc.IsProne)
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dirty = true;
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wasProne = tc.IsProne;
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base.Tick(self);
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}
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}
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}
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@@ -112,7 +112,8 @@
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TargetTypes: Ground
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Buildable:
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Queue: Infantry
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RenderInfantry:
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TakeCover:
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RenderInfantryProne:
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AutoTarget:
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AttackMove:
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Passenger:
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@@ -132,6 +133,9 @@
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Inherits: ^Infantry
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-Buildable:
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-AutoTarget:
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-TakeCover:
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-RenderInfantryProne:
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RenderInfantry:
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AppearsOnRadar:
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Selectable:
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Voice: CivilianMaleVoice
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@@ -17,8 +17,7 @@ E1:
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HP: 50
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AttackFrontal:
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PrimaryWeapon: M16
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TakeCover:
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RenderInfantry:
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RenderInfantryProne:
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IdleAnimations: idle1,idle2,idle3,idle4
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E2:
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Inherits: ^Infantry
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@@ -42,8 +41,7 @@ E2:
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PrimaryWeapon: Grenade
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PrimaryOffset: 0,0,0,-10
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FireDelay: 15
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TakeCover:
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RenderInfantry:
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RenderInfantryProne:
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IdleAnimations: idle1,idle2
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E3:
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@@ -67,8 +65,7 @@ E3:
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PrimaryWeapon: Rockets
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PrimaryOffset: 0,0,0,-10
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FireDelay: 5
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TakeCover:
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RenderInfantry:
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RenderInfantryProne:
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IdleAnimations: idle1,idle2
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E4:
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@@ -93,9 +90,8 @@ E4:
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PrimaryWeapon: Flamethrower
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PrimaryOffset: 0,0,0,-5
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FireDelay: 3
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TakeCover:
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WithMuzzleFlash:
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RenderInfantry:
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RenderInfantryProne:
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IdleAnimations: idle1,idle2
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E5:
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@@ -120,10 +116,9 @@ E5:
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PrimaryWeapon: Chemspray
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PrimaryOffset: 0,0,0,-5
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FireDelay: 3
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TakeCover:
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WithMuzzleFlash:
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-PoisonedByTiberium:
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RenderInfantry:
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RenderInfantryProne:
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IdleAnimations: idle1,idle2
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E6:
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@@ -143,7 +138,6 @@ E6:
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Speed: 4
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Health:
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HP: 25
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TakeCover:
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Passenger:
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PipType: Yellow
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EngineerRepair:
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@@ -151,7 +145,7 @@ E6:
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-AutoTarget:
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AttackMove:
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JustMove: true
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RenderInfantry:
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RenderInfantryProne:
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IdleAnimations: idle1,idle2
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RMBO:
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@@ -175,12 +169,11 @@ RMBO:
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HP: 200
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RevealsShroud:
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Range: 5
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TakeCover:
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C4Demolition:
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C4Delay: .03
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AttackFrontal:
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PrimaryWeapon: Sniper
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RenderInfantry:
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RenderInfantryProne:
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IdleAnimations: idle1,idle2,idle3
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VICE:
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@@ -204,3 +197,4 @@ VICE:
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Armor:
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Type: Wood
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-PoisonedByTiberium:
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-TakeCover:
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