Added ProximityCaptor and filtering of possible captors for KOTH
This commit is contained in:
@@ -106,6 +106,7 @@
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<Compile Include="UnitStances\UnitStanceHoldFire.cs" />
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<Compile Include="UnitStances\UnitStanceReturnFire.cs" />
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<Compile Include="UnitStances\UnitStanceHoldGround.cs" />
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<Compile Include="ProximityCaptor.cs" />
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<Compile Include="Valued.cs" />
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<Compile Include="Combat.cs" />
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<Compile Include="Player\SurrenderOnDisconnect.cs" />
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48
OpenRA.Mods.RA/ProximityCaptor.cs
Normal file
48
OpenRA.Mods.RA/ProximityCaptor.cs
Normal file
@@ -0,0 +1,48 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public class ProximityCaptorInfo : ITraitInfo
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{
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public readonly string[] Types = {};
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public object Create(ActorInitializer init) { return new ProximityCaptor(this); }
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}
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public class ProximityCaptor
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{
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public readonly ProximityCaptorInfo Info;
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public string[] Types;
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[Sync]
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public int Hash { get { return string.Join(",", Types).GetHashCode(); } }
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public ProximityCaptor(ProximityCaptorInfo info)
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{
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Info = info;
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Types = info.Types.Select(t => t.ToLowerInvariant()).OrderBy(t => t).ToArray();
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}
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public bool HasAny(string[] typesList)
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{
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return typesList.Select(t => t.ToLowerInvariant()).Any(flag => Types.Contains(flag));
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}
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public bool HasAll(string[] typesList)
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{
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return typesList.Select(t => t.ToLowerInvariant()).All(flag => Types.Contains(flag));
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}
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}
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}
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@@ -9,6 +9,7 @@ namespace OpenRA.Mods.RA
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public readonly bool Permanent = false;
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public readonly int Range = 5;
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public readonly bool MustBeClear = false;
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public readonly string[] CaptorTypes = {"Vehicle", "Tank", "Infantry"};
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public object Create(ActorInitializer init) { return new ProximityCapturable(init.self, this); }
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}
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@@ -35,6 +36,13 @@ namespace OpenRA.Mods.RA
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[Sync]
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public bool MustBeClear = false;
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public string[] CaptorTypes = {};
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[Sync]
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public int ActorTypesHash
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{
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get { return string.Join(",", CaptorTypes).GetHashCode(); }
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}
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public Actor Self;
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public ProximityCapturable(Actor self, ProximityCapturableInfo info)
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@@ -45,6 +53,7 @@ namespace OpenRA.Mods.RA
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MustBeClear = info.MustBeClear;
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Self = self;
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OriginalOwner = self.Owner;
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CaptorTypes = info.CaptorTypes;
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}
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public void Tick(Actor self)
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@@ -55,11 +64,11 @@ namespace OpenRA.Mods.RA
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if (!Captured)
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{
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var captor = GetInRange(self, OriginalOwner, Range);
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var captor = GetInRange(self, OriginalOwner, Range, CaptorTypes);
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if (captor != null)
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{
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if (MustBeClear && !IsClear(self, captor.Owner, Range, OriginalOwner)) return;
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if (MustBeClear && !IsClear(self, captor.Owner, Range, OriginalOwner, CaptorTypes)) return;
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ChangeOwnership(self, captor, OriginalOwner);
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}
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@@ -68,7 +77,7 @@ namespace OpenRA.Mods.RA
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}
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// if the area must be clear, and there is more than 1 player nearby => return ownership to default
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if (MustBeClear && !IsClear(self, Owner, Range, OriginalOwner))
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if (MustBeClear && !IsClear(self, Owner, Range, OriginalOwner, CaptorTypes))
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{
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// Revert Ownership
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ChangeOwnership(self, Owner, OriginalOwner);
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@@ -76,10 +85,10 @@ namespace OpenRA.Mods.RA
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}
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// See if the 'temporary' owner still is in range
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if (!IsStillInRange(self, self.Owner, Range))
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if (!IsStillInRange(self, self.Owner, Range, CaptorTypes))
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{
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// no.. So find a new one
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var captor = GetInRange(self, OriginalOwner, Range);
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var captor = GetInRange(self, OriginalOwner, Range, CaptorTypes);
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if (captor != null) // got one
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{
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@@ -140,26 +149,29 @@ namespace OpenRA.Mods.RA
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b.Stances[a] == Stance.Ally;
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}
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public static bool IsClear(Actor self, Player currentOwner, int range, Player originalOwner)
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public static bool IsClear(Actor self, Player currentOwner, int range, Player originalOwner, string[] actorTypes)
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{
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var unitsInRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
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return unitsInRange.Where(a => !a.Destroyed && a.IsInWorld && a != self && !a.Owner.NonCombatant && a.Owner != originalOwner)
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.Where(a => a.Owner != currentOwner).All(a => AreMutualAllies(a.Owner, currentOwner));
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.Where(a => a.Owner != currentOwner)
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.Where(a => actorTypes.Length == 0 || (a.HasTrait<ProximityCaptor>() && a.Trait<ProximityCaptor>().HasAny(actorTypes)))
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.All(a => AreMutualAllies(a.Owner, currentOwner));
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}
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// TODO exclude other NeutralActor that arent permanent
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public static bool IsStillInRange(Actor self, Player currentOwner, int range)
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public static bool IsStillInRange(Actor self, Player currentOwner, int range, string[] actorTypes)
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{
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var unitsInRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
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return unitsInRange
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.Where(a => a.Owner == currentOwner && !a.Destroyed && a.IsInWorld && a != self)
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.Where(a => actorTypes.Length == 0 || (a.HasTrait<ProximityCaptor>() && a.Trait<ProximityCaptor>().HasAny(actorTypes)))
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.Any();
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}
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// TODO exclude other NeutralActor that arent permanent
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public static Actor GetInRange(Actor self, Player originalOwner, int range)
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public static Actor GetInRange(Actor self, Player originalOwner, int range, string[] actorTypes)
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{
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var unitsInRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
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@@ -167,11 +179,12 @@ namespace OpenRA.Mods.RA
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.Where(a => a.Owner != originalOwner && !a.Destroyed && a.IsInWorld && a != self)
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.Where(a => !a.Owner.PlayerRef.OwnsWorld)
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.Where(a => !a.Owner.PlayerRef.NonCombatant)
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.Where(a => actorTypes.Length == 0 || (a.HasTrait<ProximityCaptor>() && a.Trait<ProximityCaptor>().HasAny(actorTypes)))
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.OrderBy(a => (a.CenterLocation - self.CenterLocation).LengthSquared)
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.FirstOrDefault();
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}
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public static int CountPlayersNear(Actor self, Player ignoreMe, int range)
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public static int CountPlayersNear(Actor self, Player ignoreMe, int range, string[] actorTypes)
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{
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var unitsInRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
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@@ -179,6 +192,7 @@ namespace OpenRA.Mods.RA
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.Where(a => a.Owner != ignoreMe && !a.Destroyed && a.IsInWorld && a != self)
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.Where(a => !a.Owner.PlayerRef.OwnsWorld)
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.Where(a => !a.Owner.PlayerRef.NonCombatant)
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.Where(a =>actorTypes.Length == 0 || ( a.HasTrait<ProximityCaptor>() && a.Trait<ProximityCaptor>().HasAny(actorTypes)))
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.Select(a => a.Owner)
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.Distinct()
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.Count();
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@@ -28,6 +28,8 @@
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ActorLostNotification:
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Notification: unitlost.aud
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AttackMove:
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ProximityCaptor:
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Types:Vehicle
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^Tank:
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AppearsOnRadar:
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@@ -59,6 +61,8 @@
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ActorLostNotification:
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Notification: unitlost.aud
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AttackMove:
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ProximityCaptor:
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Types:Tank
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^Helicopter:
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AppearsOnRadar:
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@@ -79,6 +83,8 @@
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DrawLineToTarget:
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ActorLostNotification:
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Notification: unitlost.aud
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ProximityCaptor:
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Types:Helicopter
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^Infantry:
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AppearsOnRadar:
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@@ -118,6 +124,8 @@
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DrawLineToTarget:
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ActorLostNotification:
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Notification: unitlost.aud
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ProximityCaptor:
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Types:Infantry
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^CivInfantry:
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Inherits: ^Infantry
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@@ -141,6 +149,8 @@
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# ActorLostNotification:
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# Notification: civdead1.aud
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# NotifyAll: true
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ProximityCaptor:
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Types:CivilianInfantry
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^Plane:
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AppearsOnRadar:
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@@ -155,6 +165,8 @@
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DrawLineToTarget:
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ActorLostNotification:
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Notification: unitlost.aud
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ProximityCaptor:
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Types:Plane
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^Ship:
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AppearsOnRadar:
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@@ -173,6 +185,8 @@
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ActorLostNotification:
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Notification: unitlost.aud
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AttackMove:
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ProximityCaptor:
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Types:Ship
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^Building:
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AppearsOnRadar:
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@@ -211,6 +225,8 @@
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EditorAppearance:
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RelativeToTopLeft: yes
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ShakeOnDeath:
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ProximityCaptor:
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Types:Building
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^CivBuilding:
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Inherits: ^Building
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@@ -226,6 +242,8 @@
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# -FrozenUnderFog:
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Tooltip:
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Name: Civilian Building
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ProximityCaptor:
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Types:CivilianBuilding
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^CivField:
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Inherits: ^CivBuilding
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@@ -237,6 +255,9 @@
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RenderBuilding:
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OverrideTileset: DESERT
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OverrideImage: v23
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-ProximityCaptor:
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ProximityCaptor:
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Types:CivilianField
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^Wall:
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AppearsOnRadar:
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@@ -263,6 +284,8 @@
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EditorAppearance:
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RelativeToTopLeft: yes
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AutoTargetIgnore:
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ProximityCaptor:
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Types:Wall
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^Tree:
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Tooltip:
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@@ -277,6 +300,8 @@
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Terrain: Tree
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EditorAppearance:
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RelativeToTopLeft: yes
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ProximityCaptor:
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Types:Tree
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^Rock:
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Tooltip:
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@@ -291,6 +316,8 @@
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Terrain: Tree
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EditorAppearance:
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RelativeToTopLeft: yes
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ProximityCaptor:
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Types:Rock
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^Husk:
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Health:
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@@ -303,6 +330,8 @@
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HiddenUnderFog:
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AppearsOnRadar:
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Burns:
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ProximityCaptor:
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Types:Husk
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^Bridge:
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Tooltip:
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@@ -318,3 +347,5 @@
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Building:
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Footprint: ______ ______ ______ ______
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Dimensions: 6,4
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ProximityCaptor:
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Types:Bridge
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@@ -191,3 +191,5 @@ CRATE:
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Unit: mcv
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RenderUnit:
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BelowUnits:
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ProximityCaptor:
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Types:Crate
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@@ -25,6 +25,8 @@
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DrawLineToTarget:
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ActorLostNotification:
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Notification: unitlst1.aud
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ProximityCaptor:
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Types:Vehicle
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^Tank:
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AppearsOnRadar:
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@@ -53,6 +55,8 @@
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DrawLineToTarget:
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ActorLostNotification:
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Notification: unitlst1.aud
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ProximityCaptor:
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Types:Tank
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^Infantry:
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AppearsOnRadar:
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@@ -87,6 +91,8 @@
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DrawLineToTarget:
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ActorLostNotification:
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Notification: unitlst1.aud
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ProximityCaptor:
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Types:Infantry
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^Ship:
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AppearsOnRadar:
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@@ -107,6 +113,8 @@
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DrawLineToTarget:
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ActorLostNotification:
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Notification: navylst1.aud
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ProximityCaptor:
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Types:Ship
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^Plane:
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AppearsOnRadar:
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@@ -122,10 +130,13 @@
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DrawLineToTarget:
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ActorLostNotification:
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Notification: aunitl1.aud
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<<<<<<< HEAD
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DebugAircraftFacing:
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DebugAircraftSubPxX:
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DebugAircraftSubPxY:
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DebugAircraftAltitude:
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ProximityCaptor:
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Types:Plane
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^Building:
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AppearsOnRadar:
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@@ -151,6 +162,8 @@
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EditorAppearance:
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RelativeToTopLeft: yes
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ShakeOnDeath:
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ProximityCaptor:
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Types:Building
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^Wall:
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AppearsOnRadar:
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@@ -179,6 +192,8 @@
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EditorAppearance:
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RelativeToTopLeft: yes
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AutoTargetIgnore:
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ProximityCaptor:
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Types:Wall
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^CivBuilding:
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Inherits: ^Building
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@@ -189,12 +204,17 @@
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Type: Wood
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Tooltip:
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Name: Civilian Building
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ProximityCaptor:
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Types:CivilianBuilding
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^CivField:
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Inherits: ^CivBuilding
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-Selectable:
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Tooltip:
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Name: Field
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-ProximityCaptor:
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ProximityCaptor:
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Types:CivilianField
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^Tree:
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Tooltip:
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@@ -209,6 +229,8 @@
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Terrain: Tree
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EditorAppearance:
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RelativeToTopLeft: yes
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ProximityCaptor:
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Types:Tree
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^Husk:
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Health:
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@@ -221,6 +243,8 @@
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HiddenUnderFog:
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AppearsOnRadar:
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Burns:
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ProximityCaptor:
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Types:Husk
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^Bridge:
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Tooltip:
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@@ -233,3 +257,5 @@
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Dimensions: 4,2
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Health:
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HP: 1000
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ProximityCaptor:
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Types:Bridge
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@@ -281,6 +281,9 @@ C1:
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Range: 2
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AttackFrontal:
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PrimaryWeapon: Pistol
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-ProximityCaptor:
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ProximityCaptor:
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Types:CivilianInfantry
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C2:
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Inherits: ^Infantry
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@@ -299,6 +302,9 @@ C2:
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Range: 2
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AttackFrontal:
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PrimaryWeapon: Pistol
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-ProximityCaptor:
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ProximityCaptor:
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Types:CivilianInfantry
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SHOK:
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Inherits: ^Infantry
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@@ -208,6 +208,8 @@ MINP:
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InvisibleToOthers:
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Tooltip:
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Name: Anti-Personnel Mine
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ProximityCaptor:
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Types:Mine
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MINV:
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Mine:
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@@ -221,6 +223,8 @@ MINV:
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InvisibleToOthers:
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Tooltip:
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Name: Anti-Tank Mine
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ProximityCaptor:
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Types:Mine
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CRATE:
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Tooltip:
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@@ -279,6 +283,8 @@ CRATE:
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Unit: 4tnk
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RenderUnit:
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BelowUnits:
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ProximityCaptor:
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Types:Crate
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CAMERA:
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Aircraft:
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@@ -286,6 +292,8 @@ CAMERA:
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HP:1000
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RevealsShroud:
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Range: 10
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ProximityCaptor:
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Types:Camera
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FLARE:
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Aircraft:
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@@ -298,6 +306,8 @@ FLARE:
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HiddenUnderFog:
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Tooltip:
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Name: Flare
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ProximityCaptor:
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Types: Flare
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powerproxy.parabombs:
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AirstrikePower:
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Reference in New Issue
Block a user