Use Armament.ReloadingCondition on RA V2
The new property makes the AmmoPool work-around obsolete.
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@@ -305,8 +305,6 @@ ARTY:
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V2RL:
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V2RL:
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Health:
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Health:
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HP: 10000
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HP: 10000
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ReloadAmmoPool:
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Delay: 280
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4TNK:
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4TNK:
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Health:
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Health:
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@@ -146,6 +146,7 @@ FLAK-23:
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SCUD:
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SCUD:
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Range: 7c0
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Range: 7c0
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ReloadDelay: 280
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Projectile: Bullet
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Projectile: Bullet
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Arm: 10
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Arm: 10
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TrailImage: smokey
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TrailImage: smokey
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@@ -24,21 +24,14 @@ V2RL:
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Range: 4c0
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Range: 4c0
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Armament:
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Armament:
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Weapon: SCUD
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Weapon: SCUD
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PauseOnCondition: !ammo
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ReloadingCondition: reloading
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AutoTarget:
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AutoTarget:
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ScanRadius: 10
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ScanRadius: 10
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AmmoPool:
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Ammo: 1
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PipCount: 0
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AmmoCondition: ammo
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ReloadAmmoPool:
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Delay: 240
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Count: 1
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AttackFrontal:
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AttackFrontal:
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WithFacingSpriteBody:
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WithFacingSpriteBody:
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RequiresCondition: ammo
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RequiresCondition: !reloading
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WithFacingSpriteBody@EMPTY:
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WithFacingSpriteBody@EMPTY:
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RequiresCondition: !ammo
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RequiresCondition: reloading
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Sequence: empty-idle
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Sequence: empty-idle
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SelectionDecorations:
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SelectionDecorations:
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Explodes:
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Explodes:
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@@ -319,7 +319,7 @@ SubMissileAA:
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SCUD:
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SCUD:
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Inherits: ^AntiGroundMissile
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Inherits: ^AntiGroundMissile
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ReloadDelay: 0
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ReloadDelay: 240
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Range: 10c0
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Range: 10c0
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MinRange: 4c0
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MinRange: 4c0
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Report: missile1.aud
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Report: missile1.aud
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