Implement "Enter Tunnel" cursor.
This commit is contained in:
@@ -802,6 +802,8 @@
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<Compile Include="WebServices.cs" />
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<Compile Include="Traits\Conditions\GrantConditionOnLineBuildDirection.cs" />
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<Compile Include="Traits\Conditions\LineBuildSegmentExternalCondition.cs" />
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<Compile Include="Traits\EntersTunnels.cs" />
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<Compile Include="Traits\TunnelEntrance.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Target Name="AfterBuild">
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132
OpenRA.Mods.Common/Traits/EntersTunnels.cs
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132
OpenRA.Mods.Common/Traits/EntersTunnels.cs
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@@ -0,0 +1,132 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("This actor can interact with TunnelEntrances to move through TerrainTunnels.")]
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public class EntersTunnelsInfo : ITraitInfo, Requires<IMoveInfo>
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{
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public readonly string EnterCursor = "enter";
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public readonly string EnterBlockedCursor = "enter-blocked";
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[VoiceReference] public readonly string Voice = "Action";
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public object Create(ActorInitializer init) { return new EntersTunnels(init.Self, this); }
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}
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public class EntersTunnels : IIssueOrder, IResolveOrder, IOrderVoice
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{
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readonly EntersTunnelsInfo info;
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readonly IMove move;
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public EntersTunnels(Actor self, EntersTunnelsInfo info)
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{
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this.info = info;
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move = self.Trait<IMove>();
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}
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public IEnumerable<IOrderTargeter> Orders
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{
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get
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{
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yield return new EnterTunnelOrderTargeter(info);
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}
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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{
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if (order.OrderID != "EnterTunnel")
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return null;
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if (target.Type == TargetType.FrozenActor)
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return new Order(order.OrderID, self, queued) { ExtraData = target.FrozenActor.ID, SuppressVisualFeedback = true };
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return new Order(order.OrderID, self, queued) { TargetActor = target.Actor, SuppressVisualFeedback = true };
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return order.OrderString == "EnterTunnel" ? info.Voice : null;
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString != "EnterTunnel")
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return;
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var target = self.ResolveFrozenActorOrder(order, Color.Red);
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if (target.Type != TargetType.Actor)
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return;
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var tunnel = target.Actor.TraitOrDefault<TunnelEntrance>();
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if (!tunnel.Exit.HasValue)
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return;
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if (!order.Queued)
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self.CancelActivity();
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self.SetTargetLine(Target.FromCell(self.World, tunnel.Exit.Value), Color.Green);
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self.QueueActivity(move.MoveTo(tunnel.Entrance, tunnel.NearEnough));
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self.QueueActivity(move.MoveTo(tunnel.Exit.Value, tunnel.NearEnough));
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}
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class EnterTunnelOrderTargeter : UnitOrderTargeter
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{
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readonly EntersTunnelsInfo info;
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public EnterTunnelOrderTargeter(EntersTunnelsInfo info)
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: base("EnterTunnel", 6, info.EnterCursor, true, true)
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{
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this.info = info;
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}
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public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
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{
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if (target.IsDead)
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return false;
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var tunnel = target.TraitOrDefault<TunnelEntrance>();
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if (tunnel == null)
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return false;
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// HACK: The engine does not support HiddenUnderFog combined with buildings that use the "_" footprint
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// We therefore have to use AlwaysVisible and then force-disable interacting with the entrance under shroud
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var buildingInfo = target.Info.TraitInfoOrDefault<BuildingInfo>();
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if (buildingInfo != null)
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{
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var footprint = FootprintUtils.PathableTiles(target.Info.Name, buildingInfo, target.Location);
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if (footprint.All(c => self.World.ShroudObscures(c)))
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return false;
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}
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if (!tunnel.Exit.HasValue)
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{
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cursor = info.EnterBlockedCursor;
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return false;
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}
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cursor = info.EnterCursor;
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return true;
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}
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public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
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{
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return CanTargetActor(self, target.Actor, modifiers, ref cursor);
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}
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}
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}
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}
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74
OpenRA.Mods.Common/Traits/TunnelEntrance.cs
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74
OpenRA.Mods.Common/Traits/TunnelEntrance.cs
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@@ -0,0 +1,74 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Provides a target for players to issue orders for units to move through a TerrainTunnel.",
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"The host actor should be placed so that the Sensor position overlaps one of the TerrainTunnel portal cells.")]
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public class TunnelEntranceInfo : ITraitInfo
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{
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[FieldLoader.Require]
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[Desc("Offset to use as a staging point for actors entering or exiting the tunnel.",
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"Should be at least Margin cells away from the actual entrance.")]
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public readonly CVec RallyPoint = CVec.Zero;
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[Desc("Cell radius to use as a staging area around the RallyPoint.")]
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public readonly int Margin = 2;
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[Desc("Offset to check for the corresponding TerrainTunnel portal cell(s).")]
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public readonly CVec Sensor = CVec.Zero;
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public object Create(ActorInitializer init) { return new TunnelEntrance(init.Self, this); }
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}
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public class TunnelEntrance : INotifyCreated
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{
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readonly TunnelEntranceInfo info;
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public readonly CPos Entrance;
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public CPos? Exit { get; private set; }
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public int NearEnough { get { return info.Margin; } }
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public TunnelEntrance(Actor self, TunnelEntranceInfo info)
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{
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this.info = info;
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Entrance = self.Location + info.RallyPoint;
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}
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void INotifyCreated.Created(Actor self)
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{
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// Find the map tunnel associated with this entrance
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var sensor = self.Location + info.Sensor;
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var tunnel = self.World.WorldActor.Info.TraitInfos<TerrainTunnelInfo>()
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.FirstOrDefault(tti => tti.PortalCells().Contains(sensor));
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if (tunnel != null)
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{
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// Find the matching entrance at the other end of the tunnel
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// Run at the end of the tick to make sure that all the entrances exist in the world
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self.World.AddFrameEndTask(w =>
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{
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var portalCells = tunnel.PortalCells().ToList();
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var other = self.World.ActorsWithTrait<TunnelEntrance>()
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.FirstOrDefault(x => x.Actor != self && portalCells.Contains(x.Actor.Location + x.Trait.info.Sensor));
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if (other.Trait != null)
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Exit = other.Trait.Entrance;
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});
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}
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}
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}
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}
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@@ -381,6 +381,8 @@
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ReferencePoint: Bottom, Right
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RequiresCondition: hospitalheal
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RevealOnFire:
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EntersTunnels:
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Voice: Move
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^RegularInfantryDeath:
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WithDeathAnimation@normal:
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@@ -565,6 +567,8 @@
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Carryable:
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RequiresCondition: !inside-tunnel
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RevealOnFire:
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EntersTunnels:
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Voice: Move
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^Tank:
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Inherits: ^Vehicle
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@@ -710,6 +714,8 @@
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Guardable:
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WithFacingSpriteBody:
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RevealOnFire:
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EntersTunnels:
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Voice: Move
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^BlossomTree:
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Inherits@1: ^SpriteActor
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@@ -883,6 +889,8 @@
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CustomBounds: 144, 144
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Targetable:
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AlwaysVisible:
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TunnelEntrance:
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Dimensions: 3, 3
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^Gate:
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Inherits: ^Building
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@@ -213,12 +213,24 @@ TRACKS16:
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TUNTOP01:
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Inherits: ^Tunnel
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TunnelEntrance:
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RallyPoint: -3, 1
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Sensor: 0, 1
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TUNTOP02:
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Inherits: ^Tunnel
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TunnelEntrance:
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RallyPoint: 1, -3
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Sensor: 1, 0
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TUNTOP03:
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Inherits: ^Tunnel
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TunnelEntrance:
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RallyPoint: 3, 1
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Sensor: 0, 1
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TUNTOP04:
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Inherits: ^Tunnel
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TunnelEntrance:
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RallyPoint: 1, 3
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Sensor: 1, 0
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