Merge pull request #13162 from pchote/tunnel-enter-cursor
Implement "Enter Tunnel" cursor
This commit is contained in:
@@ -803,6 +803,8 @@
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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
Normal file
132
OpenRA.Mods.Common/Traits/EntersTunnels.cs
Normal file
@@ -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
Normal file
@@ -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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@@ -1552,16 +1552,16 @@ Actors:
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Owner: Neutral
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Actor620: tuntop04
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Owner: Neutral
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Location: 145,5
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Location: 146,5
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Actor621: tuntop04
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Owner: Neutral
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Location: 116,9
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Location: 117,9
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Actor622: tuntop02
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Owner: Neutral
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Location: 144,-19
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Location: 146,-19
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Actor623: tuntop02
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Owner: Neutral
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Location: 115,-15
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Location: 117,-15
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Actor494: bridge1
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Owner: Neutral
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Location: 232,0
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@@ -806,49 +806,49 @@ Actors:
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Owner: Neutral
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Actor219: tuntop03
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Owner: Neutral
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Location: 68,-5
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Location: 68,-4
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Actor220: tuntop04
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Owner: Neutral
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Location: 73,-12
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Location: 74,-12
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Actor221: tuntop04
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Owner: Neutral
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Location: 107,-7
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Location: 108,-7
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Actor222: tuntop03
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Owner: Neutral
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Location: 109,4
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Location: 109,5
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Actor224: tuntop04
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Owner: Neutral
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Location: 87,28
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Location: 88,28
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Actor225: tuntop03
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Owner: Neutral
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Location: 73,34
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Location: 73,35
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Actor227: tuntop01
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Owner: Neutral
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Location: 60,34
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Location: 60,35
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Actor228: tuntop04
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Owner: Neutral
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Location: 42,13
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Location: 43,13
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Actor233: tuntop03
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Owner: Neutral
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Location: 93,-37
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Location: 93,-36
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Actor237: tuntop02
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Owner: Neutral
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Location: 107,-16
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Location: 108,-16
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Actor238: tuntop01
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Owner: Neutral
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Location: 77,-37
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Location: 77,-36
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Actor239: tuntop01
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Owner: Neutral
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Location: 95,4
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Location: 95,5
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Actor240: tuntop02
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Owner: Neutral
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Location: 73,-28
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Actor234: tuntop02
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Owner: Neutral
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Location: 42,-2
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Location: 43,-2
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Actor236: tuntop01
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Owner: Neutral
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Location: 51,-5
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Location: 51,-4
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Actor235: tuntop02
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Owner: Neutral
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Location: 88,13
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Binary file not shown.
|
Before Width: | Height: | Size: 36 KiB After Width: | Height: | Size: 33 KiB |
@@ -2377,23 +2377,23 @@ Actors:
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Actor679: srock05
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Location: 144,-8
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Owner: Neutral
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# Actor680: lobrdg_r_nw
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# Location: 152,-16
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# Owner: Neutral
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Actor680: lobrdg_r_nw
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Location: 152,-17
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Owner: Neutral
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Actor681: bridge2
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Location: 140,-3
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Owner: Neutral
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# Actor682: lobrdg_b
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# Location: 153,-16
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# Owner: Neutral
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# Health: 50
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Actor682: lobrdg_b
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Location: 153,-17
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Owner: Neutral
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Health: 50
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Actor683: srock04
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Location: 145,-7
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Owner: Neutral
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# Actor684: lobrdg_b
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# Location: 154,-16
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# Owner: Neutral
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# Health: 25
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Actor684: lobrdg_b
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Location: 154,-17
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Owner: Neutral
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Health: 25
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Actor685: crat01
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Location: 115,24
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Owner: Neutral
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@@ -2487,10 +2487,10 @@ Actors:
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Actor715: crat03
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Location: 105,50
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Owner: Neutral
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# Actor716: lobrdg_r_se
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# Location: 171,-16
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# Owner: Neutral
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# Health: 50
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Actor716: lobrdg_r_se
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Location: 171,-17
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Owner: Neutral
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Health: 50
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Actor717: trock05
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Location: 189,-34
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Owner: Neutral
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@@ -2564,6 +2564,15 @@ Actors:
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Owner: Creeps
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Location: 58,23
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Facing: 92
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Actor741: tuntop04
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Owner: Neutral
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Location: 183,-43
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Actor742: lobrdg_b_d
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Owner: Neutral
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Location: 155,-17
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Actor743: lobrdg_b_d
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Owner: Neutral
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Location: 170,-17
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Rules: rules.yaml
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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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@@ -870,9 +876,21 @@
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TerrainType: Rail
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^Tunnel:
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Inherits: ^TerrainOverlay
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RenderSprites:
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Palette: terraindecoration
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WithSpriteBody:
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BodyOrientation:
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UseClassicPerspectiveFudge: False
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QuantizedFacings: 1
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Building:
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Dimensions: 3, 3
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Footprint: ___ ___ ___
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CustomSelectionSize:
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CustomBounds: 220,220
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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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@@ -614,24 +614,28 @@ tracks16:
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^tuntop:
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idle:
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Offset: 0, -13, 42
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ZRamp: 1
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UseTilesetExtension: true
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# Disabled to avoid glitches until shadow rendering is fixed
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# Appears to be unused in the original game too
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# ShadowStart: 1
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tuntop01:
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Inherits: ^tuntop
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idle:
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Offset: 24, -49, 36
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tuntop02:
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Inherits: ^tuntop
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idle:
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Offset: -24, -49, 36
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tuntop03:
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Inherits: ^tuntop
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idle:
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Offset: 24, -49, 24
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tuntop04:
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Inherits: ^tuntop
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idle:
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Offset: -24, -49, 24
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dig:
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idle:
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Reference in New Issue
Block a user