changed AttackSequence to DefaultAttackSequence
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@@ -303,7 +303,7 @@
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Weapon: Pistol
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AttackFrontal:
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WithInfantryBody:
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AttackSequence: shoot
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DefaultAttackSequence: shoot
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^Ship:
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Inherits@1: ^ExistsInWorld
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@@ -37,7 +37,7 @@ DOG:
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Targetable:
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TargetTypes: Ground, Infantry
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WithInfantryBody:
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AttackSequence: shoot
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DefaultAttackSequence: shoot
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StandSequences: stand
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IgnoresDisguise:
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DetectCloaked:
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@@ -68,7 +68,7 @@ E1:
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MuzzleSequence: garrison-muzzle
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AttackFrontal:
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WithInfantryBody:
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AttackSequence: shoot
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DefaultAttackSequence: shoot
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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@@ -98,7 +98,7 @@ E2:
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FireDelay: 15
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AttackFrontal:
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WithInfantryBody:
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AttackSequence: throw
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DefaultAttackSequence: throw
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Explodes:
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Weapon: UnitExplodeSmall
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Chance: 50
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@@ -131,7 +131,7 @@ E3:
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Weapon: Dragon
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AttackFrontal:
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WithInfantryBody:
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AttackSequence: shoot
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DefaultAttackSequence: shoot
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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@@ -158,7 +158,7 @@ E4:
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Weapon: Flamer
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AttackFrontal:
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WithInfantryBody:
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AttackSequence: shoot
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DefaultAttackSequence: shoot
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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@@ -288,7 +288,7 @@ E7:
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MuzzleSequence: garrison-muzzle
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AttackFrontal:
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WithInfantryBody:
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AttackSequence: shoot
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DefaultAttackSequence: shoot
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StandSequences: stand
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AnnounceOnBuild:
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AnnounceOnKill:
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@@ -324,7 +324,7 @@ MEDI:
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AttackFrontal:
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WithInfantryBody:
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StandSequences: stand
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AttackSequence: heal
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DefaultAttackSequence: heal
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Voiced:
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VoiceSet: MedicVoice
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@@ -361,7 +361,7 @@ MECH:
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CaptureTypes: husk
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PlayerExperience: 25
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WithInfantryBody:
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AttackSequence: repair
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DefaultAttackSequence: repair
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StandSequences: stand
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Voiced:
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VoiceSet: MechanicVoice
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@@ -510,7 +510,7 @@ SHOK:
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Guard:
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Voice: Move
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WithInfantryBody:
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AttackSequence: shoot
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DefaultAttackSequence: shoot
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Voiced:
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VoiceSet: ShokVoice
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ProducibleWithLevel:
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@@ -545,7 +545,7 @@ SNIPER:
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MuzzleSequence: garrison-muzzle
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AttackFrontal:
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WithInfantryBody:
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AttackSequence: shoot
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DefaultAttackSequence: shoot
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Cloak:
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InitialDelay: 250
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CloakDelay: 120
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@@ -580,7 +580,7 @@ Zombie:
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ScanRadius: 5
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AttackFrontal:
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WithInfantryBody:
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AttackSequence: bite
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DefaultAttackSequence: bite
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IdleSequences: idle1
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Armament:
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Weapon: claw
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@@ -618,7 +618,7 @@ Ant:
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ScanRadius: 5
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AttackFrontal:
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WithInfantryBody:
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AttackSequence: bite
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DefaultAttackSequence: bite
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Armament:
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Weapon: mandible
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Targetable:
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