add D2k crates, started fixing infantry
infantry directions are correct, but movement is still wrong
This commit is contained in:
@@ -122,14 +122,49 @@ namespace OpenRA.Utility
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int OffsetY = 0;
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int x = 0;
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if (args.Contains("--vehicle")) //resorting to RA/CnC compatible counter-clockwise frame order
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frame = srcImage[startFrame];
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//TODO: This is not enough as the run and shoot animation are next to each other for each sequence in RA/CnC.
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if (args.Contains("--infantry")) //resorting to RA/CnC compatible counter-clockwise frame order
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{
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endFrame = startFrame-1;
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for (int e = 8; e < FrameCount+1; e=e+8) //assuming 8 facings each animation set
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{
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for (int f = startFrame+e-1; f > endFrame; f--)
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{
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OffsetX = frame.FrameWidth/2 - frame.Width/2;
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OffsetY = frame.FrameHeight/2 - frame.Height/2;
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Console.WriteLine("calculated OffsetX: {0}", OffsetX);
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Console.WriteLine("calculated OffsetY: {0}", OffsetY);
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var data = bitmap.LockBits(new Rectangle(x+OffsetX, 0+OffsetY, frame.Width, frame.Height), ImageLockMode.WriteOnly,
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PixelFormat.Format8bppIndexed);
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for (var i = 0; i < frame.Height; i++)
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Marshal.Copy(frame.Image, i * frame.Width,
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new IntPtr(data.Scan0.ToInt64() + i * data.Stride), frame.Width);
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bitmap.UnlockBits(data);
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x += frame.FrameWidth;
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frame = srcImage[f];
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Console.WriteLine("f: {0}", f);
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}
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endFrame = startFrame+e-1;
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frame = srcImage[startFrame+e];
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Console.WriteLine("e: {0}", e);
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Console.WriteLine("FrameCount: {0}", FrameCount);
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}
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}
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else if (args.Contains("--vehicle")) //resorting to RA/CnC compatible counter-clockwise frame order
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{
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frame = srcImage[startFrame];
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endFrame--;
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startFrame--;
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for (int f = endFrame; f > startFrame; f--)
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for (int f = endFrame-1; f > startFrame-1; f--)
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{
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OffsetX = frame.FrameWidth/2 - frame.OffsetX;
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OffsetY = frame.FrameHeight/2 - frame.OffsetY;
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@@ -184,8 +219,7 @@ namespace OpenRA.Utility
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for (int f = startFrame; f < endFrame; f++)
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{
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frame = srcImage[f];
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if (args.Contains("--infantry"))
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if (args.Contains("--infantrydeath"))
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{
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OffsetX = frame.FrameWidth/2 - frame.Width/2;
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OffsetY = frame.FrameHeight/2 - frame.Height/2;
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@@ -82,11 +82,10 @@ namespace OpenRA.Utility
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for (int i = 0; i < 256; i++)
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reader.ReadUInt16();
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}
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else if (ID == 2 && PaletteHandle != 0)
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else if (ID == 2 && PaletteHandle != 0) // image with custom palette
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{
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// ignore image with custom palette
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for (int i = 0; i < Width*Height; i++)
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reader.ReadByte();
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Image[i] = reader.ReadByte();
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}
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else //standard palette or 16 Bpp
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{
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@@ -37,4 +37,5 @@
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# replace RA mouse.shp, nopower.shp with Dune 2000 equivalent
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# complete Arrakis tileset (blocked by issue #2178)
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# allow frigate to deliver 5 units at once to starport
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# starport prices should vary
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# starport prices should vary
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# add shroud (Dune's 32x32 tiles differ completely from RA/CnC)
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@@ -52,8 +52,8 @@ Player:
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InitialCash: 5000
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ActorGroupProxy:
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DeveloperMode:
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HackyAI@EasyAI:
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Name:Easy AI
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HackyAI@Omnius:
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Name:Omnius
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RallypointTestBuilding: conyarda
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HarvesterUnit: harvester
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BaseBuildUnit: mcva,mcvh,mcvo
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@@ -100,41 +100,59 @@ frigate:
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Start: 0
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Facings: 1
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#TODO: This is wrong.
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rifle:
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stand:
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Start: 0
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Facings: 8
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stand2:
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Start: 8
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Length: 8
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Start: 0
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Facings: 8
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stand3:
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Start: 128
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Length: 16
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Start: 0
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Facings: 8
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run:
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Start: 16
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Start: 8
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Length: 6
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Facings: 8
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shoot:
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Start: 64
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Length: 6
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Start: 56
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Length: 5
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Facings: 8
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prone-stand:
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Start: 112
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Length: 4
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Start: 104
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Length: 1
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Facings: 8
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prone-run:
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Start: 144
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Length: 4
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Start: 112
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Length: 3
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Facings: 8
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standup-0:
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Start: 176
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Length: 2
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Start: 96
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Length: 1
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Facings: 8
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prone-shoot:
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Start: 192
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Length: 6
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Start: 136
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Length: 5
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Facings: 8
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die1: rifledeath
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Start: 0
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Length: 5
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die2: rifledeath
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Start: 5
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Length: 7
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die3: rifledeath
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Start: 12
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Length: 7
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die4: rifledeath
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Start: 19
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Length: 7
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die5: rifledeath
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Start: 26
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Length: 7
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die-crushed: rifledeath
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Start: 33
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Length: 7
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Tick: 1600
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conyarda:
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idle:
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@@ -791,13 +809,9 @@ litning:
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Length: 4
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crate:
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idle: scrate
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idle: crates
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Start: 0
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water: wwcrate
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Start: 0
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Length: *
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Tick: 500
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land: sh-crate
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land: crates
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Start: 0
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crate-effects:
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@@ -5,8 +5,8 @@ PAL="mods/d2k/bits/d2k.pal"
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mono OpenRA.Utility.exe --r8 $R8 $PAL 0 2 "overlay"
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mono OpenRA.Utility.exe --shp overlay.png 32
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mono OpenRA.Utility.exe --r8 $R8 $PAL 40 101 "shroud"
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mono OpenRA.Utility.exe --shp shroud.png 32
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#mono OpenRA.Utility.exe --r8 $R8 $PAL 40 101 "shadow"
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#mono OpenRA.Utility.exe --shp shadow.png 32
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mono OpenRA.Utility.exe --r8 $R8 $PAL 102 105 "crates"
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mono OpenRA.Utility.exe --shp crates.png 32
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mono OpenRA.Utility.exe --r8 $R8 $PAL 106 109 "spicebloom"
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@@ -15,8 +15,10 @@ mono OpenRA.Utility.exe --shp spicebloom.png 32
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mono OpenRA.Utility.exe --r8 $R8 $PAL 194 205 "spice"
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mono OpenRA.Utility.exe --shp spice.png 48
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mono OpenRA.Utility.exe --r8 $R8 $PAL 206 457 "rifle" --infantry
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mono OpenRA.Utility.exe --r8 $R8 $PAL 206 381 "rifle" --infantry
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mono OpenRA.Utility.exe --shp rifle.png 48
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mono OpenRA.Utility.exe --r8 $R8 $PAL 382 457 "rifledeath" --infantrydeath
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mono OpenRA.Utility.exe --shp rifledeath.png 48
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mono OpenRA.Utility.exe --r8 $R8 $PAL 458 693 "rocket" --infantry
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mono OpenRA.Utility.exe --shp rocket.png 48
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mono OpenRA.Utility.exe --r8 $R8 $PAL 694 929 "fremen" --infantry
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