Disable effect warhead victim scans in TD
They are meant to play regardless of whether an actor was hit anyway.
This commit is contained in:
@@ -21,6 +21,7 @@
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Warhead@3Eff: CreateEffect
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Explosions: small_frag
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ImpactSounds: xplos.aud
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VictimScanRadius: 0
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70mm:
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Inherits: ^BallisticWeapon
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@@ -11,6 +11,7 @@
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Warhead@2Eff: CreateEffect
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Explosions: poof
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ImpactSounds: xplos.aud
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VictimScanRadius: 0
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Warhead@3Smu: LeaveSmudge
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SmudgeType: Crater
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InvalidTargets: Vehicle, Structure, Wall, Husk, Trees, Creep
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@@ -80,6 +81,7 @@ BuildingExplode:
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Warhead@1Eff: CreateEffect
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Explosions: building, building_napalm, med_frag, poof, small_building
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Delay: 1
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VictimScanRadius: 0
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Warhead@2Smu: LeaveSmudge
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SmudgeType: Crater
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Delay: 1
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@@ -31,6 +31,7 @@
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Warhead@3Eff: CreateEffect
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Explosions: small_frag
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ImpactSounds: xplos.aud
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VictimScanRadius: 0
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Dragon:
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Inherits: ^MissileWeapon
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@@ -131,6 +132,7 @@ MammothMissiles:
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Warhead@4EffAir: CreateEffect
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Explosions: small_building
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ImpactSounds: xplos.aud
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VictimScanRadius: 0
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ValidImpactTypes: Air, AirHit
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227mm:
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@@ -210,6 +212,7 @@ BoatMissile:
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Explosions: small_building
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ImpactSounds: xplos.aud
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ValidImpactTypes: Air, AirHit
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VictimScanRadius: 0
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TowerMissle:
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Inherits: ^MissileWeapon
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@@ -23,6 +23,7 @@
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Warhead@3Eff: CreateEffect
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Explosions: small_napalm
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ImpactSounds: flamer2.aud
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VictimScanRadius: 0
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Flamethrower:
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Inherits: ^FlameWeapon
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@@ -139,3 +140,4 @@ Demolish:
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Warhead@2Eff: CreateEffect
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Explosions: building
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ImpactSounds: xplobig6.aud
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VictimScanRadius: 0
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@@ -29,6 +29,7 @@ Sniper:
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DamageTypes: Prone50Percent, TriggerProne, BulletDeath
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Warhead@2Eff: CreateEffect
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Explosions: piffs
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VictimScanRadius: 0
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HighV:
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Inherits: ^HeavyMG
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@@ -15,6 +15,7 @@ Atomic:
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Warhead@2Eff_impact: CreateEffect
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Explosions: nuke_explosion
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ImpactSounds: nukexplo.aud
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VictimScanRadius: 0
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Warhead@3Dam_areanukea: SpreadDamage
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Spread: 2c512
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Damage: 110
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@@ -38,6 +39,7 @@ Atomic:
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Warhead@6Eff_areanukea: CreateEffect
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ImpactSounds: xplobig4.aud
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Delay: 3
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VictimScanRadius: 0
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Warhead@7Dam_areanukeb: SpreadDamage
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Spread: 3c768
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Damage: 50
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