Refactored TS infantry sequences
They now make heavy use of inheritance to cut down duplication. Most infantry in TS uses the Minigunner (E1) sequences, only that some frames are empty (civ2 shoot animation, for example) or used for a different purpose (panic anims for civilians, crippled legs for cyborgs). To make this inheritance a bit easier, the attack sequences were renamed to a generic 'attack', rather than 'shoot' or 'throw', and split off to a separate abstract default inherited only by infantry with valid attack frames.
This commit is contained in:
@@ -44,7 +44,7 @@ UMAGON:
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AttackFrontal:
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Voice: Attack
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WithInfantryBody:
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AttackSequence: shoot
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AttackSequence: attack
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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@@ -100,7 +100,7 @@ MUTANT:
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AttackFrontal:
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Voice: Attack
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WithInfantryBody:
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AttackSequence: shoot
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AttackSequence: attack
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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@@ -125,7 +125,7 @@ MWMN:
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AttackFrontal:
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Voice: Attack
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WithInfantryBody:
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AttackSequence: shoot
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AttackSequence: attack
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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@@ -150,7 +150,7 @@ MUTANT3:
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AttackFrontal:
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Voice: Attack
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WithInfantryBody:
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AttackSequence: shoot
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AttackSequence: attack
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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@@ -172,7 +172,7 @@ TRATOS:
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Range: 4c0
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-AutoTarget:
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WithInfantryBody:
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AttackSequence: shoot
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AttackSequence: attack
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OXANNA:
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Inherits: ^Soldier
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@@ -190,7 +190,7 @@ OXANNA:
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Range: 4c0
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-AutoTarget:
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WithInfantryBody:
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AttackSequence: shoot
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AttackSequence: attack
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SLAV:
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Inherits: ^Soldier
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@@ -208,7 +208,7 @@ SLAV:
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Range: 4c0
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-AutoTarget:
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WithInfantryBody:
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AttackSequence: shoot
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AttackSequence: attack
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DOGGIE:
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Inherits: ^Infantry
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@@ -282,7 +282,7 @@ VISC_LRG:
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CIV1:
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Inherits: ^CivilianInfantry
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WithInfantryBody:
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AttackSequence: shoot
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AttackSequence: attack
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Armament:
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Weapon: Pistola
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AttackFrontal:
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@@ -295,7 +295,7 @@ CIV2:
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CIV3:
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Inherits: ^CivilianInfantry
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WithInfantryBody:
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AttackSequence: shoot
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AttackSequence: attack
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Armament:
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Weapon: Pistola
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AttackFrontal:
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@@ -370,7 +370,7 @@
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Weapon: TiberiumHeal
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WithPermanentInjury:
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WithInfantryBody:
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AttackSequence: shoot
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AttackSequence: attack
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IdleSequences: idle1,idle2
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UpgradeOnDamage@CRITICAL:
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Upgrades: criticalspeed
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@@ -20,7 +20,7 @@ E2:
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AttackFrontal:
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Voice: Attack
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WithInfantryBody:
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AttackSequence: throw
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AttackSequence: attack
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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@@ -88,7 +88,7 @@ JUMPJET:
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AttackFrontal:
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Voice: Attack
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WithInfantryBody:
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AttackSequence: shoot
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AttackSequence: attack
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-TakeCover:
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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@@ -129,6 +129,6 @@ GHOST:
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DetonationDelay: 45
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Voice: Attack
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WithInfantryBody:
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AttackSequence: shoot
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AttackSequence: attack
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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@@ -21,7 +21,7 @@ E3:
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AttackFrontal:
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Voice: Attack
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WithInfantryBody:
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AttackSequence: shoot
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AttackSequence: attack
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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@@ -127,5 +127,3 @@ MHIJACK:
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RevealsShroud:
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Range: 6c0
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-AutoTarget:
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WithInfantryBody:
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AttackSequence: shoot
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@@ -25,7 +25,7 @@ E1:
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AttackFrontal:
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Voice: Attack
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WithInfantryBody:
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AttackSequence: shoot
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AttackSequence: attack
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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RenderSprites:
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