Adds parachute animation to E1,E2,E3,E4,E6,SHOK
Uses conditions without changing the art file.
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@@ -74,6 +74,10 @@ E1:
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AttackFrontal:
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WithInfantryBody:
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DefaultAttackSequence: shoot
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE
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StandSequences: parachute
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RequiresCondition: parachute
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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@@ -116,6 +120,10 @@ E2:
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AttackFrontal:
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WithInfantryBody:
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DefaultAttackSequence: throw
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE
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StandSequences: parachute
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RequiresCondition: parachute
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Explodes:
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Weapon: UnitExplodeSmall
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EmptyWeapon: UnitExplodeSmall
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@@ -154,6 +162,10 @@ E3:
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AttackFrontal:
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WithInfantryBody:
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DefaultAttackSequence: shoot
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE
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StandSequences: parachute
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RequiresCondition: parachute
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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AutoTarget:
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@@ -199,6 +211,10 @@ E4:
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Chance: 50
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WithInfantryBody:
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DefaultAttackSequence: shoot
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE
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StandSequences: parachute
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RequiresCondition: parachute
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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@@ -214,6 +230,11 @@ E6:
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Cost: 500
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Tooltip:
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Name: Engineer
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WithInfantryBody:
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE
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StandSequences: parachute
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RequiresCondition: parachute
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Passenger:
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PipType: Yellow
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EngineerRepair:
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@@ -574,6 +595,10 @@ SHOK:
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Voice: Move
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WithInfantryBody:
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DefaultAttackSequence: shoot
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE
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StandSequences: parachute
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RequiresCondition: parachute
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Voiced:
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VoiceSet: ShokVoice
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ProducibleWithLevel:
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