Adds parachute animation to E1,E2,E3,E4,E6,SHOK
Uses conditions without changing the art file.
This commit is contained in:
@@ -74,6 +74,10 @@ E1:
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AttackFrontal:
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AttackFrontal:
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WithInfantryBody:
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WithInfantryBody:
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DefaultAttackSequence: shoot
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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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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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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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AttackFrontal:
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WithInfantryBody:
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WithInfantryBody:
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DefaultAttackSequence: throw
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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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Explodes:
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Weapon: UnitExplodeSmall
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Weapon: UnitExplodeSmall
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EmptyWeapon: 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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AttackFrontal:
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WithInfantryBody:
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WithInfantryBody:
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DefaultAttackSequence: shoot
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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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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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Prerequisites: barracks.upgraded
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AutoTarget:
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AutoTarget:
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@@ -199,6 +211,10 @@ E4:
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Chance: 50
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Chance: 50
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WithInfantryBody:
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WithInfantryBody:
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DefaultAttackSequence: shoot
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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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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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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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Cost: 500
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Tooltip:
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Tooltip:
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Name: Engineer
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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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Passenger:
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PipType: Yellow
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PipType: Yellow
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EngineerRepair:
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EngineerRepair:
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@@ -574,6 +595,10 @@ SHOK:
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Voice: Move
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Voice: Move
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WithInfantryBody:
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WithInfantryBody:
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DefaultAttackSequence: shoot
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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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Voiced:
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VoiceSet: ShokVoice
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VoiceSet: ShokVoice
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ProducibleWithLevel:
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ProducibleWithLevel:
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@@ -38,6 +38,8 @@ e1:
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Start: 192
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Start: 192
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Length: 8
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Length: 8
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Facings: 8
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Facings: 8
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parachute:
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Start: 377
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idle1:
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idle1:
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Start: 256
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Start: 256
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Length: 16
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Length: 16
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@@ -178,6 +180,8 @@ e3:
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Start: 64
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Start: 64
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Length: 8
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Length: 8
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Facings: 8
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Facings: 8
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parachute:
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Start: 393
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idle1:
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idle1:
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Start: 272
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Start: 272
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Length: 14
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Length: 14
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@@ -245,6 +249,8 @@ e6:
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Length: 6
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Length: 6
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Facings: 8
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Facings: 8
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Tick: 100
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Tick: 100
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parachute:
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Start: 210
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idle1:
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idle1:
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Start: 121
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Start: 121
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Length: 8
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Length: 8
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@@ -440,6 +446,8 @@ e2:
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Start: 64
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Start: 64
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Length: 20
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Length: 20
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Facings: 8
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Facings: 8
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parachute:
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Start: 505
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idle1:
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idle1:
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Start: 384
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Start: 384
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Length: 14
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Length: 14
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@@ -792,6 +800,8 @@ e4:
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Start: 64
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Start: 64
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Length: 16
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Length: 16
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Facings: 8
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Facings: 8
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parachute:
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Start: 528
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idle1:
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idle1:
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Start: 384
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Start: 384
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Length: 14
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Length: 14
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@@ -951,6 +961,8 @@ shok:
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Start: 256
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Start: 256
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Length: 16
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Length: 16
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Facings: 8
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Facings: 8
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parachute:
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Start: 528
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idle1:
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idle1:
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Start: 384
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Start: 384
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Length: 14
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Length: 14
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