MRJ works; moved ProvidesRadar.IsActive update to Tick to avoid desync if any other actor code relies on it.
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@@ -14,6 +14,10 @@ MGG:
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GAP:
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GeneratesGap:
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Range: 10
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MRJ:
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JamsRadar:
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Range: 10
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MINP:
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Mine:
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@@ -53,6 +53,30 @@ GAP:
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RenderBuilding:
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IronCurtainable:
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MRJ:
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JamsRadar:
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Range: 10
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Inherits: ^Vehicle
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Buildable:
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TechLevel: 12
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Prerequisites: weap,dome
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Owner: allies
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Cost: 600
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Description: Radar Jammer
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LongDesc: Hides nearby units on the enemy's minimap.\n Unarmed
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Selectable:
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Priority: 3
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Unit:
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HP: 110
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Armor: light
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Crewed: yes
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Sight: 7
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Speed: 9
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Mobile:
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MovementType: Track
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RenderUnitSpinner:
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Offset: 0,4,0,-6
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MINP:
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Mine:
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Damage: 1000
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@@ -266,28 +290,6 @@ V2RL:
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RenderUnitTurreted:
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AutoTarget:
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MRJ:
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Inherits: ^Vehicle
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Buildable:
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TechLevel: 12
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Prerequisites: weap,dome
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Owner: allies
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Cost: 600
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Description: Radar Jammer
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LongDesc: Hides nearby units on the enemy's minimap.\n Unarmed
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Selectable:
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Priority: 3
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Unit:
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HP: 110
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Armor: light
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Crewed: yes
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Sight: 7
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Speed: 9
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Mobile:
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MovementType: Track
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RenderUnitSpinner:
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Offset: 0,4,0,-6
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ARTY:
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Inherits: ^Vehicle
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Buildable:
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