Replace UnitTraitOrderTargeter with TargetTypeOrderTargeter.
This also makes naval buildings untargetable for c4 and demo trucks, as they don't make much sense.
This commit is contained in:
@@ -35,7 +35,7 @@ namespace OpenRA.Mods.RA
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public IEnumerable<IOrderTargeter> Orders
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{
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get { yield return new UnitTraitOrderTargeter<C4Demolishable>("C4", 6, "c4", true, false); }
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get { yield return new TargetTypeOrderTargeter("C4", "C4", 6, "c4", true, false); }
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}
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public Order IssueOrder( Actor self, IOrderTargeter order, Target target, bool queued )
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@@ -62,7 +62,4 @@ namespace OpenRA.Mods.RA
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return (order.OrderString == "C4") ? "Attack" : null;
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}
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}
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class C4DemolishableInfo : TraitInfo<C4Demolishable> { }
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class C4Demolishable { }
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}
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@@ -64,7 +64,8 @@ namespace OpenRA.Mods.RA
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{
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if (order.OrderString == "CaptureActor")
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{
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if (!CanCapture(order.TargetActor)) return;
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if (!CanCapture(order.TargetActor))
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return;
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self.SetTargetLine(Target.FromOrder(order), Color.Red);
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@@ -80,7 +81,7 @@ namespace OpenRA.Mods.RA
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}
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}
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class CaptureOrderTargeter : UnitTraitOrderTargeter<Capturable>
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class CaptureOrderTargeter : UnitOrderTargeter
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{
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readonly string[] captureTypes;
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readonly Func<Actor, bool> useEnterCursor;
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@@ -94,19 +95,26 @@ namespace OpenRA.Mods.RA
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public override bool CanTargetActor(Actor self, Actor target, bool forceAttack, bool forceQueued, ref string cursor)
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{
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if( !base.CanTargetActor( self, target, forceAttack, forceQueued, ref cursor ) ) return false;
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if (!base.CanTargetActor(self, target, forceAttack, forceQueued, ref cursor))
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return false;
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var ci = target.Info.Traits.GetOrDefault<CapturableInfo>();
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if (ci == null)
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return false;
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var ci = target.Info.Traits.Get<CapturableInfo>();
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var playerRelationship = self.Owner.Stances[target.Owner];
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if (playerRelationship == Stance.Ally && !ci.AllowAllies)
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return false;
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if( playerRelationship == Stance.Ally && !ci.AllowAllies ) return false;
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if( playerRelationship == Stance.Enemy && !ci.AllowEnemies ) return false;
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if( playerRelationship == Stance.Neutral && !ci.AllowNeutral ) return false;
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if (playerRelationship == Stance.Enemy && !ci.AllowEnemies)
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return false;
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if (playerRelationship == Stance.Neutral && !ci.AllowNeutral)
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return false;
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IsQueued = forceQueued;
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var Info = self.Info.Traits.Get<CapturesInfo>();
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if (captureTypes.Contains(ci.Type))
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{
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cursor = (Info.WastedAfterwards) ? (useEnterCursor(target) ? "enter" : "enter-blocked") : "attack";
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@@ -34,7 +34,7 @@ namespace OpenRA.Mods.RA
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{
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get
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{
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yield return new UnitTraitOrderTargeter<Building>("DemoAttack", 5, "attack", true, false) { ForceAttack = false };
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yield return new TargetTypeOrderTargeter("DemoTruck", "DemoAttack", 5, "attack", true, false) { ForceAttack = false };
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yield return new DeployOrderTargeter("DemoDeploy", 5);
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}
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}
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@@ -52,7 +52,7 @@ namespace OpenRA.Mods.RA
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}
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}
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class EngineerRepairOrderTargeter : UnitTraitOrderTargeter<Building>
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class EngineerRepairOrderTargeter : UnitOrderTargeter
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{
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public EngineerRepairOrderTargeter()
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: base("EngineerRepair", 6, "goldwrench", false, true) { }
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@@ -88,11 +88,12 @@ namespace OpenRA.Mods.RA
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return false;
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}
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class InfiltratorOrderTargeter : UnitTraitOrderTargeter<IAcceptInfiltrator>
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class InfiltratorOrderTargeter : UnitOrderTargeter
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{
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readonly Func<Actor, bool> useEnterCursor;
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public InfiltratorOrderTargeter(Func<Actor, bool> useEnterCursor) : base("Infiltrate", 7, "enter", true, false)
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public InfiltratorOrderTargeter(Func<Actor, bool> useEnterCursor)
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: base("Infiltrate", 7, "enter", true, false)
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{
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ForceAttack = false;
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this.useEnterCursor = useEnterCursor;
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@@ -103,6 +104,9 @@ namespace OpenRA.Mods.RA
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if (!base.CanTargetActor(self, target, forceAttack, forceQueued, ref cursor))
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return false;
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if (!target.HasTrait<IAcceptInfiltrator>())
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return false;
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if (!useEnterCursor(target))
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cursor = "enter-blocked";
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@@ -12,7 +12,7 @@ using System;
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namespace OpenRA.Mods.RA.Orders
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{
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public class EnterOrderTargeter<T> : UnitTraitOrderTargeter<T>
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public class EnterOrderTargeter<T> : UnitOrderTargeter
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{
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readonly Func<Actor, bool> canTarget;
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readonly Func<Actor, bool> useEnterCursor;
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@@ -27,8 +27,15 @@ namespace OpenRA.Mods.RA.Orders
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public override bool CanTargetActor(Actor self, Actor target, bool forceAttack, bool forceQueued, ref string cursor)
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{
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if( !base.CanTargetActor( self, target, forceAttack, forceQueued, ref cursor ) ) return false;
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if( !canTarget( target ) ) return false;
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if (!base.CanTargetActor(self, target, forceAttack, forceQueued, ref cursor))
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return false;
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if (!target.HasTrait<T>())
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return false;
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if (!canTarget(target))
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return false;
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cursor = useEnterCursor(target) ? "enter" : "enter-blocked";
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IsQueued = forceQueued;
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return true;
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@@ -10,6 +10,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Orders
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@@ -57,17 +58,23 @@ namespace OpenRA.Mods.RA.Orders
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public virtual bool IsQueued { get; protected set; }
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}
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public class UnitTraitOrderTargeter<T> : UnitOrderTargeter
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public class TargetTypeOrderTargeter : UnitOrderTargeter
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{
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public UnitTraitOrderTargeter( string order, int priority, string cursor, bool targetEnemyUnits, bool targetAllyUnits )
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string targetType;
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public TargetTypeOrderTargeter(string targetType, string order, int priority, string cursor, bool targetEnemyUnits, bool targetAllyUnits)
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: base(order, priority, cursor, targetEnemyUnits, targetAllyUnits)
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{
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this.targetType = targetType;
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}
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public override bool CanTargetActor(Actor self, Actor target, bool forceAttack, bool forceQueued, ref string cursor)
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{
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if( !base.CanTargetActor( self, target, forceAttack, forceQueued, ref cursor ) ) return false;
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if( !target.HasTrait<T>() ) return false;
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if (!base.CanTargetActor(self, target, forceAttack, forceQueued, ref cursor))
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return false;
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if (!target.TraitsImplementing<ITargetable>().Any(t => t.TargetTypes.Contains(targetType)))
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return false;
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IsQueued = forceQueued;
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@@ -84,7 +84,7 @@ namespace OpenRA.Mods.RA
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{
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get
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{
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yield return new UnitTraitOrderTargeter<RenderInfantry>("Disguise", 7, "ability", true, true) { ForceAttack=false };
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yield return new TargetTypeOrderTargeter("Disguise", "Disguise", 7, "ability", true, true) { ForceAttack=false };
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}
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}
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@@ -63,7 +63,7 @@ namespace OpenRA.Mods.RA
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}
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}
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class SupplyTruckOrderTargeter : UnitTraitOrderTargeter<Building>
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class SupplyTruckOrderTargeter : UnitOrderTargeter
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{
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public SupplyTruckOrderTargeter()
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: base("DeliverSupplies", 5, "enter", false, true)
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@@ -72,9 +72,14 @@ namespace OpenRA.Mods.RA
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public override bool CanTargetActor(Actor self, Actor target, bool forceAttack, bool forceQueued, ref string cursor)
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{
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if (!base.CanTargetActor(self, target, forceAttack, forceQueued, ref cursor)) return false;
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if (target.AppearsHostileTo(self)) return false;
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if (!target.HasTrait<AcceptsSupplies>()) return false;
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if (!base.CanTargetActor(self, target, forceAttack, forceQueued, ref cursor))
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return false;
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if (target.AppearsHostileTo(self))
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return false;
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if (!target.HasTrait<AcceptsSupplies>())
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return false;
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IsQueued = forceQueued;
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return true;
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@@ -208,7 +208,7 @@
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Selectable:
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Priority: 3
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TargetableBuilding:
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TargetTypes: Ground
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TargetTypes: Ground, C4
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Armor:
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Type: Wood
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RepairableBuilding:
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@@ -225,7 +225,7 @@
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Selectable:
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Priority: 3
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TargetableBuilding:
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TargetTypes: Ground
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TargetTypes: Ground, C4
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Armor:
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Type: Wood
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RepairableBuilding:
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@@ -267,7 +267,6 @@
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Sellable:
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Capturable:
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CapturableBar:
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C4Demolishable:
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DebugMuzzlePositions:
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^CivBuilding:
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@@ -339,7 +338,7 @@
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Adjacent: 7
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TerrainTypes: Clear,Road
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TargetableBuilding:
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TargetTypes: Ground
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TargetTypes: Ground, C4
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Wall:
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CrushClasses: wall
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CrushSound: sandbag2.aud
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@@ -356,7 +355,6 @@
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RelativeToTopLeft: yes
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AutoTargetIgnore:
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Sellable:
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C4Demolishable:
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^Tree:
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Tooltip:
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@@ -215,7 +215,7 @@
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Selectable:
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Priority: 2
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TargetableBuilding:
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TargetTypes: Ground
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TargetTypes: Ground, C4
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Building:
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Dimensions: 1,1
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Footprint: x
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@@ -263,6 +263,5 @@
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Types:Building
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Sellable:
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GivesBounty:
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C4Demolishable:
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DebugMuzzlePositions:
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Bib:
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@@ -433,7 +433,7 @@ WALL:
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#Selectable:
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# Priority: 1
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TargetableBuilding:
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TargetTypes: Ground
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TargetTypes: Ground, C4
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RenderBuildingWall:
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HasMakeAnimation: false
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#GivesExperience:
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@@ -83,7 +83,7 @@
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Selectable:
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Voice: GenericVoice
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TargetableUnit:
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TargetTypes: Ground
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TargetTypes: Ground, Disguise
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RenderInfantry:
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AutoTarget:
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AttackMove:
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@@ -164,7 +164,7 @@
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Selectable:
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Priority: 3
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TargetableBuilding:
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TargetTypes: Ground
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TargetTypes: Ground, C4, DemoTruck
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Building:
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Dimensions: 1,1
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Footprint: x
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@@ -210,7 +210,7 @@
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Selectable:
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Priority: 1
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TargetableBuilding:
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TargetTypes: Ground
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TargetTypes: Ground, C4, DemoTruck
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RenderBuildingWall:
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HasMakeAnimation: false
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Palette: terrain
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@@ -246,7 +246,8 @@ BARL:
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AutoTargetIgnore:
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Armor:
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Type: Light
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-C4Demolishable:
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TargetableBuilding:
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TargetTypes: Ground, DemoTruck
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BRL3:
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Inherits: ^TechBuilding
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@@ -261,7 +262,8 @@ BRL3:
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AutoTargetIgnore:
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Armor:
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Type: Light
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-C4Demolishable:
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TargetableBuilding:
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TargetTypes: Ground, DemoTruck
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MISS:
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Inherits: ^TechBuilding
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@@ -96,7 +96,7 @@
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Selectable:
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Voice: GenericVoice
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TargetableUnit:
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TargetTypes: Ground
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TargetTypes: Ground, Disguise
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RenderInfantry:
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AutoTarget:
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DebugRetiliateAgainstAggressor:
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@@ -196,7 +196,7 @@
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Selectable:
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Priority: 3
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TargetableBuilding:
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TargetTypes: Ground
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TargetTypes: Ground, C4, DemoTruck
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Building:
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Dimensions: 1,1
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Footprint: x
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@@ -227,7 +227,6 @@
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AcceptsSupplies:
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GivesBounty:
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UpdatesPlayerStatistics:
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C4Demolishable:
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DebugMuzzlePositions:
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^Wall:
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@@ -249,7 +248,7 @@
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Selectable:
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Priority: 1
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TargetableBuilding:
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TargetTypes: Ground
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TargetTypes: Ground, C4, DemoTruck
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RenderBuildingWall:
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HasMakeAnimation: false
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Palette: terrain
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@@ -262,7 +261,6 @@
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Types:Wall
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Sellable:
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UpdatesPlayerStatistics:
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C4Demolishable:
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^TechBuilding:
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Inherits: ^Building
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