add IonCannon power
This commit is contained in:
@@ -29,7 +29,7 @@ namespace OpenRA.Effects
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Animation anim;
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Animation anim;
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int2 pos;
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int2 pos;
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public Explosion( World world, int2 pixelPos, int style, bool isWater)
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public Explosion(World world, int2 pixelPos, int style, bool isWater)
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{
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{
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this.pos = pixelPos;
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this.pos = pixelPos;
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var variantSuffix = isWater ? "w" : "";
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var variantSuffix = isWater ? "w" : "";
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@@ -38,7 +38,7 @@ namespace OpenRA.Traits
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protected override void OnActivate()
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protected override void OnActivate()
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{
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{
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Game.controller.orderGenerator = new SelectTarget();
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Game.controller.orderGenerator = new SelectTarget();
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Sound.Play(Info.SelectTargetSound);
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Sound.PlayToPlayer(Owner, Info.SelectTargetSound);
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}
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}
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public void ResolveOrder(Actor self, Order order)
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public void ResolveOrder(Actor self, Order order)
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@@ -82,8 +82,6 @@ namespace OpenRA.Traits
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{
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{
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if (mi.Button == MouseButton.Left)
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if (mi.Button == MouseButton.Left)
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yield return new Order("NuclearMissile", world.LocalPlayer.PlayerActor, xy);
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yield return new Order("NuclearMissile", world.LocalPlayer.PlayerActor, xy);
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yield break;
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}
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}
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public void Tick(World world)
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public void Tick(World world)
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54
OpenRA.Mods.Cnc/Effects/IonCannon.cs
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54
OpenRA.Mods.Cnc/Effects/IonCannon.cs
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@@ -0,0 +1,54 @@
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using OpenRA.Effects;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Effects
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{
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class IonCannon : IEffect
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{
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int2 Target;
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Animation anim;
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public IonCannon(World world, int2 location)
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{
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Target = location;
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anim = new Animation("ionsfx");
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anim.PlayThen("idle",
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() => world.AddFrameEndTask(w => w.Remove(this)));
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}
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public void Tick(World world)
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{
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throw new NotImplementedException();
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}
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public IEnumerable<Renderable> Render()
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{
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yield return new Renderable(anim.Image,
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Target - new float2(.5f * anim.Image.size.X, anim.Image.size.Y - Game.CellSize),
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"effect");
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}
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}
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}
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94
OpenRA.Mods.Cnc/IonCannonPower.cs
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94
OpenRA.Mods.Cnc/IonCannonPower.cs
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@@ -0,0 +1,94 @@
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Cnc.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc
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{
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class IonCannonPowerInfo : SupportPowerInfo
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{
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public override object Create(Actor self) { return new IonCannonPower(self, this); }
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}
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class IonCannonPower : SupportPower, IResolveOrder
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{
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public IonCannonPower(Actor self, IonCannonPowerInfo info) : base(self, info) { }
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class SelectTarget : IOrderGenerator
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{
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public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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Game.controller.CancelInputMode();
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return OrderInner(world, xy, mi);
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}
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IEnumerable<Order> OrderInner(World world, int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left)
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yield return new Order("IonCannon", world.LocalPlayer.PlayerActor, xy);
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}
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public void Tick(World world)
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{
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var hasStructure = world.Queries.OwnedBy[world.LocalPlayer]
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.WithTrait<IonControl>()
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.Any();
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if (!hasStructure)
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Game.controller.CancelInputMode();
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}
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public void Render(World world) { }
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public string GetCursor(World world, int2 xy, MouseInput mi) { return "ability"; }
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "IonCannon")
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{
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Owner.World.AddFrameEndTask(w =>
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{
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Sound.Play(Info.LaunchSound);
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w.Add(new IonCannon(w, order.TargetLocation));
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});
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Game.controller.CancelInputMode();
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FinishActivate();
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}
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}
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protected override void OnBeginCharging() { Sound.PlayToPlayer(Owner, Info.BeginChargeSound); }
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protected override void OnFinishCharging() { Sound.PlayToPlayer(Owner, Info.EndChargeSound); }
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protected override void OnActivate()
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{
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Game.controller.orderGenerator = new SelectTarget();
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Sound.PlayToPlayer(Owner, Info.SelectTargetSound);
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}
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}
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class IonControlInfo : StatelessTraitInfo<IonControl> { }
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class IonControl { }
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}
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@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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@@ -45,6 +45,8 @@
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<Reference Include="System.Xml" />
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<Reference Include="System.Xml" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Compile Include="Effects\IonCannon.cs" />
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<Compile Include="IonCannonPower.cs" />
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<Compile Include="ProductionAirdrop.cs" />
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<Compile Include="ProductionAirdrop.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="TiberiumRefinery.cs" />
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<Compile Include="TiberiumRefinery.cs" />
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