Use Explodes instead of WithBuildingExplosion in TS
Additionally, make Refinery and Tib Silo spawn tiberium on destruction unless empty.
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@@ -126,8 +126,10 @@
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DamagedSounds: expnew01.aud
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DamagedSounds: expnew01.aud
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DestroyedSounds: crmble2.aud
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DestroyedSounds: crmble2.aud
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WithSpriteBody:
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WithSpriteBody:
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WithBuildingExplosion:
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Explodes:
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Sequences: building, large_bang, large_brnl, verylarge_clsn, large_tumu
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Weapon: BuildingExplosions
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EmptyWeapon: BuildingExplosions
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Type: Footprint
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EngineerRepairable:
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EngineerRepairable:
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ShakeOnDeath:
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ShakeOnDeath:
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AcceptsSupplies:
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AcceptsSupplies:
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@@ -107,6 +107,8 @@ PROC:
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FactionImages:
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FactionImages:
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gdi: proc.gdi
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gdi: proc.gdi
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nod: proc.nod
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nod: proc.nod
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Explodes:
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Weapon: TiberiumExplosion
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GASILO:
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GASILO:
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Inherits: ^Building
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Inherits: ^Building
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@@ -150,6 +152,8 @@ GASILO:
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Amount: -10
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Amount: -10
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SelectionDecorations:
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SelectionDecorations:
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VisualBounds: 80, 48, -5, 0
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VisualBounds: 80, 48, -5, 0
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Explodes:
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Weapon: TiberiumExplosion
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ANYPOWER:
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ANYPOWER:
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AlwaysVisible:
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AlwaysVisible:
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@@ -34,6 +34,13 @@ UnitExplodeSmall:
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SmudgeType: SmallCrater
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SmudgeType: SmallCrater
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InvalidTargets: Building, Wall
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InvalidTargets: Building, Wall
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BuildingExplosions:
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Warhead@1Eff: CreateEffect
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Explosions: building, large_bang, large_brnl, verylarge_clsn, large_tumu
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ExplosionPalette: effectalpha75
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Warhead@2Smu: LeaveSmudge
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SmudgeType: MediumCrater
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CyborgExplode:
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CyborgExplode:
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Warhead@1Eff: CreateEffect
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Warhead@1Eff: CreateEffect
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Explosions: medium_bang
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Explosions: medium_bang
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