Render integrated muzzle flashes as their own tint-ignoring animations.
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@@ -585,7 +585,7 @@
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ValidDamageStates: Light, Medium, Heavy, Critical
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QuantizeFacingsFromSequence:
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Sequence: stand
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WithInfantryBody:
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WithSplitAttackPaletteInfantryBody:
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AttackMove:
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Voice: Move
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Passenger:
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@@ -705,8 +705,10 @@
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Prone350Percent: 350
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DamageTriggers: TriggerProne
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ProneOffset: 300,0,0
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WithInfantryBody:
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IdleSequences: idle1,idle2
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WithSplitAttackPaletteInfantryBody:
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IdleSequences: idle1, idle2
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Palette: player-nomuzzle
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SplitAttackPalette: muzzle
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^Cyborg:
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Inherits@1: ^Infantry
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@@ -734,9 +736,11 @@
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Prone350Percent: 350
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ProneOffset: 300,0,0
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ProneSequencePrefix: crippled-
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WithInfantryBody:
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WithSplitAttackPaletteInfantryBody:
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DefaultAttackSequence: attack
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IdleSequences: idle1, idle2
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Palette: player-nomuzzle
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SplitAttackPalette: muzzle
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GrantConditionOnDamageState@CRITICAL:
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Condition: critical
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ValidDamageStates: Critical
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