Consolidate defense structure rules into ^Defense for ra mod
This commit is contained in:
@@ -429,6 +429,11 @@
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TargetTypes: Ground, C4, DetonateAttack, Structure, Defense
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TargetTypes: Ground, C4, DetonateAttack, Structure, Defense
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MustBeDestroyed:
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MustBeDestroyed:
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RequiredForShortGame: false
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RequiredForShortGame: false
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AutoTarget:
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-GivesBuildableArea:
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-AcceptsSupplies:
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DrawLineToTarget:
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RenderRangeCircle:
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^Wall:
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^Wall:
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AppearsOnRadar:
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AppearsOnRadar:
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@@ -393,7 +393,6 @@ TSLA:
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VisualBounds: 24,36,0,4
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VisualBounds: 24,36,0,4
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CanPowerDown:
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CanPowerDown:
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DisabledOverlay:
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DisabledOverlay:
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-GivesBuildableArea:
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Health:
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Health:
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HP: 400
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HP: 400
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Armor:
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Armor:
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@@ -410,11 +409,7 @@ TSLA:
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ChargeAudio: tslachg2.aud
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ChargeAudio: tslachg2.aud
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MaxCharges: 3
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MaxCharges: 3
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ReloadTime: 120
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ReloadTime: 120
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AutoTarget:
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-RenderBuilding:
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-RenderBuilding:
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RenderRangeCircle:
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-AcceptsSupplies:
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DrawLineToTarget:
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Power:
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Power:
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Amount: -100
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Amount: -100
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DetectCloaked:
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DetectCloaked:
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@@ -442,7 +437,6 @@ AGUN:
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RequiresPower:
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RequiresPower:
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CanPowerDown:
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CanPowerDown:
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DisabledOverlay:
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DisabledOverlay:
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-GivesBuildableArea:
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Health:
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Health:
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HP: 400
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HP: 400
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Armor:
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Armor:
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@@ -461,12 +455,9 @@ AGUN:
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MuzzleSequence: muzzle
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MuzzleSequence: muzzle
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AttackTurreted:
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AttackTurreted:
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WithMuzzleFlash:
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WithMuzzleFlash:
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AutoTarget:
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-RenderBuilding:
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-RenderBuilding:
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RenderRangeCircle:
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RenderRangeCircle:
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RangeCircleType: aa
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RangeCircleType: aa
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-AcceptsSupplies:
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DrawLineToTarget:
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Power:
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Power:
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Amount: -50
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Amount: -50
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DetectCloaked:
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DetectCloaked:
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@@ -517,7 +508,6 @@ PBOX:
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Queue: Defense
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Queue: Defense
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BuildPaletteOrder: 40
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BuildPaletteOrder: 40
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Prerequisites: tent, ~structures.allies, ~techlevel.low
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Prerequisites: tent, ~structures.allies, ~techlevel.low
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-GivesBuildableArea:
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Valued:
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Valued:
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Cost: 400
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Cost: 400
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Health:
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Health:
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@@ -528,7 +518,6 @@ PBOX:
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Range: 6c0
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Range: 6c0
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Bib:
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Bib:
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HasMinibib: Yes
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HasMinibib: Yes
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-AcceptsSupplies:
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Turreted:
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Turreted:
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ROT: 255
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ROT: 255
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BodyOrientation:
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BodyOrientation:
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@@ -539,7 +528,6 @@ PBOX:
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PipCount: 1
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PipCount: 1
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InitialUnits: e1
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InitialUnits: e1
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-EmitInfantryOnSell:
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-EmitInfantryOnSell:
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DrawLineToTarget:
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AttackGarrisoned:
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AttackGarrisoned:
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Armaments: garrisoned
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Armaments: garrisoned
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PortOffsets: 384,0,128, 224,-341,128, -224,-341,128, -384,0,128, -224,341,128, 224,341,128
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PortOffsets: 384,0,128, 224,-341,128, -224,-341,128, -384,0,128, -224,341,128, 224,341,128
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@@ -547,7 +535,6 @@ PBOX:
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PortCones: 86, 86, 86, 86, 86, 86
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PortCones: 86, 86, 86, 86, 86, 86
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RenderRangeCircle:
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RenderRangeCircle:
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FallbackRange: 6c0
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FallbackRange: 6c0
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AutoTarget:
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Power:
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Power:
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Amount: -15
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Amount: -15
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DetectCloaked:
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DetectCloaked:
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@@ -563,7 +550,6 @@ HBOX:
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Queue: Defense
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Queue: Defense
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BuildPaletteOrder: 50
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BuildPaletteOrder: 50
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Prerequisites: tent, ~structures.allies, ~techlevel.medium
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Prerequisites: tent, ~structures.allies, ~techlevel.medium
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-GivesBuildableArea:
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Valued:
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Valued:
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Cost: 600
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Cost: 600
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Health:
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Health:
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@@ -575,7 +561,6 @@ HBOX:
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Cloak:
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Cloak:
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InitialDelay: 125
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InitialDelay: 125
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CloakDelay: 60
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CloakDelay: 60
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-AcceptsSupplies:
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Turreted:
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Turreted:
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ROT: 255
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ROT: 255
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BodyOrientation:
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BodyOrientation:
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@@ -586,12 +571,10 @@ HBOX:
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PipCount: 1
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PipCount: 1
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InitialUnits: e1
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InitialUnits: e1
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-EmitInfantryOnSell:
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-EmitInfantryOnSell:
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DrawLineToTarget:
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DetectCloaked:
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DetectCloaked:
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Range: 6
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Range: 6
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RenderRangeCircle:
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RenderRangeCircle:
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FallbackRange: 6c0
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FallbackRange: 6c0
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AutoTarget:
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AttackGarrisoned:
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AttackGarrisoned:
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Armaments: garrisoned
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Armaments: garrisoned
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PortOffsets: 384,0,128, 224,-341,128, -224,-341,128, -384,0,128, -224,341,128, 224,341,128
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PortOffsets: 384,0,128, 224,-341,128, -224,-341,128, -384,0,128, -224,341,128, 224,341,128
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@@ -613,7 +596,6 @@ GUN:
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Name: Turret
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Name: Turret
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Description: Anti-Armor base defense.\nCan detect cloaked units.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft
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Description: Anti-Armor base defense.\nCan detect cloaked units.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft
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Building:
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Building:
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-GivesBuildableArea:
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Health:
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Health:
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HP: 400
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HP: 400
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Armor:
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Armor:
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@@ -632,11 +614,7 @@ GUN:
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MuzzleSequence: muzzle
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MuzzleSequence: muzzle
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AttackTurreted:
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AttackTurreted:
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WithMuzzleFlash:
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WithMuzzleFlash:
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AutoTarget:
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-RenderBuilding:
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-RenderBuilding:
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RenderRangeCircle:
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-AcceptsSupplies:
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DrawLineToTarget:
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Power:
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Power:
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Amount: -40
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Amount: -40
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DetectCloaked:
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DetectCloaked:
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@@ -654,7 +632,6 @@ FTUR:
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Name: Flame Tower
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Name: Flame Tower
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Description: Anti-Infantry base defense.\nCan detect cloaked units.\n Strong vs Infantry, Light armor\n Weak vs Tanks, Aircraft
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Description: Anti-Infantry base defense.\nCan detect cloaked units.\n Strong vs Infantry, Light armor\n Weak vs Tanks, Aircraft
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Building:
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Building:
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-GivesBuildableArea:
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Health:
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Health:
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HP: 400
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HP: 400
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Armor:
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Armor:
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@@ -672,10 +649,6 @@ FTUR:
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AttackTurreted:
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AttackTurreted:
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BodyOrientation:
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BodyOrientation:
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QuantizedFacings: 8
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QuantizedFacings: 8
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AutoTarget:
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RenderRangeCircle:
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-AcceptsSupplies:
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DrawLineToTarget:
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Power:
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Power:
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Amount: -20
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Amount: -20
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DetectCloaked:
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DetectCloaked:
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@@ -699,7 +672,6 @@ SAM:
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RequiresPower:
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RequiresPower:
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CanPowerDown:
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CanPowerDown:
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DisabledOverlay:
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DisabledOverlay:
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-GivesBuildableArea:
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Health:
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Health:
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HP: 400
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HP: 400
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Armor:
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Armor:
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@@ -717,12 +689,9 @@ SAM:
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MuzzleSequence: muzzle
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MuzzleSequence: muzzle
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AttackTurreted:
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AttackTurreted:
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WithMuzzleFlash:
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WithMuzzleFlash:
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AutoTarget:
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-RenderBuilding:
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-RenderBuilding:
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RenderRangeCircle:
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RenderRangeCircle:
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RangeCircleType: aa
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RangeCircleType: aa
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-AcceptsSupplies:
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DrawLineToTarget:
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Power:
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Power:
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Amount: -40
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Amount: -40
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DetectCloaked:
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DetectCloaked:
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