Implement jumpjets.
This commit is contained in:
@@ -797,6 +797,7 @@
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<Compile Include="Traits\World\TerrainTunnelLayer.cs" />
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<Compile Include="Traits\World\TerrainTunnel.cs" />
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<Compile Include="Traits\World\SubterraneanActorLayer.cs" />
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<Compile Include="Traits\World\JumpjetActorLayer.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Target Name="AfterBuild">
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@@ -43,6 +43,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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public const byte Tunnel = 1;
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public const byte Subterranean = 2;
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public const byte Jumpjet = 3;
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}
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[Desc("Unit is able to move.")]
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@@ -115,6 +116,22 @@ namespace OpenRA.Mods.Common.Traits
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public readonly string SubterraneanTransitionSound = null;
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[Desc("Can this unit fly over obsticals?")]
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public readonly bool Jumpjet = false;
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[GrantedConditionReference]
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[Desc("The condition to grant to self while flying.")]
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public readonly string JumpjetCondition = null;
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[Desc("Pathfinding cost for taking off or landing.")]
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public readonly int JumpjetTransitionCost = 0;
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[Desc("The terrain types that this actor can transition on. Leave empty to allow any.")]
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public readonly HashSet<string> JumpjetTransitionTerrainTypes = new HashSet<string>();
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[Desc("Can this actor transition on slopes?")]
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public readonly bool JumpjetTransitionOnRamps = true;
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public override object Create(ActorInitializer init) { return new Mobile(init, this); }
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static object LoadSpeeds(MiniYaml y)
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@@ -378,6 +395,7 @@ namespace OpenRA.Mods.Common.Traits
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public SubCell FromSubCell, ToSubCell;
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int tunnelToken = ConditionManager.InvalidConditionToken;
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int subterraneanToken = ConditionManager.InvalidConditionToken;
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int jumpjetToken = ConditionManager.InvalidConditionToken;
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ConditionManager conditionManager;
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[Sync] public int Facing
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@@ -424,6 +442,12 @@ namespace OpenRA.Mods.Common.Traits
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if (!string.IsNullOrEmpty(Info.SubterraneanTransitionSound))
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Game.Sound.Play(SoundType.World, Info.SubterraneanTransitionSound);
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}
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// Grant the jumpjet condition as soon as the actor starts leaving the ground layer
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// The condition is revoked from FinishedMoving
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if (toCell.Layer == CustomMovementLayerType.Jumpjet && conditionManager != null &&
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!string.IsNullOrEmpty(Info.JumpjetCondition) && jumpjetToken == ConditionManager.InvalidConditionToken)
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jumpjetToken = conditionManager.GrantCondition(self, Info.JumpjetCondition);
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}
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public Mobile(ActorInitializer init, MobileInfo info)
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@@ -699,6 +723,11 @@ namespace OpenRA.Mods.Common.Traits
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public void FinishedMoving(Actor self)
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{
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// Need to check both fromCell and toCell because FinishedMoving is called multiple times during the move
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// and that condition guarantees that this only runs when the unit has finished landing.
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if (fromCell.Layer != CustomMovementLayerType.Jumpjet && toCell.Layer != CustomMovementLayerType.Jumpjet && jumpjetToken != ConditionManager.InvalidConditionToken)
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jumpjetToken = conditionManager.RevokeCondition(self, jumpjetToken);
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// Only make actor crush if it is on the ground
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if (!self.IsAtGroundLevel())
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return;
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@@ -45,7 +45,7 @@ namespace OpenRA.Mods.Common.Traits
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return true;
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// HACK: Workaround until we can generalize movement classes
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if (mi.Subterranean)
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if (mi.Subterranean || mi.Jumpjet)
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return true;
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return domainIndexes[movementClass].IsPassable(p1, p2);
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103
OpenRA.Mods.Common/Traits/World/JumpjetActorLayer.cs
Normal file
103
OpenRA.Mods.Common/Traits/World/JumpjetActorLayer.cs
Normal file
@@ -0,0 +1,103 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class JumpjetActorLayerInfo : ITraitInfo
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{
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[Desc("Terrain type of the airborne layer.")]
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public readonly string TerrainType = "Jumpjet";
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[Desc("Height offset relative to the smoothed terrain for movement.")]
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public readonly WDist HeightOffset = new WDist(2304);
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[Desc("Cell radius for smoothing adjacent cell heights.")]
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public readonly int SmoothingRadius = 2;
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public object Create(ActorInitializer init) { return new JumpjetActorLayer(init.Self, this); }
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}
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public class JumpjetActorLayer : ICustomMovementLayer
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{
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readonly Map map;
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readonly byte terrainIndex;
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readonly CellLayer<int> height;
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public JumpjetActorLayer(Actor self, JumpjetActorLayerInfo info)
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{
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map = self.World.Map;
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terrainIndex = self.World.Map.Rules.TileSet.GetTerrainIndex(info.TerrainType);
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height = new CellLayer<int>(map);
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foreach (var c in map.AllCells)
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{
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var neighbourCount = 0;
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var neighbourHeight = 0;
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for (var dy = -info.SmoothingRadius; dy <= info.SmoothingRadius; dy++)
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{
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for (var dx = -info.SmoothingRadius; dx <= info.SmoothingRadius; dx++)
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{
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var neighbour = c + new CVec(dx, dy);
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if (!map.AllCells.Contains(neighbour))
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continue;
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neighbourCount++;
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neighbourHeight += map.Height[neighbour];
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}
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}
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height[c] = info.HeightOffset.Length + neighbourHeight * 512 / neighbourCount;
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}
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}
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bool ICustomMovementLayer.EnabledForActor(ActorInfo a, MobileInfo mi) { return mi.Jumpjet; }
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byte ICustomMovementLayer.Index { get { return CustomMovementLayerType.Jumpjet; } }
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bool ICustomMovementLayer.InteractsWithDefaultLayer { get { return true; } }
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WPos ICustomMovementLayer.CenterOfCell(CPos cell)
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{
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var pos = map.CenterOfCell(cell);
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return pos + new WVec(0, 0, height[cell] - pos.Z);
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}
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bool ValidTransitionCell(CPos cell, MobileInfo mi)
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{
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var terrainType = map.GetTerrainInfo(cell).Type;
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if (!mi.JumpjetTransitionTerrainTypes.Contains(terrainType) && mi.JumpjetTransitionTerrainTypes.Any())
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return false;
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if (mi.JumpjetTransitionOnRamps)
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return true;
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var tile = map.Tiles[cell];
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var ti = map.Rules.TileSet.GetTileInfo(tile);
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return ti == null || ti.RampType == 0;
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}
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int ICustomMovementLayer.EntryMovementCost(ActorInfo a, MobileInfo mi, CPos cell)
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{
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return ValidTransitionCell(cell, mi) ? mi.JumpjetTransitionCost : int.MaxValue;
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}
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int ICustomMovementLayer.ExitMovementCost(ActorInfo a, MobileInfo mi, CPos cell)
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{
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return ValidTransitionCell(cell, mi) ? mi.JumpjetTransitionCost : int.MaxValue;
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}
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byte ICustomMovementLayer.GetTerrainIndex(CPos cell)
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{
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return terrainIndex;
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}
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}
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}
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@@ -77,6 +77,11 @@ JUMPJET:
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VoiceSet: JumpJet
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Mobile:
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Speed: 56
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Jumpjet: True
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JumpjetTransitionCost: 100
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JumpjetCondition: airborne
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TerrainSpeeds:
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Jumpjet: 110
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Health:
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HP: 120
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Armor:
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@@ -91,10 +96,71 @@ JUMPJET:
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AttackFrontal:
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Voice: Attack
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WithInfantryBody:
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RequiresCondition: !airborne
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DefaultAttackSequence: attack
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WithInfantryBody@flying:
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RequiresCondition: airborne
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DefaultAttackSequence: flying-attack
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StandSequences: flying
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MoveSequence: flying
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-TakeCover:
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Hovers:
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RequiresCondition: airborne
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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Targetable:
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RequiresCondition: !airborne && !inside-tunnel
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Targetable@AIRBORNE:
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TargetTypes: Air
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RequiresCondition: airborne
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SpawnActorOnDeath@airborne:
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Actor: JUMPJET.Husk
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RequiresCondition: airborne
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DeathSounds@airborne:
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RequiresCondition: airborne
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WithDeathAnimation@normal:
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RequiresCondition: !airborne
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WithDeathAnimation@explosion:
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RequiresCondition: !airborne
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WithDeathAnimation@energy:
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RequiresCondition: !airborne
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WithDeathAnimation:
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RequiresCondition: !airborne
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DeathSounds@NORMAL:
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RequiresCondition: !airborne
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DeathSounds@EXPLOSION:
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RequiresCondition: !airborne
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DeathSounds@BURNED:
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RequiresCondition: !airborne
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DeathSounds@ZAPPED:
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RequiresCondition: !airborne
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SpawnActorOnDeath:
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RequiresCondition: !airborne
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SpawnActorOnDeath@FLAMEGUY:
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RequiresCondition: !airborne
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JUMPJET.Husk:
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RenderSprites:
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BodyOrientation:
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QuantizedFacings: 1
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Aircraft:
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HiddenUnderFog:
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Type: GroundPosition
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AutoTargetIgnore:
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ScriptTriggers:
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Tooltip:
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Name: Jumpjet Infantry
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FallsToEarth:
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Velocity: 86
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Explosion:
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Aircraft:
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Speed: 186
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CanHover: True
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RenderSprites:
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Image: jumpjet
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AutoSelectionSize:
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WithSpriteBody:
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Sequence: die-falling
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GHOST:
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Inherits: ^Soldier
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@@ -61,6 +61,7 @@
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ExitsDebugOverlayManager:
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CliffBackImpassabilityLayer:
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SubterraneanActorLayer:
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JumpjetActorLayer:
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World:
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Inherits: ^BaseWorld
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@@ -359,10 +359,18 @@ jumpjet:
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prone-stand:
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Facings: 8
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ShadowStart: 451
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flying:
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Facings: 8
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Length: 6
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Start: 292
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ShadowStart: 743
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die-twirling: # TODO: animation for falling from sky starts at 436
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Start: 445
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Length: 6
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ShadowStart: 896
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die-falling:
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Start: 436
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Length: 9
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die-flying: # TODO: animation for falling from sky starts at 436
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Start: 445
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Length: 6
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@@ -379,6 +387,11 @@ jumpjet:
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Length: 6
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Facings: 8
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ShadowStart: 615
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flying-attack:
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Start: 388
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Facings: 8
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Length: 6
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ShadowStart: 839
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prone-attack:
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Start: 212
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Length: 6
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@@ -75,6 +75,9 @@ Terrain:
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TerrainType@Subterranean:
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Type: Subterranean
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Color: C7C9FA
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TerrainType@Jumpjet:
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Type: Jumpjet
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Color: C7C9FA
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# Automatically generated. DO NOT EDIT!
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Templates:
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@@ -75,6 +75,9 @@ Terrain:
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TerrainType@Subterranean:
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Type: Subterranean
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Color: 745537
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TerrainType@Jumpjet:
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Type: Jumpjet
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Color: 745537
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# Automatically generated. DO NOT EDIT!
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Templates:
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