Remove DeadBuildingState from TD.
This commit is contained in:
@@ -8,6 +8,8 @@
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Effects;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Traits;
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@@ -19,6 +21,9 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Explosion sequence name to use")]
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public readonly string Sequence = "building";
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[Desc("Delay the explosions by this many ticks.")]
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public readonly int Delay = 0;
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[Desc("Custom palette name")]
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public readonly string Palette = "effect";
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@@ -37,8 +42,18 @@ namespace OpenRA.Mods.Common.Traits
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public void Killed(Actor self, AttackInfo e)
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{
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var buildingInfo = self.Info.Traits.Get<BuildingInfo>();
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FootprintUtils.UnpathableTiles(self.Info.Name, buildingInfo, self.Location).Do(
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t => self.World.AddFrameEndTask(w => w.Add(new Explosion(w, w.Map.CenterOfCell(t), info.Sequence, info.Palette))));
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var cells = FootprintUtils.UnpathableTiles(self.Info.Name, buildingInfo, self.Location);
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if (info.Delay > 0)
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self.World.AddFrameEndTask(w => w.Add(new DelayedAction(info.Delay, () => SpawnExplosions(self.World, cells))));
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else
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SpawnExplosions(self.World, cells);
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}
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void SpawnExplosions(World world, IEnumerable<CPos> cells)
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{
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foreach (var c in cells)
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world.AddFrameEndTask(w => w.Add(new Explosion(w, w.Map.CenterOfCell(c), info.Sequence, info.Palette)));
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}
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}
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}
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@@ -401,6 +401,7 @@
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DestroyedSound: crumble.aud
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RenderBuilding:
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WithBuildingExplosion:
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Delay: 1
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EmitInfantryOnSell:
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ActorTypes: e6,e1
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GivesExperience:
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@@ -432,7 +433,9 @@
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RepairableBuilding:
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RepairPercent: 40
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RepairStep: 14
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DeadBuildingState:
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WithDeathAnimation:
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DeathSequence: dead
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UseDeathTypeSuffix: false
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GivesBuildableArea:
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EngineerRepairable:
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Sellable:
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@@ -560,7 +563,6 @@
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RelativeToTopLeft: yes
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Health:
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HP: 500
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DeadBuildingState:
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Armor:
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Type: Wood
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AutoTargetIgnore:
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@@ -616,7 +616,7 @@ GUN:
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WithMuzzleFlash:
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AutoTarget:
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-RenderBuilding:
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-DeadBuildingState:
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-WithDeathAnimation:
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RenderRangeCircle:
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RenderDetectionCircle:
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DetectCloaked:
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@@ -17,6 +17,7 @@ fact:
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Tick: 100
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dead:
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Start: 48
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Tick: 800
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make: factmake
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Start: 0
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Length: *
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@@ -38,7 +39,7 @@ nuke:
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Tick: 1000
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dead:
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Start: 8
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Tick: 1000
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Tick: 800
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make: nukemake
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Start: 0
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Length: *
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@@ -60,6 +61,7 @@ proc:
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Tick: 120
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dead:
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Start: 60
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Tick: 800
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make: procmake
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Start: 0
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Length: *
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@@ -90,6 +92,7 @@ silo:
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dead:
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Start: 10
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Offset: 0,-1
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Tick: 800
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make: silomake
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Start: 0
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Length: *
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@@ -109,6 +112,7 @@ hand:
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Start: 1
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dead:
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Start: 2
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Tick: 800
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make: handmake
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Start: 0
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Length: *
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@@ -130,7 +134,7 @@ pyle:
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Tick: 100
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dead:
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Start: 20
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Tick: 100
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Tick: 800
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make: pylemake
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Start: 0
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Length: *
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@@ -148,6 +152,7 @@ weap:
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Start: 1
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dead:
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Start: 2
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Tick: 800
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build-top: weap2
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Start: 0
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Length: 10
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@@ -190,6 +195,7 @@ afld:
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dead:
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Start: 32
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ZOffset: -1023
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Tick: 800
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make: afldmake
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Start: 0
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Length: *
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@@ -211,6 +217,7 @@ hq:
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Tick: 100
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dead:
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Start: 32
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Tick: 800
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make: hqmake
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Start: 0
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Length: *
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@@ -232,6 +239,7 @@ nuk2:
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Tick: 1000
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dead:
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Start: 8
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Tick: 800
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make: nuk2make
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Start: 0
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Length: *
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@@ -262,6 +270,7 @@ hpad:
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dead:
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Start: 14
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ZOffset: -1023
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Tick: 800
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make: hpadmake
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Start: 0
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Length: *
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@@ -287,6 +296,7 @@ fix:
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dead:
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Start: 14
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ZOffset: -1c511
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Tick: 800
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make: fixmake
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Start: 0
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Length: 14
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@@ -309,6 +319,7 @@ eye:
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Tick: 100
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dead:
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Start: 32
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Tick: 800
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make: eyemake
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Start: 0
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Length: *
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@@ -332,6 +343,7 @@ tmpl:
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Length: 5
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dead:
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Start: 10
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Tick: 800
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make: tmplmake
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Start: 0
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Length: *
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@@ -357,6 +369,7 @@ obli:
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Tick: 680
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dead:
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Start: 8
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Tick: 800
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make: oblimake
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Start: 0
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Length: 13
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@@ -470,6 +483,7 @@ sam:
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Tick: 30
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dead:
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Start: 128
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Tick: 800
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make: sammake
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Start: 0
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Length: 20
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@@ -488,6 +502,7 @@ gtwr:
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Start: 1
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dead:
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Start: 2
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Tick: 800
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make: gtwrmake
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Start: 0
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Length: *
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@@ -513,6 +528,7 @@ atwr:
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dead:
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Start: 2
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Offset: 0,-1
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Tick: 800
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make: atwrmake
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Start: 0
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Length: *
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