factor in burst delay
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@@ -568,7 +568,7 @@ namespace OpenRA.Utility
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vsArmor = vsArmor + ";vs. " + armorType;
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vsArmor = vsArmor + ";vs. " + armorType;
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var dump = new StringBuilder();
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var dump = new StringBuilder();
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dump.AppendLine("Name;Faction;Health;Cost;Weapon;Damage;Burst;Rate of Fire;Damage per Second" + vsArmor);
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dump.AppendLine("Name;Faction;Health;Cost;Weapon;Damage;Burst;Delay;Rate of Fire;Damage per Second" + vsArmor);
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var line = 1;
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var line = 1;
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foreach (var actorInfo in rules.Actors.Values)
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foreach (var actorInfo in rules.Actors.Values)
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@@ -615,16 +615,17 @@ namespace OpenRA.Utility
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var burst = weapon.Burst.ToString();
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var burst = weapon.Burst.ToString();
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var warhead = weapon.Warheads.First(); // TODO
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var warhead = weapon.Warheads.First(); // TODO
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var damage = warhead.Damage.ToString();
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var damage = warhead.Damage.ToString();
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var damagePerSecond = "=(F{0}*G{0})/H{0}*25".F(line);
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var delay = weapon.BurstDelay;
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var damagePerSecond = "=(F{0}*G{0})/(H{0}+G{0}*I{0})*25".F(line);
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var versus = "";
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var versus = "";
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foreach (var armorType in armorList)
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foreach (var armorType in armorList)
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{
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{
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var vs = warhead.Versus.ContainsKey(armorType) ? warhead.Versus[armorType] : 1f;
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var vs = warhead.Versus.ContainsKey(armorType) ? warhead.Versus[armorType] : 1f;
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versus = versus + "=I{0}*{1};".F(line, vs);
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versus = versus + "=J{0}*{1};".F(line, vs);
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}
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}
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dump.Append(";{0};{1};{2};{3};{4};{5}".F(weaponName, damage, burst, rateOfFire, damagePerSecond, versus));
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dump.Append(";{0};{1};{2};{3};{4};{5};{6}".F(weaponName, damage, burst, delay, rateOfFire, damagePerSecond, versus));
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}
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}
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}
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}
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dump.AppendLine();
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dump.AppendLine();
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