Implement D2k DeathHand cluster logic
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@@ -1151,9 +1151,11 @@ palace:
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BeginChargeSpeechNotification: DeathHandMissilePrepping
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EndChargeSpeechNotification: DeathHandMissileReady
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LaunchSpeechNotification: MissileLaunchDetected
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MissileWeapon: atomic
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MissileWeapon: deathhand
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MissileDelay: 18
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SpawnOffset: 32,816,0
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DetonationAltitude: 3c0
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RemoveMissileOnDetonation: False
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DisplayBeacon: True
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DisplayRadarPing: True
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CameraRange: 10c0
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@@ -259,7 +259,7 @@ missile2:
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Facings: -32
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ZOffset: 1023
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atomic:
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deathhand:
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up: DATA.R8
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Start: 2147
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ZOffset: 1023
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@@ -106,36 +106,48 @@ Demolish:
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ImpactSounds: EXPLLG2.WAV
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ImpactActors: false
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Atomic:
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DeathHand:
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Warhead@Cluster: FireCluster
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Weapon: DeathHandCluster
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RandomClusterCount: 14
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Dimensions: 3,3
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Footprint: xxx xXx xxx
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Warhead@2Eff: CreateEffect
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Explosions: nuke
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ImpactSounds: EXPLLG2.WAV
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ImpactActors: false
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DeathHandCluster:
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Inherits: Debris2
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Range: 7c0
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Projectile: Bullet
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Image: 120mm
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TrailImage: small_trail2
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Speed: 96
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LaunchAngle: 0, 32
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Inaccuracy: 1c512
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BounceCount: 0
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Warhead@1Dam: SpreadDamage
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Spread: 1c0
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Falloff: 200, 100, 50, 25, 12, 0
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Damage: 27000 ##225 in vanilla but of course is a cluster bomb instead, so damage spread out
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Damage: 4500
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Versus:
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none: 90
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wall: 50
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building: 75
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building: 100
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wood: 60
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light: 60
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heavy: 60
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invulnerable: 0
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cy: 25
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harvester: 60
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DamageTypes: Prone50Percent, TriggerProne, SoundDeath
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Warhead@2Eff: CreateEffect
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Explosions: nuke
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ImpactSounds: EXPLLG2.WAV
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ImpactActors: false
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Warhead@3Concrete: DamagesConcrete
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Damage: 24300
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CrateNuke:
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Inherits: Atomic
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Warhead@1Dam: SpreadDamage
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Spread: 320
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Falloff: 100, 60, 30, 15, 0
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Damage: 5000
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AffectsParent: true
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DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
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Warhead@2Smu: LeaveSmudge
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SmudgeType: SandCrater, RockCrater
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InvalidTargets: Vehicle, Structure
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Warhead@3Eff: CreateEffect
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Explosions: large_explosion
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ImpactSounds: EXPLSML4.WAV
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Warhead@2Concrete: DamagesConcrete
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Damage: 4500
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CrateExplosion:
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Warhead@1Dam: SpreadDamage
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