Merge pull request #12751 from abcdefg30/d2kSequences
Fix missing sequences in all mods
This commit is contained in:
@@ -59,10 +59,9 @@ namespace OpenRA.Mods.Common.Traits
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public readonly string BeaconImage = "beacon";
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public readonly string BeaconImage = "beacon";
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[SequenceReference("BeaconImage")] public readonly string BeaconPoster = null;
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[SequenceReference("BeaconImage")] public readonly string BeaconPoster = null;
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[PaletteReference] public readonly string BeaconPosterPalette = "chrome";
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[PaletteReference] public readonly string BeaconPosterPalette = "chrome";
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[SequenceReference("BeaconImage")] public readonly string ClockSequence = "clock";
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[SequenceReference("BeaconImage")] public readonly string ClockSequence = null;
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[SequenceReference("BeaconImage")] public readonly string ArrowSequence = null;
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[SequenceReference("BeaconImage")] public readonly string ArrowSequence = "arrow";
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[SequenceReference("BeaconImage")] public readonly string CircleSequence = null;
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[SequenceReference("BeaconImage")] public readonly string CircleSequence = "circles";
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[Desc("Delay after launch, measured in ticks.")]
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[Desc("Delay after launch, measured in ticks.")]
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public readonly int BeaconDelay = 0;
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public readonly int BeaconDelay = 0;
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@@ -18,7 +18,6 @@ using System.Linq;
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using System.Text;
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using System.Text;
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using OpenRA.FileSystem;
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using OpenRA.FileSystem;
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using OpenRA.Graphics;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.UtilityCommands
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namespace OpenRA.Mods.Common.UtilityCommands
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{
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{
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@@ -830,6 +829,27 @@ namespace OpenRA.Mods.Common.UtilityCommands
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RenameNodeKey(node, "WithTeslaChargeAnimation");
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RenameNodeKey(node, "WithTeslaChargeAnimation");
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}
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}
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// Default values for ArrowSequence, CircleSequence and ClockSequence were changed (to null)
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if (engineVersion < 20170212)
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{
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var supportPowerNodes = new[] { "AirstrikePower", "ParatroopersPower", "NukePower" };
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if (supportPowerNodes.Any(s => node.Key.StartsWith(s, StringComparison.Ordinal)))
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{
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var arrow = node.Value.Nodes.FirstOrDefault(n => n.Key == "ArrowSequence");
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if (arrow == null)
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node.Value.Nodes.Add(new MiniYamlNode("ArrowSequence", "arrow"));
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var circle = node.Value.Nodes.FirstOrDefault(n => n.Key == "CircleSequence");
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if (circle == null)
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node.Value.Nodes.Add(new MiniYamlNode("CircleSequence", "circles"));
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var clock = node.Value.Nodes.FirstOrDefault(n => n.Key == "ClockSequence");
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if (clock == null)
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node.Value.Nodes.Add(new MiniYamlNode("ClockSequence", "clock"));
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}
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}
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UpgradeActorRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1);
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UpgradeActorRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1);
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}
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}
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@@ -494,6 +494,9 @@ HQ:
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BeaconPosterPalette: beaconposter
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BeaconPosterPalette: beaconposter
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DisplayRadarPing: True
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DisplayRadarPing: True
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CameraActor: camera
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CameraActor: camera
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ArrowSequence: arrow
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ClockSequence: clock
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CircleSequence: circles
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SupportPowerChargeBar:
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SupportPowerChargeBar:
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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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@@ -643,6 +646,9 @@ TMPL:
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BeaconPosterPalette: beaconposter
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BeaconPosterPalette: beaconposter
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DisplayRadarPing: True
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DisplayRadarPing: True
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CameraRange: 10c0
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CameraRange: 10c0
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ArrowSequence: arrow
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ClockSequence: clock
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CircleSequence: circles
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SupportPowerChargeBar:
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SupportPowerChargeBar:
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Power:
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Power:
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Amount: -150
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Amount: -150
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@@ -839,6 +839,8 @@ high_tech_factory:
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UnitType: ornithopter
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UnitType: ornithopter
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DisplayBeacon: True
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DisplayBeacon: True
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CameraActor: camera
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CameraActor: camera
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ArrowSequence: arrow
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CircleSequence: circles
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WithProductionOverlay@WELDING:
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WithProductionOverlay@WELDING:
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Sequence: production-welding
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Sequence: production-welding
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Power:
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Power:
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@@ -957,6 +959,8 @@ palace:
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DisplayRadarPing: True
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DisplayRadarPing: True
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CameraRange: 10c0
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CameraRange: 10c0
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ActivationSequence:
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ActivationSequence:
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ArrowSequence: arrow
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CircleSequence: circles
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ProduceActorPower@fremen:
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ProduceActorPower@fremen:
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Description: Recruit Fremen
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Description: Recruit Fremen
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LongDesc: Elite infantry unit armed with assault rifles and rockets\n Strong vs Infantry, Vehicles\n Weak vs Artillery\n Special Ability: Invisibility
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LongDesc: Elite infantry unit armed with assault rifles and rockets\n Strong vs Infantry, Vehicles\n Weak vs Artillery\n Special Ability: Invisibility
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@@ -482,7 +482,7 @@ grenadier:
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Start: 2606
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Start: 2606
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Facings: -8
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Facings: -8
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Transpose: true
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Transpose: true
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idle: DATA.R8
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idle1: DATA.R8
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Frames: 2700, 2707, 2714, 2721, 2728, 2735, 2742, 2749
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Frames: 2700, 2707, 2714, 2721, 2728, 2735, 2742, 2749
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Length: 8
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Length: 8
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idle2: DATA.R8
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idle2: DATA.R8
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@@ -38,6 +38,9 @@ MSLO:
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BeaconPoster: atomicon
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BeaconPoster: atomicon
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FlashType: Nuke
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FlashType: Nuke
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CameraRange: 10c0
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CameraRange: 10c0
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ArrowSequence: arrow
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ClockSequence: clock
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CircleSequence: circles
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CanPowerDown:
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CanPowerDown:
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PowerupSound: EnablePower
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PowerupSound: EnablePower
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PowerdownSound: DisablePower
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PowerdownSound: DisablePower
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@@ -1231,6 +1234,9 @@ AFLD:
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QuantizedFacings: 8
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QuantizedFacings: 8
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DisplayBeacon: true
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DisplayBeacon: true
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BeaconPoster: camicon
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BeaconPoster: camicon
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ArrowSequence: arrow
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ClockSequence: clock
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CircleSequence: circles
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ParatroopersPower@paratroopers:
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ParatroopersPower@paratroopers:
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OrderName: SovietParatroopers
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OrderName: SovietParatroopers
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Prerequisites: aircraft.soviet
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Prerequisites: aircraft.soviet
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@@ -1245,6 +1251,9 @@ AFLD:
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CameraActor: camera.paradrop
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CameraActor: camera.paradrop
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DisplayBeacon: true
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DisplayBeacon: true
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BeaconPoster: pinficon
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BeaconPoster: pinficon
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ArrowSequence: arrow
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ClockSequence: clock
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CircleSequence: circles
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AirstrikePower@parabombs:
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AirstrikePower@parabombs:
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OrderName: UkraineParabombs
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OrderName: UkraineParabombs
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Prerequisites: aircraft.ukraine
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Prerequisites: aircraft.ukraine
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@@ -1261,6 +1270,9 @@ AFLD:
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BeaconPoster: pbmbicon
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BeaconPoster: pbmbicon
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SquadSize: 3
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SquadSize: 3
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SquadOffset: 1792,1792,0
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SquadOffset: 1792,1792,0
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ArrowSequence: arrow
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ClockSequence: clock
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CircleSequence: circles
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ProductionBar:
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ProductionBar:
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SupportPowerChargeBar:
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SupportPowerChargeBar:
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PrimaryBuilding:
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PrimaryBuilding:
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@@ -174,7 +174,7 @@ TRATOS:
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Range: 4c0
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Range: 4c0
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-AutoTarget:
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-AutoTarget:
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WithInfantryBody:
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WithInfantryBody:
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DefaultAttackSequence: attack
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DefaultAttackSequence:
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OXANNA:
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OXANNA:
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Inherits: ^Soldier
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Inherits: ^Soldier
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@@ -262,8 +262,6 @@ VISC_SML:
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MaxMoveDelay: 60
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MaxMoveDelay: 60
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RenderSprites:
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RenderSprites:
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Image: vissml
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Image: vissml
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Buildable:
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Description: infantry transmorgifies into this
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VISC_LRG:
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VISC_LRG:
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Inherits: ^Visceroid
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Inherits: ^Visceroid
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@@ -293,8 +291,6 @@ VISC_LRG:
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Crushes: crate, infantry
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Crushes: crate, infantry
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RenderSprites:
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RenderSprites:
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Image: vislrg
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Image: vislrg
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Buildable:
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Description: 2 small visceroids combine into this
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CIV1:
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CIV1:
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Inherits: ^CivilianInfantry
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Inherits: ^CivilianInfantry
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@@ -5,8 +5,7 @@ DSHP.Husk:
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Aircraft:
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Aircraft:
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TurnSpeed: 5
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TurnSpeed: 5
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Speed: 168
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Speed: 168
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RenderSprites:
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-RenderSprites:
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Image: dshp
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RenderVoxels:
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RenderVoxels:
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Image: dshp
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Image: dshp
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@@ -91,6 +91,7 @@ FLAMEGUY:
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Step: -10
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Step: -10
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HealIfBelow: 101
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HealIfBelow: 101
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ScaredyCat:
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ScaredyCat:
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PanicSequencePrefix:
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WithDeathAnimation:
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WithDeathAnimation:
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FallbackSequence: die
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FallbackSequence: die
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UseDeathTypeSuffix: false
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UseDeathTypeSuffix: false
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