Rename EmitInfantryOnSell and remove default actor type.
This commit is contained in:
@@ -689,7 +689,7 @@
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UseDeathTypeSuffix: false
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GivesBuildableArea:
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AreaTypes: building
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EmitInfantryOnSell:
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SpawnActorsOnSell:
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ActorTypes: e6,e1,e1,e1
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EngineerRepairable:
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Sellable:
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@@ -243,7 +243,7 @@ SILO:
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PipCount: 10
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PipColor: Green
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Capacity: 3000
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-EmitInfantryOnSell:
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-SpawnActorsOnSell:
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Power:
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Amount: -10
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MustBeDestroyed:
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@@ -865,7 +865,7 @@ OBLI:
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RequiresCondition: charging
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SoundFiles: obelpowr.aud
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Interval: 30, 40
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-EmitInfantryOnSell:
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-SpawnActorsOnSell:
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DetectCloaked:
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Range: 5c0
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RequiresCondition: !lowpower
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@@ -398,7 +398,7 @@
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RepairableBuilding:
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RepairStep: 500
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PlayerExperience: 25
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EmitInfantryOnSell:
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SpawnActorsOnSell:
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ActorTypes: light_inf
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MustBeDestroyed:
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RequiredForShortGame: true
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@@ -85,7 +85,7 @@ construction_yard:
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Name: Construction Yard
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CustomSellValue:
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Value: 2000
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EmitInfantryOnSell:
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SpawnActorsOnSell:
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ActorTypes: light_inf, light_inf, engineer
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BaseBuilding:
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ProductionBar:
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@@ -351,7 +351,7 @@ silo:
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PipColor: green
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PipCount: 5
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Capacity: 2000
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-EmitInfantryOnSell:
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-SpawnActorsOnSell:
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Power:
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Amount: -15
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MustBeDestroyed:
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@@ -614,7 +614,7 @@
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WithMakeAnimation:
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ExternalCapturable:
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ExternalCapturableBar:
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EmitInfantryOnSell:
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SpawnActorsOnSell:
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ActorTypes: e1,e1,e1,tecn,tecn
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MustBeDestroyed:
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RequiredForShortGame: true
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@@ -625,7 +625,7 @@
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^ScienceBuilding:
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Inherits: ^Building
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EmitInfantryOnSell:
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SpawnActorsOnSell:
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ActorTypes: e1,e1,e1,e1,tecn,tecn,tecn,tecn,tecn,tecn,tecn,tecn,tecn,tecn,e6,e6,e6,e6,e6,chan,chan,chan,chan
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^Defense:
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@@ -720,7 +720,7 @@
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Sequence: tag-fake
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ReferencePoint: Top
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ZOffset: 256
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-EmitInfantryOnSell:
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-SpawnActorsOnSell:
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-MustBeDestroyed:
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EditorTilesetFilter:
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Categories: Fake
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@@ -183,7 +183,7 @@ SPEN:
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Produces: Ship, Submarine
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PrimaryBuilding:
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PrimaryCondition: primary
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-EmitInfantryOnSell:
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-SpawnActorsOnSell:
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RepairsUnits:
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HpPerStep: 1000
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FinishRepairingNotification: UnitRepaired
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@@ -296,7 +296,7 @@ SYRD:
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Produces: Ship, Boat
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PrimaryBuilding:
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PrimaryCondition: primary
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-EmitInfantryOnSell:
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-SpawnActorsOnSell:
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RepairsUnits:
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HpPerStep: 1000
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FinishRepairingNotification: UnitRepaired
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@@ -672,7 +672,7 @@ PBOX:
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MaxWeight: 1
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PipCount: 1
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InitialUnits: e1
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-EmitInfantryOnSell:
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-SpawnActorsOnSell:
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AttackGarrisoned:
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Armaments: garrisoned
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PortOffsets: 384,0,128, 224,-341,128, -224,-341,128, -384,0,128, -224,341,128, 224,341,128
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@@ -727,7 +727,7 @@ HBOX:
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MaxWeight: 1
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PipCount: 1
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InitialUnits: e1
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-EmitInfantryOnSell:
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-SpawnActorsOnSell:
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DetectCloaked:
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Range: 6c0
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RenderRangeCircle:
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@@ -1084,7 +1084,7 @@ FACT:
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Name: Construction Yard
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CustomSellValue:
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Value: 2500
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EmitInfantryOnSell:
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SpawnActorsOnSell:
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ActorTypes: e1,e1,e1,tecn,tecn,e6
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BaseBuilding:
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Transforms:
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@@ -1211,7 +1211,7 @@ SILO:
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StoresResources:
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PipCount: 5
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Capacity: 3000
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-EmitInfantryOnSell:
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-SpawnActorsOnSell:
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Power:
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Amount: -10
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Explodes:
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@@ -1685,7 +1685,7 @@ KENN:
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PrimaryBuilding:
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PrimaryCondition: primary
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ProductionBar:
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-EmitInfantryOnSell:
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-SpawnActorsOnSell:
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Power:
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Amount: -10
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ProvidesPrerequisite@buildingname:
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@@ -349,10 +349,10 @@
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WithDeathAnimation:
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DeathSequence: dead
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UseDeathTypeSuffix: false
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EmitInfantryOnSell@gdi:
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SpawnActorsOnSell@gdi:
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ActorTypes: e1, e1, e2, medic
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Factions: gdi
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EmitInfantryOnSell@nod:
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SpawnActorsOnSell@nod:
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ActorTypes: e1, e1, e1, e3, e3
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Factions: nod
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MustBeDestroyed:
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