Merge pull request #10973 from reaperrr/fp-to-int2
Getting rid of float in simulation code Part 2
This commit is contained in:
@@ -128,7 +128,7 @@ namespace OpenRA.Mods.Common.Traits
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if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
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return 0;
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var time = (int)(unit.GetBuildTime() * Info.BuildSpeed);
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var time = unit.GetBuildTime() * Info.BuildSpeed / 100;
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if (info.SpeedUp)
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{
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@@ -34,8 +34,8 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Should the prerequisite remain enabled if the owner changes?")]
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public readonly bool Sticky = true;
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[Desc("This value is used to translate the unit cost into build time.")]
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public readonly float BuildSpeed = 0.4f;
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[Desc("This percentage value is multiplied with actor cost to translate into build time (lower means faster).")]
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public readonly int BuildSpeed = 40;
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[Desc("The build time is multiplied with this value on low power.")]
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public readonly int LowPowerSlowdown = 3;
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@@ -319,8 +319,8 @@ namespace OpenRA.Mods.Common.Traits
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if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
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return 0;
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var time = unit.GetBuildTime() * Info.BuildSpeed;
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return (int)time;
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var time = unit.GetBuildTime() * Info.BuildSpeed / 100;
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return time;
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}
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protected void CancelProduction(string itemName, uint numberToCancel)
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@@ -29,7 +29,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly bool ResetOnHoldLost = true;
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[Desc("Percentage of all strategic points the player has to hold to win.")]
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public readonly float RatioRequired = 0.5f;
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public readonly int RatioRequired = 50;
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[Desc("Delay for the end game notification in milliseconds.")]
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public readonly int NotificationDelay = 1500;
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@@ -65,7 +65,7 @@ namespace OpenRA.Mods.Common.Traits
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public int Total { get { return AllPoints.Count(); } }
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int Owned { get { return AllPoints.Count(a => WorldUtils.AreMutualAllies(player, a.Owner)); } }
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public bool Holding { get { return Owned >= info.RatioRequired * Total; } }
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public bool Holding { get { return Owned >= info.RatioRequired * Total / 100; } }
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public void Tick(Actor self)
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{
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@@ -38,7 +38,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly int Velocity = 75;
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[Desc("Speed at which the particle turns.")]
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public readonly float TurnSpeed = 15;
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public readonly int TurnSpeed = 15;
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public object Create(ActorInitializer init) { return new ThrowsParticle(init, this); }
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}
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@@ -53,8 +53,8 @@ namespace OpenRA.Mods.Common.Traits
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int tick = 0;
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int length;
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float facing;
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float rotation;
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WAngle facing;
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WAngle rotation;
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public ThrowsParticle(ActorInitializer init, ThrowsParticleInfo info)
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{
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@@ -64,7 +64,7 @@ namespace OpenRA.Mods.Common.Traits
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// TODO: Carry orientation over from the parent instead of just facing
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var bodyFacing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
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facing = Turreted.GetInitialTurretFacing(init, 0);
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facing = WAngle.FromFacing(Turreted.GetInitialTurretFacing(init, 0));
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// Calculate final position
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var throwRotation = WRot.FromFacing(Game.CosmeticRandom.Next(1024));
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@@ -76,23 +76,23 @@ namespace OpenRA.Mods.Common.Traits
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length = (finalPos - initialPos).Length / info.Velocity;
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// Facing rotation
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rotation = WDist.FromPDF(Game.CosmeticRandom, 2).Length * info.TurnSpeed / 1024;
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rotation = WAngle.FromFacing(WDist.FromPDF(Game.CosmeticRandom, 2).Length * info.TurnSpeed / 1024);
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var anim = new Animation(init.World, rs.GetImage(self), () => (int)facing);
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var anim = new Animation(init.World, rs.GetImage(self), () => facing.Angle / 4);
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anim.PlayRepeating(info.Anim);
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rs.Add(new AnimationWithOffset(anim, () => pos, null));
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}
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public void Tick(Actor self)
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{
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if (tick == length)
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if (tick >= length)
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return;
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pos = WVec.LerpQuadratic(initialPos, finalPos, angle, tick++, length);
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// Spin the particle
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facing += rotation;
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rotation *= .9f;
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rotation = new WAngle(rotation.Angle * 90 / 100);
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}
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}
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}
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@@ -644,6 +644,54 @@ namespace OpenRA.Mods.Common.UtilityCommands
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node.Key = "ReloadDelay";
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}
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// Migrated ProductionQueue BuildSpeed to use int percentage instead of float
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if (engineVersion < 20160325)
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{
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if (node.Key.StartsWith("ProductionQueue") || node.Key.StartsWith("ClassicProductionQueue"))
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{
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var buildSpeedNode = node.Value.Nodes.FirstOrDefault(x => x.Key == "BuildSpeed");
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if (buildSpeedNode != null)
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{
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// The BuildSpeed value is now an int percentage, so multiply the float with 100.
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var oldValue = FieldLoader.GetValue<float>("BuildSpeed", buildSpeedNode.Value.Value);
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var newValue = (int)(oldValue * 100);
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buildSpeedNode.Value.Value = newValue.ToString();
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}
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}
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}
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// Migrated StrategicVictoryConditions RatioRequired to use int percentage instead of float
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if (engineVersion < 20160325)
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{
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if (node.Key.StartsWith("StrategicVictoryConditions"))
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{
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var ratioNode = node.Value.Nodes.FirstOrDefault(x => x.Key == "RatioRequired");
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if (ratioNode != null)
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{
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// The RatioRequired value is now an int percentage, so multiply the float with 100.
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var oldValue = FieldLoader.GetValue<float>("RatioRequired", ratioNode.Value.Value);
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var newValue = (int)(oldValue * 100);
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ratioNode.Value.Value = newValue.ToString();
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}
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}
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}
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// Migrated Minelayer.MinefieldDepth to use WDist instead of float
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if (engineVersion < 20160325)
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{
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if (node.Key.StartsWith("Minelayer"))
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{
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var depthNode = node.Value.Nodes.FirstOrDefault(x => x.Key == "MinefieldDepth");
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if (depthNode != null)
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{
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// The MinefieldDepth value is now a WDist, so multiply the float value with 1024.
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var oldValue = FieldLoader.GetValue<float>("MinefieldDepth", depthNode.Value.Value);
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var newValue = (int)(oldValue * 1024);
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depthNode.Value.Value = newValue.ToString();
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}
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}
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}
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UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
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}
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}
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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.RA.Traits
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public readonly string AmmoPoolName = "primary";
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public readonly float MinefieldDepth = 1.5f;
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public readonly WDist MinefieldDepth = new WDist(1536);
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public object Create(ActorInitializer init) { return new Minelayer(init.Self); }
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}
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@@ -97,7 +97,7 @@ namespace OpenRA.Mods.RA.Traits
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}
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}
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static IEnumerable<CPos> GetMinefieldCells(CPos start, CPos end, float depth)
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static IEnumerable<CPos> GetMinefieldCells(CPos start, CPos end, WDist depth)
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{
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var mins = CPos.Min(start, end);
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var maxs = CPos.Max(start, end);
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@@ -113,7 +113,7 @@ namespace OpenRA.Mods.RA.Traits
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for (var i = mins.X; i <= maxs.X; i++)
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for (var j = mins.Y; j <= maxs.Y; j++)
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if (Math.Abs(q.X * i + q.Y * j + c) < depth)
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if (Math.Abs(q.X * i + q.Y * j + c) * 1024 < depth.Length)
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yield return new CPos(i, j);
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}
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@@ -25,7 +25,7 @@ FACT:
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Type: Building.GDI
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Factions: gdi
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Group: Building
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BuildSpeed: .4
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BuildSpeed: 40
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LowPowerSlowdown: 2
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QueuedAudio: Building
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ReadyAudio: ConstructionComplete
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@@ -33,7 +33,7 @@ FACT:
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Type: Building.Nod
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Factions: nod
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Group: Building
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BuildSpeed: .4
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BuildSpeed: 40
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LowPowerSlowdown: 2
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QueuedAudio: Building
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ReadyAudio: ConstructionComplete
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@@ -41,7 +41,7 @@ FACT:
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Type: Defence.GDI
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Factions: gdi
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Group: Defence
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BuildSpeed: .4
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BuildSpeed: 40
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LowPowerSlowdown: 3
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QueuedAudio: Building
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ReadyAudio: ConstructionComplete
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@@ -49,7 +49,7 @@ FACT:
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Type: Defence.Nod
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Factions: nod
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Group: Defence
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BuildSpeed: .4
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BuildSpeed: 40
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LowPowerSlowdown: 3
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QueuedAudio: Building
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ReadyAudio: ConstructionComplete
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@@ -260,7 +260,7 @@ PYLE:
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Type: Infantry.GDI
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Group: Infantry
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RequireOwner: false
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BuildSpeed: .4
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BuildSpeed: 40
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LowPowerSlowdown: 3
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ProductionBar:
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Power:
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@@ -300,7 +300,7 @@ HAND:
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Type: Infantry.Nod
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Group: Infantry
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RequireOwner: false
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BuildSpeed: .4
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BuildSpeed: 40
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LowPowerSlowdown: 3
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ProductionBar:
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Power:
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@@ -344,7 +344,7 @@ AFLD:
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Type: Vehicle.Nod
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Group: Vehicle
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RequireOwner: false
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BuildSpeed: .4
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BuildSpeed: 40
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LowPowerSlowdown: 3
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ReadyAudio:
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ProductionBar:
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@@ -391,7 +391,7 @@ WEAP:
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Type: Vehicle.GDI
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RequireOwner: false
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Group: Vehicle
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BuildSpeed: .4
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BuildSpeed: 40
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LowPowerSlowdown: 3
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ProductionBar:
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Power:
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@@ -428,13 +428,13 @@ HPAD:
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Type: Aircraft.GDI
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Factions: gdi
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Group: Aircraft
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BuildSpeed: .4
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BuildSpeed: 40
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LowPowerSlowdown: 3
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ProductionQueue@Nod:
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Type: Aircraft.Nod
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Factions: nod
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Group: Aircraft
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BuildSpeed: .4
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BuildSpeed: 40
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LowPowerSlowdown: 3
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ProductionBar@GDI:
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ProductionType: Aircraft.GDI
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@@ -65,7 +65,7 @@ BIO:
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Type: Biolab
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Group: Infantry
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RequireOwner: false
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BuildSpeed: .4
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BuildSpeed: 40
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LowPowerSlowdown: 3
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ProductionBar:
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RallyPoint:
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@@ -3,7 +3,7 @@ Player:
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TechTree:
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ClassicProductionQueue@Building:
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Type: Building
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BuildSpeed: 1.0
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BuildSpeed: 100
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LowPowerSlowdown: 3
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QueuedAudio: Building
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ReadyAudio: BuildingReady
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@@ -11,7 +11,7 @@ Player:
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SpeedUp: true
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ClassicProductionQueue@Upgrade:
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Type: Upgrade
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BuildSpeed: 1.0
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BuildSpeed: 100
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LowPowerSlowdown: 0
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QueuedAudio: Upgrading
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ReadyAudio: NewOptions
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@@ -19,34 +19,34 @@ Player:
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SpeedUp: true
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ClassicProductionQueue@Infantry:
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Type: Infantry
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BuildSpeed: 1.0
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BuildSpeed: 100
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LowPowerSlowdown: 3
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BlockedAudio: NoRoom
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SpeedUp: true
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ClassicProductionQueue@Vehicle:
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Type: Vehicle
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BuildSpeed: 1.0
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BuildSpeed: 100
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LowPowerSlowdown: 3
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QueuedAudio: Building
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BlockedAudio: NoRoom
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SpeedUp: true
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ClassicProductionQueue@Armor:
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Type: Armor
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BuildSpeed: 1.0
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BuildSpeed: 100
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LowPowerSlowdown: 3
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QueuedAudio: Building
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BlockedAudio: NoRoom
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SpeedUp: true
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ClassicProductionQueue@Starport:
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Type: Starport
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BuildSpeed: 0.85
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BuildSpeed: 85
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LowPowerSlowdown: 0
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BlockedAudio: NoRoom
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QueuedAudio: OrderPlaced
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ReadyAudio:
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ClassicProductionQueue@Aircraft:
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Type: Aircraft
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BuildSpeed: 1.25
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BuildSpeed: 125
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LowPowerSlowdown: 3
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QueuedAudio: Building
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BlockedAudio: NoRoom
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@@ -54,7 +54,7 @@ SILO:
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Player:
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ClassicProductionQueue@Building:
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BuildSpeed: 0.4
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BuildSpeed: 40
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Shroud:
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FogLocked: True
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FogEnabled: True
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@@ -76,7 +76,7 @@ FORTCRATE:
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Player:
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ClassicProductionQueue@Infantry:
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BuildSpeed: 1
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BuildSpeed: 100
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-EnemyWatcher:
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Shroud:
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FogLocked: True
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@@ -18,6 +18,5 @@ Player:
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StrategicVictoryConditions:
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HoldDuration: 3000
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ResetOnHoldLost: true
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RatioRequired: 0.65
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CriticalRatioRequired: 0.65
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RatioRequired: 65
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-ConquestVictoryConditions:
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@@ -11,9 +11,9 @@ World:
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Player:
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ClassicProductionQueue@Infantry:
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BuildSpeed: 1
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BuildSpeed: 100
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ClassicProductionQueue@Vehicle:
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BuildSpeed: 1
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BuildSpeed: 100
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Shroud:
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FogLocked: True
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FogEnabled: True
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@@ -3,36 +3,36 @@ Player:
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TechTree:
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ClassicProductionQueue@Building:
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Type: Building
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BuildSpeed: .4
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BuildSpeed: 40
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LowPowerSlowdown: 3
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QueuedAudio: Building
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ReadyAudio: ConstructionComplete
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SpeedUp: True
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ClassicProductionQueue@Defense:
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Type: Defense
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BuildSpeed: .4
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BuildSpeed: 40
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LowPowerSlowdown: 3
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QueuedAudio: Building
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ReadyAudio: ConstructionComplete
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SpeedUp: True
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ClassicProductionQueue@Vehicle:
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Type: Vehicle
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BuildSpeed: .4
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BuildSpeed: 40
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LowPowerSlowdown: 3
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SpeedUp: True
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ClassicProductionQueue@Infantry:
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Type: Infantry
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BuildSpeed: .4
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BuildSpeed: 40
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LowPowerSlowdown: 3
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SpeedUp: True
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ClassicProductionQueue@Ship:
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Type: Ship
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BuildSpeed: .4
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BuildSpeed: 40
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LowPowerSlowdown: 3
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SpeedUp: True
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ClassicProductionQueue@Aircraft:
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Type: Aircraft
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BuildSpeed: .4
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BuildSpeed: 40
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LowPowerSlowdown: 3
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SpeedUp: True
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PlaceBuilding:
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@@ -4,31 +4,31 @@ Player:
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GlobalUpgradeManager:
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ClassicProductionQueue@Building:
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Type: Building
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BuildSpeed: .4
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BuildSpeed: 48
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LowPowerSlowdown: 3
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QueuedAudio: Building
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ReadyAudio: ConstructionComplete
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SpeedUp: True
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ClassicProductionQueue@Defense:
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Type: Defense
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BuildSpeed: .4
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BuildSpeed: 48
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LowPowerSlowdown: 3
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QueuedAudio: Building
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ReadyAudio: ConstructionComplete
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SpeedUp: True
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ClassicProductionQueue@Vehicle:
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Type: Vehicle
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BuildSpeed: .4
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BuildSpeed: 48
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LowPowerSlowdown: 3
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SpeedUp: True
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ClassicProductionQueue@Infantry:
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Type: Infantry
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BuildSpeed: .4
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BuildSpeed: 48
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LowPowerSlowdown: 3
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SpeedUp: True
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ClassicProductionQueue@Air:
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Type: Air
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BuildSpeed: .4
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BuildSpeed: 48
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LowPowerSlowdown: 3
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SpeedUp: True
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PlaceBuilding:
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