Convert SmudgeLayer to sequences.
This commit is contained in:
@@ -68,5 +68,14 @@ namespace OpenRA.Graphics
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return units[unit].ContainsKey(seq);
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}
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public static IEnumerable<string> Sequences(string unit)
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{
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if (!units.ContainsKey(unit))
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throw new InvalidOperationException(
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"Unit `{0}` does not have all sequences defined.".F(unit));
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return units[unit].Keys;
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}
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}
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}
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@@ -21,36 +21,61 @@ namespace OpenRA.Mods.RA
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public class SmudgeLayerInfo : ITraitInfo
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{
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public readonly string Type = "Scorch";
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public readonly string[] Types = { "sc1", "sc2", "sc3", "sc4", "sc5", "sc6" };
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public readonly int[] Depths = { 1, 1, 1, 1, 1, 1 };
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public readonly string Sequence = "scorch";
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public readonly int SmokePercentage = 25;
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public readonly string SmokeType = "smoke_m";
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public object Create(ActorInitializer init) { return new SmudgeLayer(this); }
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}
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public class SmudgeLayer : IRenderOverlay, IWorldLoaded, ITickRender
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{
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struct Smudge
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{
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public string Type;
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public int Depth;
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public Sprite Sprite;
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}
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public SmudgeLayerInfo Info;
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Dictionary<CPos, TileReference<byte, byte>> tiles;
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Dictionary<CPos, TileReference<byte, byte>> dirty;
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Sprite[][] smudgeSprites;
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Dictionary<CPos, Smudge> tiles;
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Dictionary<CPos, Smudge> dirty;
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Dictionary<string, Sprite[]> smudges;
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World world;
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public SmudgeLayer(SmudgeLayerInfo info)
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{
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this.Info = info;
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smudgeSprites = Info.Types.Select(x => Game.modData.SpriteLoader.LoadAllSprites(x)).ToArray();
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}
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public void WorldLoaded(World w, WorldRenderer wr)
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{
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world = w;
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tiles = new Dictionary<CPos, TileReference<byte, byte>>();
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dirty = new Dictionary<CPos, TileReference<byte, byte>>();
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tiles = new Dictionary<CPos, Smudge>();
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dirty = new Dictionary<CPos, Smudge>();
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smudges = new Dictionary<string, Sprite[]>();
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var types = SequenceProvider.Sequences(Info.Sequence);
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foreach (var t in types)
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{
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var seq = SequenceProvider.GetSequence(Info.Sequence, t);
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var sprites = Exts.MakeArray(seq.Length, x => seq.GetSprite(x));
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smudges.Add(t, sprites);
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}
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// Add map smudges
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foreach (var s in w.Map.Smudges.Value.Where(s => Info.Types.Contains(s.Type)))
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tiles.Add((CPos)s.Location, new TileReference<byte, byte>((byte)(Array.IndexOf(Info.Types, s.Type) + 1), (byte)s.Depth));
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foreach (var s in w.Map.Smudges.Value.Where(s => smudges.Keys.Contains(s.Type)))
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{
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var smudge = new Smudge
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{
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Type = s.Type,
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Depth = s.Depth,
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Sprite = smudges[s.Type][s.Depth]
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};
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tiles.Add((CPos)s.Location, smudge);
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}
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}
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public void AddSmudge(CPos loc)
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@@ -61,16 +86,19 @@ namespace OpenRA.Mods.RA
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if (!dirty.ContainsKey(loc) && !tiles.ContainsKey(loc))
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{
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// No smudge; create a new one
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var st = (byte)(1 + world.SharedRandom.Next(Info.Types.Length - 1));
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dirty[loc] = new TileReference<byte, byte>(st, (byte)0);
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var st = smudges.Keys.Random(world.SharedRandom);
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dirty[loc] = new Smudge { Type = st, Depth = 0, Sprite = smudges[st][0] };
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}
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else
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{
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// Existing smudge; make it deeper
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var tile = dirty.ContainsKey(loc) ? dirty[loc] : tiles[loc];
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var depth = Info.Depths[tile.Type - 1];
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if (tile.Index < depth - 1)
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tile.Index++;
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var maxDepth = smudges[tile.Type].Length;
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if (tile.Depth < maxDepth - 1)
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{
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tile.Depth++;
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tile.Sprite = smudges[tile.Type][tile.Depth];
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}
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dirty[loc] = tile;
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}
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@@ -105,8 +133,7 @@ namespace OpenRA.Mods.RA
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if (world.ShroudObscures(kv.Key))
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continue;
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var tile = smudgeSprites[kv.Value.Type - 1][kv.Value.Index];
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new SpriteRenderable(tile, kv.Key.CenterPosition,
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new SpriteRenderable(kv.Value.Sprite, kv.Key.CenterPosition,
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WVec.Zero, -511, pal, 1f, true).Render(wr);
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}
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}
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@@ -313,13 +313,11 @@ World:
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AllowUnderActors: false
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SmudgeLayer@SCORCH:
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Type:Scorch
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Sequence: scorches
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SmokePercentage:50
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Types:sc1,sc2,sc3,sc4,sc5,sc6
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Depths:1,1,1,1,1,1
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SmudgeLayer@CRATER:
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Type:Crater
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Types:cr1,cr2,cr3,cr4,cr5,cr6
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Depths:5,5,5,5,5,5
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Sequence: craters
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PathfinderDebugOverlay:
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SpawnMapActors:
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MPStartLocations:
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@@ -375,3 +375,33 @@ shroud:
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typed: shadow
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Start: 36
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Length: 12
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# Note: The order of smudges and craters determines
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# the index that is mapped to them in maps
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scorches:
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sc1: sc1
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Length: *
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sc2: sc2
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Length: *
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sc3: sc3
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Length: *
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sc4: sc4
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Length: *
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sc5: sc5
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Length: *
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sc6: sc6
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Length: *
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craters:
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cr1: cr1
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Length: *
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cr2: cr2
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Length: *
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cr3: cr3
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Length: *
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cr4: cr4
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Length: *
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cr5: cr5
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Length: *
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cr6: cr6
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Length: *
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@@ -463,13 +463,11 @@ World:
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AllowUnderActors: false
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SmudgeLayer@Rock:
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Type: RockCrater
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Types: rockcrater1, rockcrater2
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Depths: 15, 15
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Sequence: rockcraters
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SmokePercentage: 0
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SmudgeLayer@Sand:
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Type: SandCrater
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Types: sandcrater1, sandcrater2
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Depths: 15, 15
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Sequence: sandcraters
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SmokePercentage: 0
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SpawnMapActors:
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CreateMPPlayers:
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@@ -333,3 +333,15 @@ shroud:
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Length: 14
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Offset: -16,-16
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BlendMode: Multiply
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rockcraters:
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rockcrater1: rockcrater1
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Length: *
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rockcrater2: rockcrater2
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Length: *
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sandcraters:
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sandcrater1: sandcrater1
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Length: *
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sandcrater2: sandcrater2
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Length: *
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@@ -655,13 +655,11 @@ World:
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TerrainType: Gems
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SmudgeLayer@SCORCH:
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Type:Scorch
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Sequence: scorches
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SmokePercentage:50
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Types:sc1,sc2,sc3,sc4,sc5,sc6
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Depths:1,1,1,1,1,1
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SmudgeLayer@CRATER:
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Type:Crater
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Types:cr1,cr2,cr3,cr4,cr5,cr6
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Depths:5,5,5,5,5,5
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Sequence: craters
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PathfinderDebugOverlay:
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SpawnMapActors:
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CreateMPPlayers:
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@@ -491,3 +491,33 @@ resources:
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shroud:
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shroud: shadow
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Length: *
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# Note: The order of smudges and craters determines
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# the index that is mapped to them in maps
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scorches:
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sc1: sc1
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Length: *
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sc2: sc2
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Length: *
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sc3: sc3
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Length: *
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sc4: sc4
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Length: *
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sc5: sc5
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Length: *
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sc6: sc6
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Length: *
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craters:
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cr1: cr1
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Length: *
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cr2: cr2
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Length: *
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cr3: cr3
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Length: *
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cr4: cr4
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Length: *
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cr5: cr5
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Length: *
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cr6: cr6
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Length: *
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