Overhaul and rename WithActiveAnimation -> WithIdleAnimation.
This commit is contained in:
@@ -421,7 +421,6 @@
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<Compile Include="Traits\Render\TimedUpgradeBar.cs" />
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<Compile Include="Traits\Render\TimedUpgradeBar.cs" />
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<Compile Include="Traits\Render\WithSpriteBarrel.cs" />
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<Compile Include="Traits\Render\WithSpriteBarrel.cs" />
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<Compile Include="Traits\Render\WithBuildingExplosion.cs" />
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<Compile Include="Traits\Render\WithBuildingExplosion.cs" />
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<Compile Include="Traits\Render\WithActiveAnimation.cs" />
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<Compile Include="Traits\Render\WithAttackAnimation.cs" />
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<Compile Include="Traits\Render\WithAttackAnimation.cs" />
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<Compile Include="Traits\Render\WithMoveAnimation.cs" />
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<Compile Include="Traits\Render\WithMoveAnimation.cs" />
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<Compile Include="Traits\Render\WithSiloAnimation.cs" />
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<Compile Include="Traits\Render\WithSiloAnimation.cs" />
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@@ -718,6 +717,7 @@
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<Compile Include="EditorBrushes\EditorCopyPasteBrush.cs" />
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<Compile Include="EditorBrushes\EditorCopyPasteBrush.cs" />
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<Compile Include="Traits\World\EditorSelectionLayer.cs" />
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<Compile Include="Traits\World\EditorSelectionLayer.cs" />
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<Compile Include="Graphics\DetectionCircleRenderable.cs" />
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<Compile Include="Graphics\DetectionCircleRenderable.cs" />
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<Compile Include="Traits\Render\WithIdleAnimation.cs" />
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</ItemGroup>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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<PropertyGroup>
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@@ -1,70 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Replaces the idle animation of a building.")]
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public class WithActiveAnimationInfo : ITraitInfo, Requires<WithSpriteBodyInfo>
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{
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[Desc("Sequence name to use")]
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[SequenceReference] public readonly string Sequence = "active";
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public readonly int Interval = 750;
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public readonly bool PauseOnLowPower = false;
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public object Create(ActorInitializer init) { return new WithActiveAnimation(init.Self, this); }
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}
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public class WithActiveAnimation : ITick, INotifyBuildComplete, INotifySold
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{
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readonly WithActiveAnimationInfo info;
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readonly WithSpriteBody wsb;
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public WithActiveAnimation(Actor self, WithActiveAnimationInfo info)
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{
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wsb = self.Trait<WithSpriteBody>();
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this.info = info;
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}
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int ticks;
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public void Tick(Actor self)
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{
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if (!buildComplete)
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return;
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if (--ticks <= 0)
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{
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if (!(info.PauseOnLowPower && self.IsDisabled()))
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wsb.PlayCustomAnimation(self, info.Sequence, () => wsb.CancelCustomAnimation(self));
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ticks = info.Interval;
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}
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}
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bool buildComplete = false;
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public void BuildingComplete(Actor self)
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{
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buildComplete = true;
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}
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public void Selling(Actor self)
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{
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buildComplete = false;
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}
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public void Sold(Actor self) { }
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}
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}
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71
OpenRA.Mods.Common/Traits/Render/WithIdleAnimation.cs
Normal file
71
OpenRA.Mods.Common/Traits/Render/WithIdleAnimation.cs
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@@ -0,0 +1,71 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Periodically plays an idle animation, replacing the default body animation.")]
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public class WithIdleAnimationInfo : UpgradableTraitInfo, Requires<WithSpriteBodyInfo>
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{
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[SequenceReference, Desc("Sequence names to use.")]
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public readonly string[] Sequences = { "active" };
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public readonly int Interval = 750;
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[Desc("Pause when the actor is disabled. Deprecated. Use upgrades instead.")]
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public readonly bool PauseOnLowPower = false;
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public override object Create(ActorInitializer init) { return new WithIdleAnimation(init.Self, this); }
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}
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public class WithIdleAnimation : UpgradableTrait<WithIdleAnimationInfo>, ITick, INotifyBuildComplete, INotifySold
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{
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readonly WithSpriteBody wsb;
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bool buildComplete;
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int ticks;
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public WithIdleAnimation(Actor self, WithIdleAnimationInfo info)
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: base(info)
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{
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wsb = self.Trait<WithSpriteBody>();
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buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
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ticks = info.Interval;
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}
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public void Tick(Actor self)
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{
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if (!buildComplete || IsTraitDisabled)
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return;
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if (--ticks <= 0)
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{
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if (!(Info.PauseOnLowPower && self.IsDisabled()))
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wsb.PlayCustomAnimation(self, Info.Sequences.Random(Game.CosmeticRandom), () => wsb.CancelCustomAnimation(self));
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ticks = Info.Interval;
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}
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}
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public void BuildingComplete(Actor self)
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{
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buildComplete = true;
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}
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public void Selling(Actor self)
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{
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buildComplete = false;
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}
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public void Sold(Actor self) { }
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}
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}
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@@ -2818,6 +2818,18 @@ namespace OpenRA.Mods.Common.UtilityCommands
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}
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}
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}
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}
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if (engineVersion < 20160103)
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{
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// Overhauled WithActiveAnimation -> WithIdleAnimation
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if (node.Key == "WithActiveAnimation")
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{
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node.Key = "WithIdleAnimation";
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foreach (var n in node.Value.Nodes)
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if (n.Key == "Sequence")
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n.Key = "Sequences";
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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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UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
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}
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}
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}
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}
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@@ -3,7 +3,7 @@ SPLIT2:
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SeedsResource:
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SeedsResource:
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ResourceType: Tiberium
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ResourceType: Tiberium
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Interval: 55
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Interval: 55
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WithActiveAnimation:
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WithIdleAnimation:
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SPLIT3:
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SPLIT3:
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Inherits: ^TibTree
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Inherits: ^TibTree
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@@ -12,7 +12,7 @@ SPLIT3:
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SeedsResource:
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SeedsResource:
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ResourceType: Tiberium
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ResourceType: Tiberium
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Interval: 55
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Interval: 55
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WithActiveAnimation:
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WithIdleAnimation:
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SPLITBLUE:
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SPLITBLUE:
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Inherits: ^TibTree
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Inherits: ^TibTree
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@@ -21,7 +21,7 @@ SPLITBLUE:
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SeedsResource:
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SeedsResource:
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ResourceType: BlueTiberium
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ResourceType: BlueTiberium
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Interval: 110
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Interval: 110
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WithActiveAnimation:
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WithIdleAnimation:
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Tooltip:
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Tooltip:
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Name: Blossom Tree (blue)
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Name: Blossom Tree (blue)
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RadarColorFromTerrain:
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RadarColorFromTerrain:
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@@ -571,7 +571,7 @@
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SeedsResource:
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SeedsResource:
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ResourceType: Tiberium
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ResourceType: Tiberium
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Interval: 55
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Interval: 55
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WithActiveAnimation:
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WithIdleAnimation:
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^Tree:
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^Tree:
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Inherits@1: ^SpriteActor
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Inherits@1: ^SpriteActor
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