PrimaryBuilding notification now optional.
This commit is contained in:
@@ -33,7 +33,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly string PrimaryCondition = null;
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public readonly string PrimaryCondition = null;
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[Desc("The speech notification to play when selecting a primary building.")]
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[Desc("The speech notification to play when selecting a primary building.")]
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public readonly string SelectionNotification = "PrimaryBuildingSelected";
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public readonly string SelectionNotification = null;
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[Desc("List of production queues for which the primary flag should be set.",
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[Desc("List of production queues for which the primary flag should be set.",
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"If empty, the list given in the `Produces` property of the `Production` trait will be used.")]
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"If empty, the list given in the `Produces` property of the `Production` trait will be used.")]
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@@ -103,6 +103,7 @@ construction_yard:
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PrimaryBuilding:
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PrimaryBuilding:
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PrimaryCondition: primary
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PrimaryCondition: primary
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ProductionQueues: Building
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ProductionQueues: Building
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SelectionNotification: PrimaryBuildingSelected
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ProvidesPrerequisite@buildingname:
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ProvidesPrerequisite@buildingname:
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GrantConditionOnPrerequisite:
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GrantConditionOnPrerequisite:
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Prerequisites: upgrade.conyard
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Prerequisites: upgrade.conyard
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@@ -211,6 +212,7 @@ barracks:
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PrimaryBuilding:
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PrimaryBuilding:
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PrimaryCondition: primary
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PrimaryCondition: primary
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ProductionQueues: Infantry
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ProductionQueues: Infantry
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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ProductionBar:
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ProvidesPrerequisite@atreides:
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ProvidesPrerequisite@atreides:
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Prerequisite: barracks.atreides
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Prerequisite: barracks.atreides
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@@ -411,6 +413,7 @@ light_factory:
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PrimaryBuilding:
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PrimaryBuilding:
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PrimaryCondition: primary
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PrimaryCondition: primary
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ProductionQueues: Vehicle
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ProductionQueues: Vehicle
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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ProductionBar:
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ProvidesPrerequisite@atreides:
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ProvidesPrerequisite@atreides:
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Prerequisite: light.atreides
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Prerequisite: light.atreides
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@@ -497,6 +500,7 @@ heavy_factory:
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PrimaryBuilding:
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PrimaryBuilding:
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PrimaryCondition: primary
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PrimaryCondition: primary
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ProductionQueues: Armor
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ProductionQueues: Armor
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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ProductionBar:
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ProvidesPrerequisite@atreides:
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ProvidesPrerequisite@atreides:
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Prerequisite: heavy.atreides
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Prerequisite: heavy.atreides
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@@ -659,6 +663,7 @@ starport:
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PrimaryBuilding:
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PrimaryBuilding:
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PrimaryCondition: primary
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PrimaryCondition: primary
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ProductionQueues: Starport
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ProductionQueues: Starport
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SelectionNotification: PrimaryBuildingSelected
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ProvidesPrerequisite@atreides:
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ProvidesPrerequisite@atreides:
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Prerequisite: starport.atreides
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Prerequisite: starport.atreides
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Factions: atreides
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Factions: atreides
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@@ -920,6 +925,7 @@ high_tech_factory:
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PrimaryBuilding:
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PrimaryBuilding:
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PrimaryCondition: primary
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PrimaryCondition: primary
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ProductionQueues: Aircraft
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ProductionQueues: Aircraft
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SelectionNotification: PrimaryBuildingSelected
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Exit:
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Exit:
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SpawnOffset: 0,0,728
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SpawnOffset: 0,0,728
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ExitCell: 0,0
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ExitCell: 0,0
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@@ -1102,6 +1108,7 @@ palace:
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PrimaryBuilding:
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PrimaryBuilding:
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PrimaryCondition: primary
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PrimaryCondition: primary
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RequiresCondition: atreides || ordos
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RequiresCondition: atreides || ordos
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SelectionNotification: PrimaryBuildingSelected
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WithTextDecoration@primary:
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WithTextDecoration@primary:
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RequiresSelection: true
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RequiresSelection: true
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Text: PRIMARY
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Text: PRIMARY
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@@ -187,6 +187,7 @@ SPEN:
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Produces: Ship, Submarine
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Produces: Ship, Submarine
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PrimaryBuilding:
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PrimaryBuilding:
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PrimaryCondition: primary
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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-SpawnActorsOnSell:
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-SpawnActorsOnSell:
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RepairsUnits:
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RepairsUnits:
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HpPerStep: 1000
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HpPerStep: 1000
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@@ -302,6 +303,7 @@ SYRD:
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Produces: Ship, Boat
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Produces: Ship, Boat
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PrimaryBuilding:
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PrimaryBuilding:
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PrimaryCondition: primary
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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-SpawnActorsOnSell:
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-SpawnActorsOnSell:
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RepairsUnits:
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RepairsUnits:
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HpPerStep: 1000
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HpPerStep: 1000
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@@ -1027,6 +1029,7 @@ WEAP:
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Prerequisite: vehicles.ukraine
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Prerequisite: vehicles.ukraine
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PrimaryBuilding:
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PrimaryBuilding:
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PrimaryCondition: primary
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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ProductionBar:
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Power:
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Power:
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Amount: -30
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Amount: -30
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@@ -1287,6 +1290,7 @@ HPAD:
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ProductionBar:
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ProductionBar:
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PrimaryBuilding:
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PrimaryBuilding:
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PrimaryCondition: primary
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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Power:
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Power:
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Amount: -10
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Amount: -10
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ProvidesPrerequisite@allies:
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ProvidesPrerequisite@allies:
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@@ -1455,6 +1459,7 @@ AFLD:
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SupportPowerChargeBar:
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SupportPowerChargeBar:
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PrimaryBuilding:
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PrimaryBuilding:
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PrimaryCondition: primary
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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Power:
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Power:
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Amount: -20
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Amount: -20
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ProvidesPrerequisite@buildingname:
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ProvidesPrerequisite@buildingname:
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@@ -1642,6 +1647,7 @@ BARR:
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Produces: Infantry, Soldier
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Produces: Infantry, Soldier
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PrimaryBuilding:
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PrimaryBuilding:
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PrimaryCondition: primary
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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ProductionBar:
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ProvidesPrerequisite:
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ProvidesPrerequisite:
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Prerequisite: barracks
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Prerequisite: barracks
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@@ -1721,6 +1727,7 @@ KENN:
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Produces: Infantry, Dog
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Produces: Infantry, Dog
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PrimaryBuilding:
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PrimaryBuilding:
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PrimaryCondition: primary
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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ProductionBar:
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-SpawnActorsOnSell:
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-SpawnActorsOnSell:
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Power:
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Power:
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@@ -1778,6 +1785,7 @@ TENT:
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Produces: Infantry, Soldier
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Produces: Infantry, Soldier
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PrimaryBuilding:
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PrimaryBuilding:
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PrimaryCondition: primary
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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ProductionBar:
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ProvidesPrerequisite@barracks:
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ProvidesPrerequisite@barracks:
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Prerequisite: barracks
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Prerequisite: barracks
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@@ -103,6 +103,7 @@ GAPILE:
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PauseOnCondition: empdisable
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PauseOnCondition: empdisable
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PrimaryBuilding:
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PrimaryBuilding:
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PrimaryCondition: primary
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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ProductionBar:
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WithIdleOverlay@LIGHTS:
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WithIdleOverlay@LIGHTS:
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Sequence: idle-lights
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Sequence: idle-lights
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@@ -163,6 +164,7 @@ GAWEAP:
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PauseOnCondition: empdisable
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PauseOnCondition: empdisable
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PrimaryBuilding:
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PrimaryBuilding:
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PrimaryCondition: primary
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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ProductionBar:
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WithIdleOverlay@ROOF:
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WithIdleOverlay@ROOF:
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Sequence: idle-roof
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Sequence: idle-roof
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@@ -218,6 +220,7 @@ GAHPAD:
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PauseOnCondition: empdisable
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PauseOnCondition: empdisable
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PrimaryBuilding:
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PrimaryBuilding:
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PrimaryCondition: primary
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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Reservable:
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Reservable:
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RepairsUnits:
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RepairsUnits:
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HpPerStep: 1000
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HpPerStep: 1000
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@@ -117,6 +117,7 @@ NAHAND:
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PauseOnCondition: empdisable
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PauseOnCondition: empdisable
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PrimaryBuilding:
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PrimaryBuilding:
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PrimaryCondition: primary
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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ProductionBar:
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WithIdleOverlay@LIGHTS:
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WithIdleOverlay@LIGHTS:
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Sequence: idle-lights
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Sequence: idle-lights
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@@ -175,6 +176,7 @@ NAWEAP:
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PauseOnCondition: empdisable
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PauseOnCondition: empdisable
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PrimaryBuilding:
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PrimaryBuilding:
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PrimaryCondition: primary
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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ProductionBar:
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WithIdleOverlay@ROOF:
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WithIdleOverlay@ROOF:
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Sequence: idle-roof
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Sequence: idle-roof
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@@ -226,6 +228,7 @@ NAHPAD:
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PauseOnCondition: empdisable
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PauseOnCondition: empdisable
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PrimaryBuilding:
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PrimaryBuilding:
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PrimaryCondition: primary
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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Reservable:
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Reservable:
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RepairsUnits:
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RepairsUnits:
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HpPerStep: 1000
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HpPerStep: 1000
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