Move IdleAnimation into RenderInfantry
This commit is contained in:
@@ -1,83 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 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 OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class IdleAnimationInfo : ITraitInfo, ITraitPrerequisite<RenderInfantryInfo>
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{
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public readonly int MinIdleWaitTicks = 30;
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public readonly int MaxIdleWaitTicks = 110;
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public readonly string[] Animations = {};
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public object Create(ActorInitializer init) { return new IdleAnimation(this); }
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}
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class IdleAnimation : ITick, INotifyIdle
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{
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enum IdleState
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{
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None,
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Waiting,
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Active
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};
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IdleAnimationInfo Info;
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string sequence;
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int delay;
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IdleState state;
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public IdleAnimation(IdleAnimationInfo info)
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{
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Info = info;
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}
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public void Tick(Actor self)
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{
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if (!self.IsIdle)
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{
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state = IdleState.None;
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return;
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}
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if (state == IdleState.Active)
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return;
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else if (delay > 0 && --delay == 0)
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{
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state = IdleState.Active;
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var ri = self.TraitOrDefault<RenderInfantry>();
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if (ri.anim.HasSequence(sequence))
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{
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ri.anim.PlayThen(sequence,
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() =>
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{
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state = IdleState.None;
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ri.anim.PlayRepeating("stand");
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});
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}
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else
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state = IdleState.None;
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}
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}
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public void TickIdle(Actor self)
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{
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if (state != IdleState.None)
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return;
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state = IdleState.Waiting;
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sequence = Info.Animations.Random(self.World.SharedRandom);
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delay = self.World.SharedRandom.Next(Info.MinIdleWaitTicks, Info.MaxIdleWaitTicks);
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}
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}
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}
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@@ -293,7 +293,6 @@
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<Compile Include="HackyAI.cs" />
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<Compile Include="RALoadScreen.cs" />
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<Compile Include="NullLoadScreen.cs" />
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<Compile Include="IdleAnimation.cs" />
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<Compile Include="World\GotoNextBase.cs" />
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<Compile Include="World\SmudgeLayer.cs" />
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<Compile Include="Scripting\Media.cs" />
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@@ -18,15 +18,15 @@ namespace OpenRA.Mods.RA.Render
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{
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public class RenderInfantryInfo : RenderSimpleInfo
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{
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public override object Create(ActorInitializer init) { return new RenderInfantry(init.self); }
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public readonly int MinIdleWaitTicks = 30;
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public readonly int MaxIdleWaitTicks = 110;
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public readonly string[] IdleAnimations = {};
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public override object Create(ActorInitializer init) { return new RenderInfantry(init.self, this); }
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}
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public class RenderInfantry : RenderSimple, INotifyAttack, INotifyDamage, INotifyIdle
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{
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public bool Panicked = false;
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public bool Prone = false;
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bool wasProne = false;
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public enum AnimationState
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{
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Idle,
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@@ -35,6 +35,22 @@ namespace OpenRA.Mods.RA.Render
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Waiting
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};
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enum IdleState
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{
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None,
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Waiting,
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Active
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};
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public bool Panicked = false;
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public bool Prone = false;
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bool wasProne = false;
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RenderInfantryInfo Info;
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string idleSequence;
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int idleDelay;
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IdleState idleState;
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protected virtual string NormalizeInfantrySequence(Actor self, string baseSequence)
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{
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var prefix = Prone ? "prone-" :
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@@ -48,9 +64,10 @@ namespace OpenRA.Mods.RA.Render
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public AnimationState State { get; private set; }
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Mobile mobile;
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public RenderInfantry(Actor self)
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public RenderInfantry(Actor self, RenderInfantryInfo info)
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: base(self, () => self.Trait<IFacing>().Facing)
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{
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Info = info;
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anim.PlayFetchIndex(NormalizeInfantrySequence(self, "stand"), () => 0);
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State = AnimationState.Idle;
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mobile = self.Trait<Mobile>();
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@@ -81,6 +98,32 @@ namespace OpenRA.Mods.RA.Render
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}
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wasProne = Prone;
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if (!self.IsIdle)
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{
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idleState = IdleState.None;
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return;
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}
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if (idleState == IdleState.Active)
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return;
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else if (idleDelay > 0 && --idleDelay == 0)
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{
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idleState = IdleState.Active;
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if (anim.HasSequence(idleSequence))
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{
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anim.PlayThen(idleSequence,
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() =>
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{
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idleState = IdleState.None;
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anim.PlayRepeating(NormalizeInfantrySequence(self, "stand"));
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});
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}
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else
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idleState = IdleState.None;
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}
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}
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public void TickIdle(Actor self)
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@@ -90,8 +133,14 @@ namespace OpenRA.Mods.RA.Render
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anim.PlayFetchIndex(NormalizeInfantrySequence(self, "stand"), () => 0);
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State = AnimationState.Idle;
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}
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if (idleState != IdleState.None || Info.IdleAnimations.Length == 0)
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return;
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idleState = IdleState.Waiting;
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idleSequence = Info.IdleAnimations.Random(self.World.SharedRandom);
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idleDelay = self.World.SharedRandom.Next(Info.MinIdleWaitTicks, Info.MaxIdleWaitTicks);
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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@@ -17,7 +17,7 @@ namespace OpenRA.Mods.RA.Render
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{
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class RenderSpyInfo : RenderInfantryInfo
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{
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public override object Create(ActorInitializer init) { return new RenderSpy(init.self); }
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public override object Create(ActorInitializer init) { return new RenderSpy(init.self, this); }
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}
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class RenderSpy : RenderInfantry, IRenderModifier, IIssueOrder, IResolveOrder, IOrderVoice
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@@ -25,7 +25,7 @@ namespace OpenRA.Mods.RA.Render
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Player disguisedAsPlayer;
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string disguisedAsSprite;
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public RenderSpy(Actor self) : base(self) { }
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public RenderSpy(Actor self, RenderInfantryInfo info) : base(self, info) { }
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public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r)
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{
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@@ -18,8 +18,8 @@ E1:
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AttackFrontal:
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PrimaryWeapon: M16
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TakeCover:
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IdleAnimation:
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Animations: idle1,idle2,idle3,idle4
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RenderInfantry:
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IdleAnimations: idle1,idle2,idle3,idle4
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E2:
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Inherits: ^Infantry
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Valued:
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@@ -43,8 +43,8 @@ E2:
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PrimaryOffset: 0,0,0,-10
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FireDelay: 15
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TakeCover:
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IdleAnimation:
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Animations: idle1,idle2
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RenderInfantry:
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IdleAnimations: idle1,idle2
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E3:
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Inherits: ^Infantry
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@@ -68,8 +68,8 @@ E3:
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PrimaryOffset: 0,0,0,-10
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FireDelay: 5
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TakeCover:
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IdleAnimation:
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Animations: idle1,idle2
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RenderInfantry:
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IdleAnimations: idle1,idle2
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E4:
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Inherits: ^Infantry
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@@ -94,11 +94,9 @@ E4:
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PrimaryOffset: 0,0,0,-5
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FireDelay: 3
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TakeCover:
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-RenderInfantry:
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RenderInfantry:
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WithMuzzleFlash:
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IdleAnimation:
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Animations: idle1,idle2
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RenderInfantry:
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IdleAnimations: idle1,idle2
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E5:
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Inherits: ^Infantry
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@@ -123,12 +121,10 @@ E5:
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PrimaryOffset: 0,0,0,-5
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FireDelay: 3
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TakeCover:
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-RenderInfantry:
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RenderInfantry:
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WithMuzzleFlash:
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-PoisonedByTiberium:
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IdleAnimation:
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Animations: idle1,idle2
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RenderInfantry:
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IdleAnimations: idle1,idle2
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E6:
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Inherits: ^Infantry
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@@ -155,8 +151,8 @@ E6:
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-AutoTarget:
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AttackMove:
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JustMove: true
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IdleAnimation:
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Animations: idle1,idle2
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RenderInfantry:
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IdleAnimations: idle1,idle2
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RMBO:
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Inherits: ^Infantry
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@@ -184,8 +180,8 @@ RMBO:
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C4Delay: .03
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AttackFrontal:
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PrimaryWeapon: Sniper
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IdleAnimation:
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Animations: idle1,idle2,idle3
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RenderInfantry:
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IdleAnimations: idle1,idle2,idle3
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VICE:
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Inherits: ^Infantry
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