Remove some bs from buildings with multiple damage states; cnc civilian structure rubble persists after death.
This commit is contained in:
@@ -1,44 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 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 LICENSE.
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*/
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#endregion
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using OpenRA.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc
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{
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class CriticalBuildingStateInfo : ITraitInfo, ITraitPrerequisite<HealthInfo>
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{
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public readonly int LingerTime = 20;
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public object Create(ActorInitializer init) { return new CriticalBuildingState(init.self, this); }
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}
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class CriticalBuildingState : INotifyDamage
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{
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CriticalBuildingStateInfo info;
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public CriticalBuildingState(Actor self, CriticalBuildingStateInfo info)
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{
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this.info = info;
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self.traits.Get<Health>().RemoveOnDeath = false;
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.DamageStateChanged && e.DamageState == DamageState.Dead)
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{
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self.traits.Get<RenderSimple>().anim.PlayRepeating("critical-idle");
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self.World.AddFrameEndTask(
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w => w.Add(
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new DelayedAction(info.LingerTime,
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() => w.Remove(self))));
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}
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}
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}
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}
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48
OpenRA.Mods.Cnc/DeadBuildingState.cs
Normal file
48
OpenRA.Mods.Cnc/DeadBuildingState.cs
Normal file
@@ -0,0 +1,48 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 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 LICENSE.
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*/
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#endregion
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using OpenRA.Effects;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc
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{
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class DeadBuildingStateInfo : ITraitInfo, ITraitPrerequisite<HealthInfo>, ITraitPrerequisite<RenderSimpleInfo>
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{
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public readonly int LingerTime = 20;
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public readonly bool Zombie = false; // Civilian structures stick around after death
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public object Create(ActorInitializer init) { return new DeadBuildingState(init.self, this); }
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}
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class DeadBuildingState : INotifyDamage
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{
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DeadBuildingStateInfo info;
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RenderSimple rs;
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public DeadBuildingState(Actor self, DeadBuildingStateInfo info)
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{
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this.info = info;
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rs = self.traits.Get<RenderSimple>();
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self.traits.Get<Health>().RemoveOnDeath = !rs.anim.HasSequence("dead");
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.DamageStateChanged && e.DamageState == DamageState.Dead)
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{
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if (!rs.anim.HasSequence("dead")) return;
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rs.anim.PlayRepeating("dead");
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if (!info.Zombie)
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self.World.AddFrameEndTask(
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w => w.Add(
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new DelayedAction(info.LingerTime,
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() => w.Remove(self))));
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}
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}
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}
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}
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@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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@@ -52,7 +52,6 @@
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<Reference Include="System.Drawing" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="CriticalBuildingState.cs" />
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<Compile Include="Effects\IonCannon.cs" />
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<Compile Include="IonCannonPower.cs" />
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<Compile Include="PoisonedByTiberium.cs" />
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@@ -60,6 +59,7 @@
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="TiberiumRefineryDockAction.cs" />
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<Compile Include="MobileAir.cs" />
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<Compile Include="DeadBuildingState.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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@@ -15,7 +15,6 @@ namespace OpenRA.Mods.RA.Render
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{
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class RenderBuildingWallInfo : RenderBuildingInfo
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{
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public readonly int DamageStates = 2;
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public override object Create(ActorInitializer init) { return new RenderBuildingWall(init.self); }
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}
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@@ -33,30 +32,25 @@ namespace OpenRA.Mods.RA.Render
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public override void Damaged(Actor self, AttackInfo e)
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{
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var numStates = self.Info.Traits.Get<RenderBuildingWallInfo>().DamageStates;
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if (!e.DamageStateChanged) return;
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switch (e.DamageState)
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var bi = self.Info.Traits.Get<BuildingInfo>();
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if (e.DamageState == DamageState.Medium && anim.HasSequence("scratched-idle"))
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seqName = "scratched-idle";
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else if (e.DamageState <= DamageState.Medium)
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seqName = "idle";
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else if (e.DamageState == DamageState.Critical && anim.HasSequence("critical-idle"))
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{
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case DamageState.Light:
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seqName = "idle";
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break;
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case DamageState.Medium:
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if (numStates >= 4)
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seqName = "minor-damaged-idle";
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break;
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case DamageState.Heavy:
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seqName = "damaged-idle";
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Sound.Play(self.Info.Traits.Get<BuildingInfo>().DamagedSound, self.CenterLocation);
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break;
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case DamageState.Critical:
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if (numStates >= 3)
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{
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seqName = "critical-idle";
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Sound.Play(self.Info.Traits.Get<BuildingInfo>().DamagedSound, self.CenterLocation);
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}
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break;
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seqName = "critical-idle";
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if (e.DamageState > e.PreviousDamageState)
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Sound.Play(bi.DamagedSound, self.CenterLocation);
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}
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else if (e.DamageState <= DamageState.Critical)
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{
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seqName = "damaged-idle";
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if (e.DamageState > e.PreviousDamageState)
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Sound.Play(bi.DamagedSound, self.CenterLocation);
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}
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anim.PlayFetchIndex(seqName, () => adjacentWalls);
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@@ -107,7 +107,7 @@
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DamagedSound: xplos.aud
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DestroyedSound: xplobig4.aud
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RenderBuilding:
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CriticalBuildingState:
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DeadBuildingState:
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EmitInfantryOnSell:
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ActorTypes: c1,c2,c3,c4,c5,c6,c7,c8,c9,c10,e1,e1,e1,e1,e1,e1,e1
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MustBeDestroyed:
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@@ -121,6 +121,8 @@
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^CivBuilding:
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Inherits: ^Building
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DeadBuildingState:
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Zombie: true
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Health:
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HP: 400
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Armor: wood
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@@ -132,6 +134,8 @@
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^CivField:
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Inherits: ^CivBuilding
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-Selectable:
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DeadBuildingState:
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Zombie: true
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Valued:
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Description: Field
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RenderBuilding:
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@@ -158,7 +162,6 @@
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RenderBuildingWall:
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HasMakeAnimation: false
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Palette: terrain
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DamageStates: 2
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GivesExperience:
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^Tree:
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@@ -133,187 +133,187 @@
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<unit name="v01">
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<sequence name="idle" start="0" length="1" />
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<sequence name="damaged-idle" start="1" length="1" />
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<sequence name="critical-idle" start="2" length="1" />
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<sequence name="dead" start="2" length="1" />
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</unit>
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<unit name="v25">
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<sequence name="idle" start="0" length="1" />
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<sequence name="damaged-idle" start="1" length="1" />
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<sequence name="critical-idle" start="2" length="1" />
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<sequence name="dead" start="2" length="1" />
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</unit>
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<unit name="v02">
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<sequence name="idle" start="0" length="1" />
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<sequence name="damaged-idle" start="1" length="1" />
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<sequence name="critical-idle" start="2" length="1" />
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<sequence name="dead" start="2" length="1" />
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</unit>
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<unit name="v20">
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<sequence name="idle" start="0" length="1" />
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<sequence name="damaged-idle" start="1" length="1" />
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<sequence name="critical-idle" start="2" length="1" />
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<sequence name="dead" start="2" length="1" />
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</unit>
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<unit name="v03">
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<sequence name="idle" start="0" length="1" />
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<sequence name="damaged-idle" start="1" length="1" />
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<sequence name="critical-idle" start="2" length="1" />
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<sequence name="dead" start="2" length="1" />
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</unit>
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<unit name="v21">
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<sequence name="idle" start="0" length="3" />
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<sequence name="damaged-idle" start="3" length="3" />
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<sequence name="critical-idle" start="6" length="1" />
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<sequence name="dead" start="6" length="1" />
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</unit>
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<unit name="v04">
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<sequence name="idle" start="0" length="1" />
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<sequence name="damaged-idle" start="1" length="1" />
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<sequence name="critical-idle" start="2" length="1" />
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<sequence name="dead" start="2" length="1" />
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</unit>
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<unit name="v24">
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<sequence name="idle" start="0" length="1" />
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<sequence name="damaged-idle" start="1" length="1" />
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<sequence name="critical-idle" start="2" length="1" />
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<sequence name="dead" start="2" length="1" />
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</unit>
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<unit name="v05">
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<sequence name="idle" start="0" length="1" />
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<sequence name="damaged-idle" start="1" length="1" />
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<sequence name="critical-idle" start="2" length="1" />
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<sequence name="dead" start="2" length="1" />
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</unit>
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<unit name="v22">
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<sequence name="idle" start="0" length="3" />
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<sequence name="damaged-idle" start="3" length="3" />
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<sequence name="critical-idle" start="6" length="1" />
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<sequence name="dead" start="6" length="1" />
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</unit>
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<unit name="v06">
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<sequence name="idle" start="0" length="1" />
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<sequence name="damaged-idle" start="1" length="1" />
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<sequence name="critical-idle" start="2" length="1" />
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<sequence name="dead" start="2" length="1" />
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</unit>
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<unit name="v26">
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<sequence name="idle" start="0" length="1" />
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<sequence name="damaged-idle" start="1" length="1" />
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<sequence name="critical-idle" start="2" length="1" />
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<sequence name="dead" start="2" length="1" />
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</unit>
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<unit name="v07">
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<sequence name="idle" start="0" length="1" />
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<sequence name="damaged-idle" start="2" length="1" />
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<sequence name="critical-idle" start="2" length="1" />
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<sequence name="dead" start="2" length="1" />
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</unit>
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<unit name="v30">
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<sequence name="idle" start="0" length="1" />
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<sequence name="damaged-idle" start="2" length="1" />
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<sequence name="critical-idle" start="2" length="1" />
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<sequence name="dead" start="2" length="1" />
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</unit>
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<unit name="v08">
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<sequence name="idle" start="0" length="1" />
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<sequence name="damaged-idle" start="1" length="1" />
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<sequence name="critical-idle" start="2" length="1" />
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<sequence name="dead" start="2" length="1" />
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</unit>
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<unit name="v23">
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<sequence name="idle" start="0" length="1" />
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<sequence name="damaged-idle" start="1" length="1" />
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<sequence name="critical-idle" start="2" length="1" />
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<sequence name="dead" start="2" length="1" />
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</unit>
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<unit name="v09">
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<sequence name="idle" start="0" length="1" />
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<sequence name="damaged-idle" start="1" length="1" />
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<sequence name="critical-idle" start="2" length="1" />
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<sequence name="dead" start="2" length="1" />
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</unit>
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<unit name="v27">
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<sequence name="idle" start="0" length="1" />
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<sequence name="damaged-idle" start="1" length="1" />
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<sequence name="critical-idle" start="2" length="1" />
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<sequence name="dead" start="2" length="1" />
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</unit>
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<unit name="v10">
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<sequence name="idle" start="0" length="1" />
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<sequence name="damaged-idle" start="1" length="1" />
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<sequence name="critical-idle" start="2" length="1" />
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<sequence name="dead" start="2" length="1" />
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</unit>
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<unit name="v28">
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<sequence name="idle" start="0" length="1" />
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<sequence name="damaged-idle" start="1" length="1" />
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<sequence name="critical-idle" start="2" length="1" />
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<sequence name="dead" start="2" length="1" />
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</unit>
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<unit name="v11">
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<sequence name="idle" start="0" length="1" />
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<sequence name="damaged-idle" start="1" length="1" />
|
||||
<sequence name="critical-idle" start="2" length="1" />
|
||||
<sequence name="dead" start="2" length="1" />
|
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</unit>
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<unit name="v29">
|
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<sequence name="idle" start="0" length="1" />
|
||||
<sequence name="damaged-idle" start="1" length="1" />
|
||||
<sequence name="critical-idle" start="2" length="1" />
|
||||
<sequence name="dead" start="2" length="1" />
|
||||
</unit>
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|
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<unit name="v12">
|
||||
<sequence name="idle" start="0" length="1" />
|
||||
<sequence name="damaged-idle" start="1" length="1" />
|
||||
<sequence name="critical-idle" start="2" length="1" />
|
||||
<sequence name="dead" start="2" length="1" />
|
||||
</unit>
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<unit name="v34">
|
||||
<sequence name="idle" start="0" length="1" />
|
||||
<sequence name="damaged-idle" start="1" length="1" />
|
||||
<sequence name="critical-idle" start="2" length="1" />
|
||||
<sequence name="dead" start="2" length="1" />
|
||||
</unit>
|
||||
|
||||
<unit name="v13">
|
||||
<sequence name="idle" start="0" length="1" />
|
||||
<sequence name="damaged-idle" start="1" length="1" />
|
||||
<sequence name="critical-idle" start="2" length="1" />
|
||||
<sequence name="dead" start="2" length="1" />
|
||||
</unit>
|
||||
<unit name="v35">
|
||||
<sequence name="idle" start="0" length="1" />
|
||||
<sequence name="damaged-idle" start="1" length="1" />
|
||||
<sequence name="critical-idle" start="2" length="1" />
|
||||
<sequence name="dead" start="2" length="1" />
|
||||
</unit>
|
||||
|
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<!-- Buildings that can't be mapped from tem into desert (Fields) -->
|
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<unit name="v14">
|
||||
<sequence name="idle" start="0" length="1" />
|
||||
<sequence name="damaged-idle" start="1" length="1" />
|
||||
<sequence name="critical-idle" start="2" length="1" />
|
||||
<sequence name="dead" start="2" length="1" />
|
||||
</unit>
|
||||
<unit name="v15">
|
||||
<sequence name="idle" start="0" length="1" />
|
||||
<sequence name="damaged-idle" start="1" length="1" />
|
||||
<sequence name="critical-idle" start="2" length="1" />
|
||||
<sequence name="dead" start="2" length="1" />
|
||||
</unit>
|
||||
<unit name="v16">
|
||||
<sequence name="idle" start="0" length="1" />
|
||||
<sequence name="damaged-idle" start="1" length="1" />
|
||||
<sequence name="critical-idle" start="2" length="1" />
|
||||
<sequence name="dead" start="2" length="1" />
|
||||
</unit>
|
||||
<unit name="v17">
|
||||
<sequence name="idle" start="0" length="1" />
|
||||
<sequence name="damaged-idle" start="1" length="1" />
|
||||
<sequence name="critical-idle" start="2" length="1" />
|
||||
<sequence name="dead" start="2" length="1" />
|
||||
</unit>
|
||||
<unit name="v18">
|
||||
<sequence name="idle" start="0" length="1" />
|
||||
<sequence name="damaged-idle" start="1" length="1" />
|
||||
<sequence name="critical-idle" start="2" length="1" />
|
||||
<sequence name="dead" start="2" length="1" />
|
||||
</unit>
|
||||
|
||||
<!-- Buildings that can't be mapped from desert into tem -->
|
||||
<unit name="v31">
|
||||
<sequence name="idle" start="0" length="1" />
|
||||
<sequence name="damaged-idle" start="1" length="1" />
|
||||
<sequence name="critical-idle" start="2" length="1" />
|
||||
<sequence name="dead" start="2" length="1" />
|
||||
</unit>
|
||||
<unit name="v32">
|
||||
<sequence name="idle" start="0" length="1" />
|
||||
<sequence name="damaged-idle" start="1" length="1" />
|
||||
<sequence name="critical-idle" start="2" length="1" />
|
||||
<sequence name="dead" start="2" length="1" />
|
||||
</unit>
|
||||
<unit name="v33">
|
||||
<sequence name="idle" start="0" length="1" />
|
||||
<sequence name="damaged-idle" start="1" length="1" />
|
||||
<sequence name="critical-idle" start="2" length="1" />
|
||||
<sequence name="dead" start="2" length="1" />
|
||||
</unit>
|
||||
</sequences>
|
||||
@@ -4,17 +4,16 @@
|
||||
<unit name="fact">
|
||||
<sequence name="build" start="4" length="20" />
|
||||
<sequence name="idle" start="0" length="4" tick="80" />
|
||||
<sequence name="critical-build" start="28" length="20" />
|
||||
<sequence name="damaged-build" start="28" length="20" />
|
||||
<sequence name="critical-idle" start="48" length="1" />
|
||||
<sequence name="damaged-idle" start="24" length="4" tick="80" />
|
||||
<sequence name="damaged-build" start="28" length="20" />
|
||||
<sequence name="dead" start="48" length="1" />
|
||||
<sequence name="make" start="0" length="32" src="factmake" />
|
||||
</unit>
|
||||
<!-- Power Plant -->
|
||||
<unit name="nuke">
|
||||
<sequence name="idle" start="0" length="4" tick="400" />
|
||||
<sequence name="damaged-idle" start="4" length="4" tick="400" />
|
||||
<sequence name="critical-idle" start="8" length="1" tick="400" />
|
||||
<sequence name="dead" start="8" length="1" tick="400" />
|
||||
<sequence name="make" start="0" length="*" src="nukemake" />
|
||||
</unit>
|
||||
<!-- Tiberium Refinary -->
|
||||
@@ -26,116 +25,109 @@
|
||||
<sequence name="active" start="0" length="30" />
|
||||
<sequence name="damaged-idle" start="30" />
|
||||
<sequence name="damaged-active" start="30" length="30" />
|
||||
<sequence name="critical-idle" start="60" />
|
||||
<sequence name="critical-active" start="30" length="30" />
|
||||
<sequence name="dead" start="60" />
|
||||
<sequence name="make" start="0" length="*" src="procmake" />
|
||||
</unit>
|
||||
<!-- Tiberium Silo -->
|
||||
<unit name="silo">
|
||||
<sequence name="idle" start="0" length="5" />
|
||||
<sequence name="damaged-idle" start="5" length="5" />
|
||||
<sequence name="critical-idle" start="10" length="1" />
|
||||
<sequence name="dead" start="10" length="1" />
|
||||
<sequence name="make" start="0" length="*" src="silomake" />
|
||||
</unit>
|
||||
<!-- Hand of Nod -->
|
||||
<unit name="hand">
|
||||
<sequence name="idle" start="0" length="1" />
|
||||
<sequence name="damaged-idle" start="1" length="1" />
|
||||
<sequence name="critical-idle" start="2" length="1" />
|
||||
<sequence name="dead" start="2" length="1" />
|
||||
<sequence name="make" start="0" length="*" src="handmake" />
|
||||
</unit>
|
||||
<!-- GDI Barracks -->
|
||||
<unit name="pyle">
|
||||
<sequence name="idle" start="0" length="10" />
|
||||
<sequence name="damaged-idle" start="10" length="10" />
|
||||
<sequence name="critical-idle" start="20" length="1" />
|
||||
<sequence name="dead" start="20" length="1" />
|
||||
<sequence name="make" start="0" length="*" src="pylemake" />
|
||||
</unit>
|
||||
<!-- GDI Weapons factor -->
|
||||
<unit name="weap">
|
||||
<sequence name="idle" start="0" />
|
||||
<sequence name="damaged-idle" start="1" />
|
||||
<sequence name="critical-idle" start="2" />
|
||||
<sequence name="dead" start="2" />
|
||||
<sequence name="build-top" start="0" length="10" src="weap2" />
|
||||
<sequence name="damaged-build-top" start="10" length="10" src="weap2" />
|
||||
<sequence name="critical-build-top" start="10" length="10" src="weap2" />
|
||||
<sequence name="idle-top" start="0" length="1" src="weap2" />
|
||||
<sequence name="damaged-idle-top" start="4" length="1" src="weap2" />
|
||||
<sequence name="critical-idle-top" start="4" length="1" src="weap2" />
|
||||
<sequence name="make" start="0" length="*" src="weapmake" />
|
||||
</unit>
|
||||
<!-- Nod Airfield -->
|
||||
<unit name="afld">
|
||||
<sequence name="idle" start="0" length="16" tick="120" />
|
||||
<sequence name="damaged-idle" start="16" length="16" tick="120" />
|
||||
<sequence name="critical-idle" start="32" length="1" />
|
||||
<sequence name="dead" start="32" length="1" />
|
||||
<sequence name="make" start="0" length="*" src="afldmake" />
|
||||
</unit>
|
||||
<!-- Communications Center -->
|
||||
<unit name="hq">
|
||||
<sequence name="idle" start="0" length="16" tick="200" />
|
||||
<sequence name="damaged-idle" start="16" length="16" tick="200" />
|
||||
<sequence name="critical-idle" start="32" />
|
||||
<sequence name="dead" start="32" />
|
||||
<sequence name="make" start="0" length="*" src="hqmake" />
|
||||
</unit>
|
||||
<!-- Advanced Power Plant -->
|
||||
<unit name="nuk2">
|
||||
<sequence name="idle" start="0" length="4" tick="400" />
|
||||
<sequence name="damaged-idle" start="4" length="4" tick="400" />
|
||||
<sequence name="critical-idle" start="8" length="1" />
|
||||
<sequence name="dead" start="8" length="1" />
|
||||
<sequence name="make" start="0" length="*" src="nuk2make" />
|
||||
</unit>
|
||||
<!-- Helipad -->
|
||||
<unit name="hpad">
|
||||
<sequence name="idle" start="0" length="1" />
|
||||
<sequence name="damaged-idle" start="7" length="1" />
|
||||
<sequence name="critical-idle" start="14" length="1" />
|
||||
<sequence name="active" start="1" length="6" />
|
||||
<sequence name="damaged-active" start="8" length="6" />
|
||||
<sequence name="critical-active" start="14" length="1" />
|
||||
<sequence name="dead" start="14" length="1" />
|
||||
<sequence name="make" start="0" length="20" src="hpadmake" />
|
||||
</unit>
|
||||
<!-- Repair Facility -->
|
||||
<unit name="fix">
|
||||
<sequence name="idle" start="0" length="1" />
|
||||
<sequence name="damaged-idle" start="7" length="1" />
|
||||
<sequence name="critical-idle" start="14" length="1" />
|
||||
<sequence name="active" start="0" length="7" />
|
||||
<sequence name="damaged-active" start="7" length="7" />
|
||||
<sequence name="critical-active" start="14" length="1" />
|
||||
<sequence name="dead" start="14" length="1" />
|
||||
<sequence name="make" start="0" length="14" src="fixmake" />
|
||||
</unit>
|
||||
<!-- Advanced Communications Center -->
|
||||
<unit name="eye">
|
||||
<sequence name="idle" start="0" length="16" tick="200" />
|
||||
<sequence name="damaged-idle" start="16" length="16" tick="200" />
|
||||
<sequence name="critical-idle" start="32" />
|
||||
<sequence name="dead" start="32" />
|
||||
<sequence name="make" start="0" length="*" src="eyemake" />
|
||||
</unit>
|
||||
<!-- Temple of Nod -->
|
||||
<unit name="tmpl">
|
||||
<sequence name="idle" start="0" />
|
||||
<sequence name="damaged-idle" start="5" />
|
||||
<sequence name="critical-idle" start="10" />
|
||||
<sequence name="active" start="0" length="5" />
|
||||
<sequence name="damaged-active" start="5" length="5" />
|
||||
<sequence name="critical-active" start="5" length="5" />
|
||||
<sequence name="dead" start="10" />
|
||||
<sequence name="make" start="0" length="*" src="tmplmake" />
|
||||
</unit>
|
||||
<!-- Obelisk of Light -->
|
||||
<unit name="obli">
|
||||
<sequence name="idle" start="0" length="1" />
|
||||
<sequence name="damaged-idle" start="4" length="1" />
|
||||
<sequence name="critical-idle" start="8" length="1" />
|
||||
<sequence name="active" start="0" length="4" />
|
||||
<sequence name="damaged-active" start="4" length="4" />
|
||||
<sequence name="critical-active" start="4" length="4" />
|
||||
<sequence name="dead" start="8" length="1" />
|
||||
<sequence name="make" start="0" length="13" src="oblimake" />
|
||||
</unit>
|
||||
<!-- Concrete Barrier -->
|
||||
<unit name="brik">
|
||||
<sequence name="idle" start="0" length="16" />
|
||||
<sequence name="minor-damaged-idle" start="16" length="16" />
|
||||
<sequence name="scratched-idle" start="16" length="16" />
|
||||
<sequence name="damaged-idle" start="32" length="16" />
|
||||
<sequence name="critical-idle" start="48" length="16" />
|
||||
</unit>
|
||||
@@ -165,7 +157,6 @@
|
||||
<sequence name="idle" start="0" facings="32" />
|
||||
<sequence name="recoil" start="32" facings="32" />
|
||||
<sequence name="damaged-idle" start="64" facings="32" />
|
||||
<sequence name="critical-idle" start="64" facings="32" />
|
||||
<sequence name="damaged-recoil" start="96" facings="32" />
|
||||
<sequence name="make" start="0" length="20" src="gunmake" />
|
||||
</unit>
|
||||
@@ -173,21 +164,20 @@
|
||||
<unit name="sam">
|
||||
<sequence name="idle" start="17" facings="32" />
|
||||
<sequence name="damaged-idle" start="81" facings="32" />
|
||||
<sequence name="critical-idle" start="81" facings="32" />
|
||||
<sequence name="make" start="0" length="20" src="sammake" />
|
||||
</unit>
|
||||
<!-- Guard Tower -->
|
||||
<unit name="gtwr">
|
||||
<sequence name="idle" start="0" length="1" />
|
||||
<sequence name="damaged-idle" start="1" length="1" />
|
||||
<sequence name="critical-idle" start="2" length="1" />
|
||||
<sequence name="dead" start="2" length="1" />
|
||||
<sequence name="make" start="0" length="20" src="gtwrmake" />
|
||||
</unit>
|
||||
<!-- Advanced Guard Tower -->
|
||||
<unit name="atwr">
|
||||
<sequence name="idle" start="0" length="1" />
|
||||
<sequence name="damaged-idle" start="1" length="1" />
|
||||
<sequence name="critical-idle" start="2" length="1" />
|
||||
<sequence name="dead" start="2" length="1" />
|
||||
<sequence name="make" start="0" length="14" src="atwrmake" />
|
||||
</unit>
|
||||
</sequences>
|
||||
@@ -442,8 +442,6 @@ CYCL:
|
||||
Health:
|
||||
HP: 300
|
||||
Armor: none
|
||||
RenderBuildingWall:
|
||||
DamageStates: 3
|
||||
|
||||
SBAG:
|
||||
Category: Defense
|
||||
@@ -474,8 +472,6 @@ BRIK:
|
||||
Health:
|
||||
HP: 1000
|
||||
Armor: heavy
|
||||
RenderBuildingWall:
|
||||
DamageStates: 4
|
||||
Wall:
|
||||
CrushClasses: heavywall
|
||||
|
||||
@@ -505,6 +501,7 @@ GUN:
|
||||
PrimaryWeapon: TurretGun
|
||||
AutoTarget:
|
||||
-RenderBuilding:
|
||||
-DeadBuildingState:
|
||||
RenderRangeCircle:
|
||||
|
||||
SAM:
|
||||
@@ -535,6 +532,7 @@ SAM:
|
||||
PrimaryWeapon: Nike
|
||||
AutoTarget:
|
||||
-RenderBuilding:
|
||||
-DeadBuildingState:
|
||||
RenderRangeCircle:
|
||||
|
||||
GTWR:
|
||||
|
||||
@@ -131,7 +131,6 @@
|
||||
RenderBuildingWall:
|
||||
HasMakeAnimation: false
|
||||
Palette: terrain
|
||||
DamageStates: 2
|
||||
GivesExperience:
|
||||
|
||||
^CivBuilding:
|
||||
|
||||
@@ -868,7 +868,7 @@
|
||||
</unit>
|
||||
<unit name="brik">
|
||||
<sequence name="idle" start="0" length="16" />
|
||||
<sequence name="minor-damaged-idle" start="16" length="16" />
|
||||
<sequence name="scratched-idle" start="16" length="16" />
|
||||
<sequence name="damaged-idle" start="32" length="16" />
|
||||
<sequence name="critical-idle" start="48" length="16" />
|
||||
</unit>
|
||||
|
||||
@@ -946,8 +946,6 @@ BRIK:
|
||||
Health:
|
||||
HP: 1500
|
||||
Armor: none
|
||||
RenderBuildingWall:
|
||||
DamageStates: 4
|
||||
Wall:
|
||||
CrushClasses: heavywall
|
||||
CYCL:
|
||||
@@ -955,8 +953,6 @@ CYCL:
|
||||
Health:
|
||||
HP: 100
|
||||
Armor: none
|
||||
RenderBuildingWall:
|
||||
DamageStates: 3
|
||||
|
||||
BARB:
|
||||
Inherits: ^Wall
|
||||
|
||||
Reference in New Issue
Block a user