Merge pull request #5134 from Mailaender/production-overlay
Fixed welding animations playing when there are no vehicles produced
This commit is contained in:
@@ -83,6 +83,7 @@
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<Compile Include="FogPaletteFromR8.cs" />
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<Compile Include="DamagedWithoutFoundation.cs" />
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<Compile Include="Render\WithBuildingPlacedOverlayInfo.cs" />
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<Compile Include="Render\WithProductionOverlay.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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95
OpenRA.Mods.D2k/Render/WithProductionOverlay.cs
Normal file
95
OpenRA.Mods.D2k/Render/WithProductionOverlay.cs
Normal file
@@ -0,0 +1,95 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Graphics;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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public class WithProductionOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
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{
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[Desc("Sequence name to use")]
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public readonly string Sequence = "production-overlay";
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[Desc("Position relative to body")]
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public readonly WVec Offset = WVec.Zero;
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public object Create(ActorInitializer init) { return new WithProductionOverlay(init.self, this); }
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}
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public class WithProductionOverlay : INotifyDamageStateChanged, ITick, INotifyBuildComplete, INotifySold
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{
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Animation overlay;
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ProductionQueue queue;
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bool buildComplete;
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bool IsProducing
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{
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get { return queue != null && queue.CurrentItem() != null && !queue.CurrentPaused; }
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}
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public WithProductionOverlay(Actor self, WithProductionOverlayInfo info)
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{
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var rs = self.Trait<RenderSprites>();
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var body = self.Trait<IBodyOrientation>();
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buildComplete = !self.HasTrait<Building>(); // always render instantly for units
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overlay = new Animation(rs.GetImage(self));
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overlay.PlayRepeating(info.Sequence);
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rs.anims.Add("production_overlay_{0}".F(info.Sequence),
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new AnimationWithOffset(overlay,
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() => body.LocalToWorld(info.Offset.Rotate(body.QuantizeOrientation(self, self.Orientation))),
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() => !IsProducing || !buildComplete));
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}
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public void Tick(Actor self)
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{
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// search for the queue here once so we don't rely on order of trait initialization
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if (queue == null)
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{
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var production = self.TraitOrDefault<Production>();
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var perBuildingQueues = self.TraitsImplementing<ProductionQueue>();
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queue = perBuildingQueues.FirstOrDefault(q => production.Info.Produces.Contains(q.Info.Type));
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if (queue == null)
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{
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var perPlayerQueues = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>();
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queue = perPlayerQueues.FirstOrDefault(q => production.Info.Produces.Contains(q.Info.Type));
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}
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if (queue == null)
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throw new InvalidOperationException("Can't find production queues.");
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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 Sold(Actor self) { }
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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 DamageStateChanged(Actor self, AttackInfo e)
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{
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overlay.ReplaceAnim(RenderSprites.NormalizeSequence(overlay, e.DamageState, overlay.CurrentSequence.Name));
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}
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}
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}
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@@ -203,9 +203,9 @@ namespace OpenRA.Mods.RA
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Queue[ 0 ].Tick(playerResources);
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}
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public void ResolveOrder( Actor self, Order order )
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public void ResolveOrder(Actor self, Order order)
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{
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switch( order.OrderString )
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switch(order.OrderString)
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{
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case "StartProduction":
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{
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@@ -225,45 +225,43 @@ namespace OpenRA.Mods.RA
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{
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var inQueue = Queue.Count(pi => pi.Item == order.TargetString);
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var owned = self.Owner.World.ActorsWithTrait<Buildable>().Count(a => a.Actor.Info.Name == order.TargetString && a.Actor.Owner == self.Owner);
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if (inQueue + owned >= bi.BuildLimit)
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return;
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if (inQueue + owned >= bi.BuildLimit)
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return;
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}
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for (var n = 0; n < order.TargetLocation.X; n++) // repeat count
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for (var n = 0; n < order.TargetLocation.X; n++) // repeat count
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{
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bool hasPlayedSound = false;
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BeginProduction(new ProductionItem(this, order.TargetString, cost, PlayerPower,
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() => self.World.AddFrameEndTask(
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_ =>
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() => self.World.AddFrameEndTask(_ =>
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{
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var isBuilding = unit.Traits.Contains<BuildingInfo>();
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if (isBuilding && !hasPlayedSound)
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{
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var isBuilding = unit.Traits.Contains<BuildingInfo>();
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if (isBuilding && !hasPlayedSound)
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hasPlayedSound = Sound.PlayNotification(self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
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}
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else if (!isBuilding)
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{
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if (BuildUnit(order.TargetString))
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Sound.PlayNotification(self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
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else if (!hasPlayedSound && time > 0)
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{
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hasPlayedSound = Sound.PlayNotification(self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
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hasPlayedSound = Sound.PlayNotification(self.Owner, "Speech", Info.BlockedAudio, self.Owner.Country.Race);
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}
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else if (!isBuilding)
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{
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if (BuildUnit(order.TargetString))
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Sound.PlayNotification(self.Owner, "Speech", Info.ReadyAudio, self.Owner.Country.Race);
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else if (!hasPlayedSound && time > 0)
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{
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hasPlayedSound = Sound.PlayNotification(self.Owner, "Speech", Info.BlockedAudio, self.Owner.Country.Race);
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}
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}
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})));
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}
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})));
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}
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break;
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}
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case "PauseProduction":
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{
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if( Queue.Count > 0 && Queue[0].Item == order.TargetString )
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if (Queue.Count > 0 && Queue[0].Item == order.TargetString)
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Queue[0].Paused = ( order.TargetLocation.X != 0 );
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break;
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}
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case "CancelProduction":
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{
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CancelProduction(order.TargetString,order.TargetLocation.X);
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CancelProduction(order.TargetString, order.TargetLocation.X);
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break;
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}
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}
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@@ -309,14 +307,14 @@ namespace OpenRA.Mods.RA
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Queue.RemoveAt(0);
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}
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protected void BeginProduction( ProductionItem item )
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protected void BeginProduction(ProductionItem item)
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{
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Queue.Add(item);
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}
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// Builds a unit from the actor that holds this queue (1 queue per building)
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// Returns false if the unit can't be built
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protected virtual bool BuildUnit( string name )
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protected virtual bool BuildUnit(string name)
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{
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// Cannot produce if i'm dead
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if (!self.IsInWorld || self.IsDead())
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@@ -326,7 +324,7 @@ namespace OpenRA.Mods.RA
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}
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var sp = self.TraitsImplementing<Production>().FirstOrDefault(p => p.Info.Produces.Contains(Info.Type));
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if (sp != null && !self.IsDisabled() && sp.Produce(self, Rules.Info[ name ]))
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if (sp != null && !self.IsDisabled() && sp.Produce(self, Rules.Info[name]))
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{
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FinishProduction();
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return true;
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@@ -260,8 +260,8 @@ CONCRETEB:
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ProductionBar:
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ProvidesCustomPrerequisite:
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Prerequisite: Light
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WithIdleOverlay@WELDING:
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Sequence: idle-welding
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WithProductionOverlay@WELDING:
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Sequence: production-welding
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^HEAVY:
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Inherits: ^Building
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@@ -300,8 +300,8 @@ CONCRETEB:
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ProductionBar:
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ProvidesCustomPrerequisite:
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Prerequisite: Heavy
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WithIdleOverlay@WELDING:
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Sequence: idle-welding
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WithProductionOverlay@WELDING:
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Sequence: production-welding
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^RADAR:
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Inherits: ^Building
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@@ -603,8 +603,8 @@ WALL:
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Range: 4c0
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ProvidesCustomPrerequisite:
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Prerequisite: Hitech
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WithIdleOverlay@WELDING:
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Sequence: idle-welding
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# WithProductionOverlay@WELDING:
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# Sequence: production-welding
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^RESEARCH:
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Inherits: ^Building
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@@ -514,7 +514,7 @@ hightecha:
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damaged-idle: DATA
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Start: 2565
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Offset: -48,80
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idle-welding: DATA
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production-welding: DATA
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Start: 4614
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Length: 30
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Offset: -48,80
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@@ -690,7 +690,7 @@ lighta:
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damaged-idle-top: DATA
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Start: 2675
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Offset: -48,64
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idle-welding: DATA
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production-welding: DATA
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Start: 4644
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Length: 30
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Offset: -48,64
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@@ -739,7 +739,7 @@ heavya:
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damaged-idle-top: DATA
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Start: 2520
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Offset: -48,80
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idle-welding: DATA
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production-welding: DATA
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Start: 4674
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Length: 47
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Offset: -48,80
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@@ -1005,7 +1005,7 @@ hightechh:
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damaged-idle: DATA
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Start: 2725
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Offset: -48,80
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idle-welding: DATA
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production-welding: DATA
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Start: 4614
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Length: 30
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Offset: -48,80
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@@ -1090,7 +1090,7 @@ lighth:
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damaged-idle-top: DATA
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Start: 2835
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Offset: -48,64
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idle-welding: DATA
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production-welding: DATA
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Start: 4644
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Length: 30
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Offset: -48,64
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@@ -1139,7 +1139,7 @@ heavyh:
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damaged-idle-top: DATA
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Start: 2680
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Offset: -48,80
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idle-welding: DATA
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production-welding: DATA
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Start: 4674
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Length: 47
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Offset: -48,80
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@@ -1406,7 +1406,7 @@ hightecho:
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damaged-idle: DATA
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Start: 2885
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Offset: -48,80
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idle-welding: DATA
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production-welding: DATA
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Start: 4614
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Length: 30
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Offset: -48,80
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@@ -1483,7 +1483,7 @@ lighto:
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damaged-idle-top: DATA
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Start: 2995
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Offset: -48,64
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idle-welding: DATA
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production-welding: DATA
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Start: 4644
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Length: 30
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Offset: -48,64
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@@ -1532,7 +1532,7 @@ heavyo:
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damaged-idle-top: DATA
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Start: 2840
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Offset: -48,80
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idle-welding: DATA
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production-welding: DATA
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Start: 4674
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Length: 47
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Offset: -48,80
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@@ -1647,7 +1647,7 @@ heavyc: # TODO: unused
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damaged-idle-top: DATA
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Start: 3003
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Offset: -48,64
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idle-welding: DATA
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production-welding: DATA
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Start: 4674
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Length: 47
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Offset: -48,80
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@@ -90,8 +90,8 @@ Chrome:
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mods/ts/chrome.yaml
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Assemblies:
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mods/ra/OpenRA.Mods.RA.dll
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mods/d2k/OpenRA.Mods.D2k.dll
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mods/ra/OpenRA.Mods.RA.dll
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mods/ts/OpenRA.Mods.TS.dll
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ChromeLayout:
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@@ -104,8 +104,8 @@ GAPILE:
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PrimaryBuilding:
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IronCurtainable:
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ProductionBar:
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WithIdleOverlay@LIGHTS:
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Sequence: idle-lights
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WithProductionOverlay@LIGHTS:
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Sequence: production-lights
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WithIdleOverlay@LIGHT:
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Sequence: idle-light
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WithIdleOverlay@FLAG:
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@@ -142,10 +142,10 @@ GAWEAP:
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Production:
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Produces: Vehicle
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ProductionBar:
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WithIdleOverlay@LIGHTS1:
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Sequence: idle-lights1
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WithIdleOverlay@LIGHTS2:
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Sequence: idle-lights2
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WithProductionOverlay@WHITELIGHTS:
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Sequence: production-lights-white
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WithProductionOverlay@REDLIGHTS:
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Sequence: production-lights-red
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WithIdleOverlay@TURBINES:
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Sequence: idle-turbines
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@@ -211,8 +211,8 @@ NAHAND:
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ProductionBar:
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WithIdleOverlay@LIGHTS:
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Sequence: idle-lights
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WithIdleOverlay@LIGHT:
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Sequence: idle-light
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WithProductionOverlay@LIGHT:
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Sequence: production-light
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NAWEAP:
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Inherits: ^Building
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@@ -245,8 +245,8 @@ NAWEAP:
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Production:
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Produces: Vehicle
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ProductionBar:
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WithIdleOverlay@LIGHTS:
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Sequence: idle-lights
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WithProductionOverlay@LIGHTS:
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Sequence: production-lights
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GASAND:
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Inherits: ^Wall
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@@ -103,11 +103,11 @@ gapile:
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critical-idle: gtpile
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Start: 2
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ShadowStart: 5
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idle-lights: gtpile_a
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production-lights: gtpile_a
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Start: 0
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Length: 7
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Tick: 200
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damaged-idle-lights: gtpile_a
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damaged-production-lights: gtpile_a
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Start:7
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Length: 7
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Tick: 200
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@@ -142,22 +142,22 @@ gaweap:
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dead: gtweap
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Start: 2
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ShadowStart: 5
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idle-lights1: gtweap_a
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production-lights-white: gtweap_a
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Start: 0
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Length: 8
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Tick: 100
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ZOffset: 2048
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damaged-idle-lights1: gtweap_a
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damaged-production-lights-white: gtweap_a
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Start: 8
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Length: 8
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Tick: 100
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ZOffset: 2048
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idle-lights2: gtweap_b
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production-lights-red: gtweap_b
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Start: 0
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Length: 4
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Tick: 120
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ZOffset: 2048
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damaged-idle-lights2: gtweap_b
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damaged-production-lights-red: gtweap_b
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Start: 4
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Length: 4
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Tick: 120
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@@ -232,11 +232,11 @@ nahand:
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critical-idle: nthand
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Start: 2
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ShadowStart: 5
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idle-light: nthand_a
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production-light: nthand_a
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Start: 0
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Length: 5
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Tick: 100
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damaged-idle-light: nthand_a
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damaged-production-light: nthand_a
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Start: 5
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Length: 5
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Tick: 100
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@@ -265,12 +265,12 @@ naweap:
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dead: ntweap
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Start: 2
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ShadowStart: 5
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idle-lights: ntweap_a
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production-lights: ntweap_a
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Start: 0
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Length: 16
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Tick: 100
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ZOffset: 2048
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damaged-idle-lights: ntweap_a
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damaged-production-lights: ntweap_a
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Start: 16
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Length: 16
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Tick: 100
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