fixed flames; fixed ftur 'rotation'; fixed repair cursor hotspot
This commit is contained in:
@@ -66,6 +66,21 @@ namespace OpenRa.Effects
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Combat.DoImpact(Dest, VisualDest - new int2( 0, DestAltitude ),
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Combat.DoImpact(Dest, VisualDest - new int2( 0, DestAltitude ),
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Weapon, Projectile, Warhead, FiredBy);
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Weapon, Projectile, Warhead, FiredBy);
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}
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}
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if (Projectile.Trail != null)
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{
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var at = (float)t / TotalTime();
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var altitude = float2.Lerp(SrcAltitude, DestAltitude, at);
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var pos = float2.Lerp(Src.ToFloat2(), VisualDest.ToFloat2(), at)
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- 0.5f * anim.Image.size - new float2(0, altitude);
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var highPos = (Projectile.High || Projectile.Arcing)
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? (pos - new float2(0, (VisualDest - Src).Length * height * 4 * at * (1 - at)))
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: pos;
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world.AddFrameEndTask(w => w.Add(
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new Smoke(w, highPos.ToInt2(), Projectile.Trail)));
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}
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}
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}
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const float height = .1f;
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const float height = .1f;
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@@ -83,14 +98,14 @@ namespace OpenRa.Effects
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if (Projectile.High || Projectile.Arcing)
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if (Projectile.High || Projectile.Arcing)
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{
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{
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if (Projectile.Shadow)
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if (Projectile.Shadow)
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yield return new Renderable(anim.Image, pos, PaletteType.Shadow);
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yield return new Renderable(anim.Image, pos - .5f * anim.Image.size, PaletteType.Shadow);
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var highPos = pos - new float2(0, (VisualDest - Src).Length * height * 4 * at * (1 - at));
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var highPos = pos - new float2(0, (VisualDest - Src).Length * height * 4 * at * (1 - at));
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yield return new Renderable(anim.Image, highPos, Owner.Palette);
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yield return new Renderable(anim.Image, highPos - .5f * anim.Image.size, Owner.Palette);
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}
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}
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else
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else
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yield return new Renderable(anim.Image, pos, Projectile.UnderWater ? PaletteType.Shadow : Owner.Palette);
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yield return new Renderable(anim.Image, pos - .5f * anim.Image.size, Projectile.UnderWater ? PaletteType.Shadow : Owner.Palette);
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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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@@ -77,8 +77,9 @@ namespace OpenRa.Effects
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var move = speed * -float2.FromAngle((float)angle);
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var move = speed * -float2.FromAngle((float)angle);
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Pos += move;
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Pos += move;
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if (Projectile.Animates)
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if (Projectile.Trail != null)
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world.AddFrameEndTask(w => w.Add(new Smoke(w, (Pos - 1.5f * move - new int2( 0, Altitude )).ToInt2())));
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world.AddFrameEndTask(w => w.Add(
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new Smoke(w, (Pos - 1.5f * move - new int2( 0, Altitude )).ToInt2(), Projectile.Trail)));
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// todo: running out of fuel
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// todo: running out of fuel
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}
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}
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@@ -7,11 +7,12 @@ namespace OpenRa.Effects
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class Smoke : IEffect
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class Smoke : IEffect
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{
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{
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readonly int2 pos;
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readonly int2 pos;
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readonly Animation anim = new Animation("smokey");
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readonly Animation anim;
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public Smoke(World world, int2 pos)
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public Smoke(World world, int2 pos, string trail)
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{
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{
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this.pos = pos;
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this.pos = pos;
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anim = new Animation(trail);
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anim.PlayThen("idle",
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anim.PlayThen("idle",
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() => world.AddFrameEndTask(w => w.Remove(this)));
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() => world.AddFrameEndTask(w => w.Remove(this)));
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}
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}
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@@ -6,7 +6,7 @@ namespace OpenRa.GameRules
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public readonly bool AA = false;
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public readonly bool AA = false;
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public readonly bool AG = true;
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public readonly bool AG = true;
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public readonly bool ASW = false;
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public readonly bool ASW = false;
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public readonly bool Animates = false;
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public readonly string Trail = null;
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public readonly bool Arcing = false;
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public readonly bool Arcing = false;
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public readonly int Arm = 0;
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public readonly int Arm = 0;
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public readonly bool Degenerates = false;
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public readonly bool Degenerates = false;
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@@ -2232,7 +2232,7 @@ Arm=10
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High=yes
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High=yes
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Shadow=no
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Shadow=no
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Proximity=yes
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Proximity=yes
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Animates=yes
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Trail=smokey
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Ranged=yes
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Ranged=yes
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Inaccurate=yes
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Inaccurate=yes
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Image=V2
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Image=V2
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@@ -2244,7 +2244,7 @@ Arm=2
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High=yes
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High=yes
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Shadow=no
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Shadow=no
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Proximity=yes
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Proximity=yes
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Animates=yes
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Trail=smokey
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Ranged=yes
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Ranged=yes
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Inaccurate=yes
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Inaccurate=yes
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AA=yes
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AA=yes
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@@ -2259,7 +2259,7 @@ Arm=3
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High=yes
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High=yes
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Shadow=no
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Shadow=no
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Proximity=yes
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Proximity=yes
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Animates=yes
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Trail=smokey
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Ranged=yes
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Ranged=yes
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AA=yes
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AA=yes
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Image=DRAGON
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Image=DRAGON
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@@ -2273,7 +2273,7 @@ Arm=3
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High=yes
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High=yes
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Shadow=no
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Shadow=no
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Proximity=yes
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Proximity=yes
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Animates=yes
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Trail=smokey
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Ranged=yes
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Ranged=yes
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AA=yes
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AA=yes
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AG=no
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AG=no
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@@ -2351,7 +2351,7 @@ Frames=4
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; wizard's fireball
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; wizard's fireball
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[Fireball]
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[Fireball]
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Animates=yes
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Trail=fb2
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Image=FB1
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Image=FB1
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Frames=8
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Frames=8
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@@ -930,6 +930,7 @@ FTUR:
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Description: Flame Turret
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Description: Flame Turret
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LongDesc: Anti-Infantry base defense.\n Strong vs Infantry\n Weak vs Aircraft
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LongDesc: Anti-Infantry base defense.\n Strong vs Infantry\n Weak vs Aircraft
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Turreted:
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Turreted:
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ROT: 10
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Building:
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Building:
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Power: -20
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Power: -20
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Footprint: x
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Footprint: x
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@@ -941,6 +942,7 @@ FTUR:
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RenderBuilding:
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RenderBuilding:
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AttackTurreted:
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AttackTurreted:
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PrimaryWeapon: FireballLauncher
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PrimaryWeapon: FireballLauncher
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PrimaryOffset: 0,0,12,8
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AutoTarget:
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AutoTarget:
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IronCurtainable:
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IronCurtainable:
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@@ -375,7 +375,7 @@
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<sequence name="select" start="15" length="6" x="12" y="12" />
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<sequence name="select" start="15" length="6" x="12" y="12" />
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<sequence name="attackmove" start="21" length="8" x="12" y="12" />
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<sequence name="attackmove" start="21" length="8" x="12" y="12" />
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<sequence name="move-minimap" start="29" length="6" />
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<sequence name="move-minimap" start="29" length="6" />
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<sequence name="repair" start="35" length="24" />
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<sequence name="repair" start="35" length="24" x="12" y="12" />
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<sequence name="deploy" start="59" length="9" x="12" y="12" />
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<sequence name="deploy" start="59" length="9" x="12" y="12" />
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<sequence name="sell" start="68" length="12" x="12" y="12" />
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<sequence name="sell" start="68" length="12" x="12" y="12" />
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<sequence name="default-minimap" start="80" length="1" />
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<sequence name="default-minimap" start="80" length="1" />
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@@ -1034,4 +1034,7 @@
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<sequence name="bottom-left" start="2" length="1" />
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<sequence name="bottom-left" start="2" length="1" />
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<sequence name="bottom-right" start="3" length="1" />
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<sequence name="bottom-right" start="3" length="1" />
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</unit>
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</unit>
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<unit name="fb2">
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<sequence name="idle" start="0" length="4" />
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</unit>
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</sequences>
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</sequences>
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@@ -312,6 +312,8 @@ Dimensions=1,1
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Footprint=x
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Footprint=x
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SelectionPriority=3
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SelectionPriority=3
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LongDesc=Anti-Infantry base defense.\n Strong vs Infantry\n Weak vs Aircraft
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LongDesc=Anti-Infantry base defense.\n Strong vs Infantry\n Weak vs Aircraft
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PrimaryOffset=0,0,12,8
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ROT=10
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[SAM]
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[SAM]
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Description=SAM Site
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Description=SAM Site
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Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget, IronCurtainable
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Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget, IronCurtainable
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