facings for the rest of mods/ra.
This commit is contained in:
@@ -13,7 +13,12 @@ namespace OpenRa.Traits
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static readonly int[] bibStarts = { 0, 0, 1, 5, 11 };
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public RenderBuilding( Actor self )
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: base(self)
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: this( self, () => 0 )
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{
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}
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public RenderBuilding(Actor self, Func<int> baseFacing)
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: base(self, baseFacing)
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{
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if( Game.skipMakeAnims )
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Complete( self );
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@@ -9,7 +9,7 @@ namespace OpenRa.Traits
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class RenderBuildingTurreted : RenderBuilding, INotifyBuildComplete
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{
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public RenderBuildingTurreted(Actor self)
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: base(self)
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: base(self, () => self.traits.Get<Turreted>().turretFacing)
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{
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}
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@@ -11,9 +11,8 @@ namespace OpenRa.Traits
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public class RenderInfantry : RenderSimple, INotifyAttack, INotifyDamage
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{
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public RenderInfantry(Actor self)
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: base(self)
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: base(self, () => self.traits.Get<Unit>().Facing)
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{
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anim = new Animation( GetImage( self ), () => self.traits.Get<Unit>().Facing );
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anim.PlayFacing("stand",
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() => self.traits.Get<Unit>().Facing);
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}
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@@ -21,9 +21,9 @@ namespace OpenRa.Traits
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return self.Info.Traits.Get<RenderSimpleInfo>().Image ?? self.Info.Name;
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}
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public RenderSimple(Actor self)
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public RenderSimple(Actor self, Func<int> baseFacing)
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{
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anims.Add( "", new Animation( GetImage(self) ) );
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anims.Add( "", new Animation( GetImage(self), baseFacing ) );
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}
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public virtual IEnumerable<Renderable> Render( Actor self )
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@@ -13,9 +13,8 @@ namespace OpenRa.Traits
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class RenderUnit : RenderSimple, INotifyDamage
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{
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public RenderUnit(Actor self)
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: base(self)
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: base(self, () => self.traits.Get<Unit>().Facing)
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{
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anim = new Animation( GetImage( self ), () => self.traits.Get<Unit>().Facing );
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PlayFacingAnim(self);
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anims.Add( "smoke", new AnimationWithOffset( new Animation( "smoke_m" ), null, () => !isSmoking ) );
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@@ -19,9 +19,9 @@ namespace OpenRa.Traits
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var attack = self.traits.Get<AttackBase>();
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var attackInfo = self.Info.Traits.Get<AttackBaseInfo>();
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var muzzleFlash = new Animation(GetImage(self));
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var muzzleFlash = new Animation(GetImage(self), ()=>unit.Facing);
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muzzleFlash.PlayFetchIndex("muzzle",
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() => (Util.QuantizeFacing(unit.Facing, 8)) * 6 + (int)(attack.primaryRecoil * 5.9f));
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() => (int)(attack.primaryRecoil * 5.9f));
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anims.Add( "muzzle", new AnimationWithOffset(
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muzzleFlash,
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() => attackInfo.PrimaryOffset.AbsOffset(),
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@@ -19,7 +19,7 @@ namespace OpenRa.Traits
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var attack = self.traits.GetOrDefault<AttackBase>();
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var attackInfo = self.Info.Traits.Get<AttackBaseInfo>();
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var turretAnim = new Animation(GetImage(self));
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var turretAnim = new Animation(GetImage(self), () => turreted.turretFacing );
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turretAnim.PlayFacing( "turret", () => turreted.turretFacing );
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if( attackInfo.PrimaryOffset != null )
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@@ -36,10 +36,9 @@ namespace OpenRa.Traits
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if( attackInfo.MuzzleFlash )
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{
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var muzzleFlash = new Animation( GetImage(self) );
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var muzzleFlash = new Animation( GetImage(self), () => self.traits.Get<Turreted>().turretFacing );
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muzzleFlash.PlayFetchIndex( "muzzle",
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() => ( Util.QuantizeFacing( self.traits.Get<Turreted>().turretFacing, 8 ) ) * 6
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+ (int)( attack.primaryRecoil * 5.9f ) ); /* hack: recoil can be 1.0f, but don't overflow into next anim */
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() => (int)( attack.primaryRecoil * 5.9f ) ); /* hack: recoil can be 1.0f, but don't overflow into next anim */
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anims.Add( "muzzle_flash", new AnimationWithOffset(
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muzzleFlash,
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() => Util.GetTurretPosition(self, unit, attackInfo.PrimaryOffset, attack.primaryRecoil),
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@@ -150,22 +150,22 @@
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</unit>
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<!-- allied gun turret -->
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<unit name="gun">
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<sequence name="idle" start="0" length="32" />
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<sequence name="recoil" start="32" length="32" />
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<sequence name="idle" start="0" facings="32" />
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<sequence name="recoil" start="32" facings="32" />
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<sequence name="make" start="0" length="20" src="gunmake" />
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<sequence name="damaged-idle" start="64" length="32" />
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<sequence name="damaged-recoil" start="96" length="32" />
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</unit>
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<!-- AA gun -->
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<unit name="agun">
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<sequence name="idle" start="0" length="32" />
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<sequence name="damaged-idle" start="32" length="32" />
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<sequence name="idle" start="0" facings="32" />
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<sequence name="damaged-idle" start="32" facings="32" />
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<sequence name="make" start="0" length="*" src="agunmake" />
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</unit>
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<!-- sam site -->
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<unit name="sam">
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<sequence name="idle" start="0" length="32" />
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<sequence name="damaged-idle" start="34" length="32" />
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<sequence name="idle" start="0" facings="32" />
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<sequence name="damaged-idle" start="34" facings="32" />
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<sequence name="make" start="0" length="*" src="sammake" />
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</unit>
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<!-- flame turret -->
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@@ -226,80 +226,80 @@
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</unit>
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<!-- mcv -->
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<unit name="mcv">
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<sequence name="idle" start="0" length="*" />
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<sequence name="idle" start="0" facings="32" />
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</unit>
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<!-- truck -->
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<unit name="truk">
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<sequence name="idle" start="0" length="*" />
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<sequence name="idle" start="0" facings="32" />
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</unit>
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<!-- harv -->
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<unit name="harv">
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<sequence name="idle" start="0" length="1" facings="32" />
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<sequence name="idle" start="0" facings="32" />
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<sequence name="harvest" start="32" length="8" facings="8" />
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<sequence name="empty" start="96" length="15" />
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</unit>
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<!-- light tank -->
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<unit name="1tnk">
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<sequence name="idle" start="0" length="32" />
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<sequence name="turret" start="32" length="32" />
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<sequence name="idle" start="0" facings="32" />
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<sequence name="turret" start="32" facings="32" />
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</unit>
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<!-- medium tank -->
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<unit name="2tnk">
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<sequence name="idle" start="0" length="32" />
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<sequence name="turret" start="32" length="32" />
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<sequence name="idle" start="0" facings="32" />
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<sequence name="turret" start="32" facings="32" />
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</unit>
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<!-- heavy tank -->
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<unit name="3tnk">
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<sequence name="idle" start="0" length="32" />
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<sequence name="turret" start="32" length="32" />
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<sequence name="idle" start="0" facings="32" />
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<sequence name="turret" start="32" facings="32" />
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</unit>
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<!-- mammoth tank -->
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<unit name="4tnk">
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<sequence name="idle" start="0" length="32" />
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<sequence name="turret" start="32" length="32" />
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<sequence name="idle" start="0" facings="32" />
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<sequence name="turret" start="32" facings="32" />
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</unit>
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<!-- v2 rocket launcher -->
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<unit name="v2rl">
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<sequence name="idle" start="0" length="32" />
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<sequence name="empty-idle" start="32" length="32" />
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<sequence name="aim" start="64" length="8" />
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<sequence name="empty-aim" start="72" length="8" />
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<sequence name="idle" start="0" facings="32" />
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<sequence name="empty-idle" start="32" facings="32" />
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<sequence name="aim" start="64" facings="8" />
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<sequence name="empty-aim" start="72" facings="8" />
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</unit>
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<!-- artillery -->
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<unit name="arty">
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<sequence name="idle" start="0" length="32" />
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<sequence name="idle" start="0" facings="32" />
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</unit>
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<!-- jeep -->
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<unit name="jeep">
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<sequence name="idle" start="0" length="32" />
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<sequence name="turret" start="32" length="32" />
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<sequence name="muzzle" start="0" length="48" src="minigun" />
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<sequence name="idle" start="0" facings="32" />
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<sequence name="turret" start="32" facings="32" />
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<sequence name="muzzle" start="0" length="6" facings="8" src="minigun" />
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</unit>
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<!-- apc -->
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<unit name="apc">
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<sequence name="idle" start="0" length="32" />
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<sequence name="muzzle" start="0" length="48" src="minigun" />
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<sequence name="idle" start="0" facings="32" />
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<sequence name="muzzle" start="0" length="6" facings="8" src="minigun" />
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<sequence name="close" start="32" length="3" />
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<sequence name="unload" start="32" length="1" />
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</unit>
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<!-- mine layer -->
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<unit name="mnly">
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<sequence name="idle" start="0" length="32" />
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<sequence name="idle" start="0" facings="32" />
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<!-- and 16 "lay mine" sprites, not used in real-ra -->
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</unit>
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<!-- radar jammer -->
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<unit name="mrj">
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<sequence name="idle" start="0" length="32" />
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<sequence name="idle" start="0" facings="32" />
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<sequence name="spinner" start="32" length="32" />
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</unit>
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<!-- mobile gap generator -->
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<unit name="mgg">
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<sequence name="idle" start="0" length="32" />
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<sequence name="idle" start="0" facings="32" />
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<sequence name="spinner" start="32" length="8" />
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</unit>
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<!-- submarine -->
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<unit name="ss">
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<sequence name="idle" start="0" length="16" />
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<sequence name="idle" start="0" facings="16" />
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</unit>
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<!-- rifle infantry -->
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<unit name="e1">
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@@ -401,16 +401,16 @@
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<sequence name="crawl" start="82" length="4" facings="8" />
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</unit>
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<unit name="ca">
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<sequence name="idle" start="0" length="16" />
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<sequence name="turret" start="0" length="32" src="turr" />
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<sequence name="idle" start="0" facings="16" />
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<sequence name="turret" start="0" facings="32" src="turr" />
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</unit>
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<unit name="dd">
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<sequence name="idle" start="0" length="16" />
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<sequence name="turret" start="0" length="32" src="ssam" />
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<sequence name="idle" start="0" facings="16" />
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<sequence name="turret" start="0" facings="32" src="ssam" />
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</unit>
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<unit name="pt">
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<sequence name="idle" start="0" length="16" />
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<sequence name="turret" start="0" length="32" src="mgun" />
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<sequence name="idle" start="0" facings="16" />
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<sequence name="turret" start="0" facings="32" src="mgun" />
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</unit>
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<unit name="medi">
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<sequence name="stand" start="0" length="8" />
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@@ -460,23 +460,23 @@
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<sequence name="tag-primary" start="2" length="1" />
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</unit>
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<unit name="mig">
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<sequence name="idle" start="0" length="16" />
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<sequence name="idle" start="0" facings="16" />
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</unit>
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<unit name="yak">
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<sequence name="idle" start="0" length="16" />
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<sequence name="idle" start="0" facings="16" />
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</unit>
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<unit name="heli">
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<sequence name="idle" start="0" length="32" />
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<sequence name="idle" start="0" facings="32" />
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<sequence name="rotor" start="0" length="4" src="lrotor" />
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<sequence name="slow-rotor" start="4" length="8" src="lrotor" />
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</unit>
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<unit name="hind">
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<sequence name="idle" start="0" length="32" />
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<sequence name="idle" start="0" facings="32" />
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<sequence name="rotor" start="0" length="4" src="lrotor" />
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<sequence name="slow-rotor" start="4" length="8" src="lrotor" />
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</unit>
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<unit name="tran">
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<sequence name="idle" start="0" length="32" />
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<sequence name="idle" start="0" facings="32" />
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<sequence name="rotor" start="0" length="4" src="lrotor" />
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<sequence name="rotor2" start="0" length="4" src="rrotor" />
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<sequence name="slow-rotor" start="4" length="8" src="lrotor" />
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@@ -841,6 +841,6 @@
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<sequence name="idle" start="5" length="11" />
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</unit>
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<unit name="badr">
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<sequence name="idle" start="0" length="16" />
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<sequence name="idle" start="0" facings="16" />
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</unit>
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</sequences>
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