move global defaults to a trait (half done)
This commit is contained in:
@@ -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 DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
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<PropertyGroup>
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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@@ -302,6 +302,7 @@
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<Compile Include="Traits\Activities\Wait.cs" />
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<Compile Include="Traits\Activities\Wait.cs" />
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<Compile Include="Traits\CrateAction.cs" />
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<Compile Include="Traits\CrateAction.cs" />
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<Compile Include="Effects\CrateEffect.cs" />
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<Compile Include="Effects\CrateEffect.cs" />
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<Compile Include="Traits\Defaults\GlobalDefaults.cs" />
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</ItemGroup>
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</ItemGroup>
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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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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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@@ -337,4 +338,7 @@
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<Target Name="AfterBuild">
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<Target Name="AfterBuild">
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</Target>
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</Target>
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-->
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-->
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<ItemGroup>
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<Folder Include="Traits\Defaults\" />
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</ItemGroup>
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</Project>
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</Project>
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94
OpenRA.Game/Traits/Defaults/GlobalDefaults.cs
Normal file
94
OpenRA.Game/Traits/Defaults/GlobalDefaults.cs
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@@ -0,0 +1,94 @@
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using System;
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namespace OpenRA.Traits.Defaults
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{
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class GlobalDefaultsInfo : ITraitInfo
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{
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/* Special Weapons */
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public readonly float GapRegenInterval =0;
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public readonly int BadgerBombCount = 1;
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/* Chrono Side Effects */
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public readonly float QuakeChance = 0;
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public readonly float QuakeDamage = 0; /* percent */
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public readonly float VortexChance = 0;
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public readonly int VortexDamage = 0;
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public readonly int VortexRange = 0;
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public readonly int VortexSpeed = 0;
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/* Repair & Refit */
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public readonly float RefundPercent = 0;
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public readonly float ReloadRate = 0;
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public readonly float RepairPercent = 0;
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public readonly float RepairRate = 0;
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public readonly int RepairStep = 0;
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public readonly float URepairPercent = 0;
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public readonly int URepairStep = 0;
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/* Combat & Damage */
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public readonly float TurboBoost = 1.5f;
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public readonly float BallisticScatter = 0;
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public readonly float ExpSpread = 0;
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public readonly int FireSupress = 0;
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public readonly float HomingScatter = 0;
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public readonly int MaxDamage = 0;
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public readonly int MinDamage = 0;
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public readonly bool OreExplosive = false;
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public readonly bool PlayerAutoCrush = false;
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public readonly bool PlayerReturnFire = false;
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public readonly bool PlayerScatter = false;
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public readonly bool TreeTargeting = false;
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public readonly int Incoming = 0;
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/* Income & Production */
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public readonly float BuildSpeed = 0;
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public readonly float BuildupTime = 0;
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public readonly float OreTruckRate = 0;
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public readonly bool SeparateAircraft = true;
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public readonly float SurvivorRate = 0;
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/* Audo/Visual Map Controls */
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public readonly bool AllyReveal = true;
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public readonly float ConditionRed = 0;
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public readonly float ConditionYellow = 0;
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public readonly int DropZoneRadius = 0;
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public readonly bool EnemyHealth = true;
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public readonly int Gravity = 0;
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public readonly float IdleActionFrequency = 0;
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public readonly float MessageDelay = 0;
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public readonly float MovieTime = 0;
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public readonly bool NamedCivilians = false;
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public readonly float SavourDelay = 0;
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public readonly int SpeakDelay = 0;
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public readonly int TimerWarning = 0;
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public readonly bool FlashLowPower = false;
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/* Computer & Movement Controls */
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public readonly bool CurleyShuffle = false;
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public readonly float BaseBias = 0;
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public readonly float BaseDefenseDelay = 0;
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public readonly float CloseEnough = 0;
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public readonly int DamageDelay = 0;
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public readonly int GameSpeeBias = 0;
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public readonly int LZScanRadius = 0;
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public readonly bool MineAware = false;
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public readonly float Stray = 0;
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public readonly float SubmergeDelay = 0;
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public readonly float SuspendDelay = 0;
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public readonly int SuspendPriority = 0;
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public readonly float TeamDelay = 0;
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public object Create(Actor self) { return new GlobalDefaults(self); }
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}
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public class GlobalDefaults
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{
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Actor self;
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public GlobalDefaults (Actor self)
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{
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this.self = self;
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}
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}
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}
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@@ -1,4 +1,4 @@
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#region Copyright & License Information
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#region Copyright & License Information
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/*
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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* This file is part of OpenRA.
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@@ -29,6 +29,7 @@ namespace OpenRA.Traits
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{
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{
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public class ShroudInfo : ITraitInfo
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public class ShroudInfo : ITraitInfo
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{
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{
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public readonly int ShroudRate = 0;
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public object Create(Actor self) { return new Shroud(self, this); }
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public object Create(Actor self) { return new Shroud(self, this); }
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}
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}
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@@ -1,4 +1,4 @@
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#region Copyright & License Information
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#region Copyright & License Information
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/*
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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* This file is part of OpenRA.
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@@ -24,10 +24,20 @@ using OpenRA.Traits.Activities;
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namespace OpenRA.Mods.RA
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namespace OpenRA.Mods.RA
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{
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{
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class C4DemolitionInfo : StatelessTraitInfo<C4Demolition> { }
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class C4DemolitionInfo : ITraitInfo
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{
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public readonly float C4Delay = 0;
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public object Create(Actor self) { return new C4Demolition(self); }
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}
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class C4Demolition : IIssueOrder, IResolveOrder
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class C4Demolition : IIssueOrder, IResolveOrder
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{
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{
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Actor self;
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public C4Demolition(Actor self)
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{
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this.self = self;
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}
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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{
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if (mi.Button != MouseButton.Right) return null;
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if (mi.Button != MouseButton.Right) return null;
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@@ -63,6 +63,69 @@ Player:
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GivenAuto: no
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GivenAuto: no
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OneShot: yes
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OneShot: yes
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Defaults:
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GlobalDefaults:
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GapRegenInterval: .1
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BadgerBombCount: 1
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QuakeChance: 20%
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QuakeDamage: 33%
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VortexChance: 20%
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VortexDamage: 200
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VortexRange: 10
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VortexSpeed: 10
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RefundPercent: 50%
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ReloadRate: .04
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RepairPercent: 20%
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RepairRate: .016
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RepairStep: 7
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URepairPercent: 20%
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URepairStep: 10
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TurboBoost: 1.5
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BallisticScatter: 1.0
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ExpSpread: .3
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FireSupress: 1
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HomingScatter: 2.0
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MaxDamage: 1000
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MinDamage: 1
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OreExplosive: no
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PlayerAutoCrush: no
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PlayerReturnFire: no
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PlayerScatter: no
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TreeTargeting: no
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Incoming: 10
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BuildSpeed: .4
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BuildupTime: .06
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OreTruckRate: 1
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SeparateAircraft: no
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SurvivorRate: .4
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AllyReveal: yes
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ConditionRed: 25%
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ConditionYellow: 50%
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DropZoneRadius: 4
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EnemyHealth: yes
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Gravity: 3
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IdleActionFrequency: .1
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MessageDelay: .6
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MovieTime: .06
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NamedCivilians: no
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SavourDelay: .03
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SpeakDelay: 2
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TimerWarning: 2
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FlashLowPower: yes
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CurleyShuffle: no
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BaseBias: 2
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BaseDefenseDelay: .25
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CloseEnough: 2.75
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DamageDelay: 1
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GameSpeeBias: 1
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LZScanRadius: 16
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MineAware: yes
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Stray: 2.0
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SubmergeDelay: .02
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SuspendDelay: 2
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SuspendPriority: 20
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TeamDelay: .6
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World:
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World:
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ScreenShaker:
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ScreenShaker:
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WaterPaletteRotation:
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WaterPaletteRotation:
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@@ -269,6 +332,7 @@ World:
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SpatialBins:
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SpatialBins:
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BinSize: 4
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BinSize: 4
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Shroud:
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Shroud:
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ShroudRate: 4
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MGG:
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MGG:
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GeneratesGap:
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GeneratesGap:
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@@ -2570,6 +2634,7 @@ E7:
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Sight: 6
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Sight: 6
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Speed: 5
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Speed: 5
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C4Demolition:
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C4Demolition:
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C4Delay: .03
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AttackBase:
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AttackBase:
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PrimaryWeapon: Colt45
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PrimaryWeapon: Colt45
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SecondaryWeapon: Colt45
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SecondaryWeapon: Colt45
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