Fix d2k NukePower sequence requirement
This commit is contained in:
@@ -75,8 +75,11 @@ namespace OpenRA.Mods.Common.Traits
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else
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else
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Sound.Play(Info.IncomingSound);
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Sound.Play(Info.IncomingSound);
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var wsb = self.Trait<WithSpriteBody>();
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if (!string.IsNullOrEmpty(info.ActivationSequence))
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wsb.PlayCustomAnimation(self, info.ActivationSequence);
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{
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var wsb = self.Trait<WithSpriteBody>();
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wsb.PlayCustomAnimation(self, info.ActivationSequence);
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}
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var targetPosition = self.World.Map.CenterOfCell(order.TargetLocation);
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var targetPosition = self.World.Map.CenterOfCell(order.TargetLocation);
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var missile = new NukeLaunch(self.Owner, info.MissileWeapon,
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var missile = new NukeLaunch(self.Owner, info.MissileWeapon,
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@@ -808,6 +808,7 @@ palace:
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DisplayBeacon: True
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DisplayBeacon: True
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DisplayRadarPing: True
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DisplayRadarPing: True
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CameraActor: camera
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CameraActor: camera
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ActivationSequence:
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CanPowerDown:
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CanPowerDown:
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DisabledOverlay:
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DisabledOverlay:
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RequiresPower:
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RequiresPower:
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@@ -1163,7 +1163,7 @@ namisl:
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make: ntmislmk
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make: ntmislmk
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Length: 18
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Length: 18
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ShadowStart: 18
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ShadowStart: 18
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active: ntmisl_a
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active: ntmisl_a # TODO: This is an overlay
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Length: 10
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Length: 10
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Tick: 80
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Tick: 80
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damaged-active: ntmisl_a
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damaged-active: ntmisl_a
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