[cnc] inftry detect cloaked in next tile(C&C orig)
Infantry can detect cloaked units in the next tile. This behaviour was in the original C&C Gold. (Even though it says range=2, it is actually just in the next tile) Fixed GrenadierExplode.
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@@ -19,6 +19,8 @@ E1:
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PrimaryWeapon: M16
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PrimaryWeapon: M16
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RenderInfantryProne:
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RenderInfantryProne:
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IdleAnimations: idle1,idle2,idle3,idle4
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IdleAnimations: idle1,idle2,idle3,idle4
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DetectCloaked:
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Range: 2
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E2:
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E2:
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Inherits: ^Infantry
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Inherits: ^Infantry
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@@ -46,7 +48,10 @@ E2:
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IdleAnimations: idle1,idle2
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IdleAnimations: idle1,idle2
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Explodes:
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Explodes:
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Weapon: GrenadierExplode
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Weapon: GrenadierExplode
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EmptyWeapon: GrenadierExplode
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Chance: 50
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Chance: 50
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DetectCloaked:
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Range: 2
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E3:
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E3:
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Inherits: ^Infantry
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Inherits: ^Infantry
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@@ -71,6 +76,8 @@ E3:
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FireDelay: 5
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FireDelay: 5
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RenderInfantryProne:
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RenderInfantryProne:
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IdleAnimations: idle1,idle2
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IdleAnimations: idle1,idle2
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DetectCloaked:
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Range: 2
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E4:
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E4:
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Inherits: ^Infantry
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Inherits: ^Infantry
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@@ -97,6 +104,8 @@ E4:
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WithMuzzleFlash:
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WithMuzzleFlash:
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RenderInfantryProne:
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RenderInfantryProne:
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IdleAnimations: idle1,idle2
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IdleAnimations: idle1,idle2
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DetectCloaked:
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Range: 2
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E5:
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E5:
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Inherits: ^Infantry
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Inherits: ^Infantry
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@@ -129,6 +138,8 @@ E5:
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-PoisonedByTiberium:
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-PoisonedByTiberium:
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RenderInfantryProne:
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RenderInfantryProne:
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IdleAnimations: idle1,idle2
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IdleAnimations: idle1,idle2
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DetectCloaked:
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Range: 2
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E6:
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E6:
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Inherits: ^Infantry
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Inherits: ^Infantry
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@@ -192,6 +203,8 @@ RMBO:
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IdleAnimations: idle1,idle2,idle3
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IdleAnimations: idle1,idle2,idle3
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AnnounceOnBuild:
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AnnounceOnBuild:
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AnnounceOnKill:
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AnnounceOnKill:
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DetectCloaked:
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Range: 2
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PVICE:
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PVICE:
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Inherits:VICE
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Inherits:VICE
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@@ -210,4 +223,4 @@ PVICE:
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Selectable:
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Selectable:
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Voice: DinoVoice
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Voice: DinoVoice
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ActorLostNotification:
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ActorLostNotification:
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Notification: unitlost.aud
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Notification: unitlost.aud
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