Shift production audio onto ProductionQueue.
This commit is contained in:
@@ -20,15 +20,7 @@ namespace OpenRA.Traits
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public readonly string CashTickDown = "cashdn1.aud";
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// Build Palette
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public readonly string BuildingSelectAudio = "abldgin1.aud";
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public readonly string BuildingReadyAudio = "conscmp1.aud";
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public readonly string BuildingCannotPlaceAudio = "nodeply1.aud";
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public readonly string UnitSelectAudio = "train1.aud";
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public readonly string UnitReadyAudio = "unitrdy1.aud";
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public readonly string UnitReadyBlockedAudio = "nobuild1.aud";
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public readonly string OnHoldAudio = "onhold1.aud";
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public readonly string CancelledAudio = "cancld1.aud";
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public readonly string NewOptions = "newopt1.aud";
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// For manual powerup/down in ra-ng
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@@ -21,6 +21,13 @@ namespace OpenRA.Mods.RA
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public readonly string Type = null;
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public float BuildSpeed = 0.4f;
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public readonly int LowPowerSlowdown = 3;
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public readonly string ReadyAudio = "unitrdy1.aud";
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public readonly string BlockedAudio = "nobuild1.aud";
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public readonly string QueuedAudio = "train1.aud";
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public readonly string OnHoldAudio = "onhold1.aud";
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public readonly string CancelledAudio = "cancld1.aud";
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public virtual object Create(ActorInitializer init) { return new ProductionQueue(init.self, init.self.Owner.PlayerActor, this); }
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}
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@@ -153,20 +160,19 @@ namespace OpenRA.Mods.RA
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_ =>
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{
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var isBuilding = unit.Traits.Contains<BuildingInfo>();
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var eva = self.World.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
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if (isBuilding && !hasPlayedSound)
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{
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Sound.PlayToPlayer(order.Player, eva.BuildingReadyAudio);
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Sound.PlayToPlayer(order.Player, Info.ReadyAudio);
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hasPlayedSound = true;
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}
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else if (!isBuilding)
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{
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if (BuildUnit(order.TargetString))
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Sound.PlayToPlayer(order.Player, eva.UnitReadyAudio);
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Sound.PlayToPlayer(order.Player, Info.ReadyAudio);
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else if (!hasPlayedSound && time > 0)
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{
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Sound.PlayToPlayer(order.Player, eva.UnitReadyBlockedAudio);
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Sound.PlayToPlayer(order.Player, Info.BlockedAudio);
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hasPlayedSound = true;
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}
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}
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@@ -333,7 +333,6 @@ namespace OpenRA.Mods.RA.Widgets
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void HandleBuildPalette( World world, string item, bool isLmb )
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{
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var unit = Rules.Info[item];
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var eva = world.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
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var producing = CurrentQueue.AllQueued().FirstOrDefault( a => a.Item == item );
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if (isLmb)
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@@ -365,7 +364,7 @@ namespace OpenRA.Mods.RA.Widgets
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// instant cancel of things we havent really started yet, and things that are finished
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if (producing.Paused || producing.Done || producing.TotalCost == producing.RemainingCost)
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{
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Sound.Play(eva.CancelledAudio);
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Sound.Play(CurrentQueue.Info.CancelledAudio);
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int numberToCancel = Game.GetModifierKeys().HasModifier(Modifiers.Shift) ? 5 : 1;
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if (Game.GetModifierKeys().HasModifier(Modifiers.Shift) &&
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Game.GetModifierKeys().HasModifier(Modifiers.Ctrl))
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@@ -376,7 +375,7 @@ namespace OpenRA.Mods.RA.Widgets
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}
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else
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{
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Sound.Play(eva.OnHoldAudio);
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Sound.Play(CurrentQueue.Info.OnHoldAudio);
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world.IssueOrder(Order.PauseProduction(CurrentQueue.self, item, true));
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}
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}
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@@ -385,11 +384,7 @@ namespace OpenRA.Mods.RA.Widgets
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void StartProduction( World world, string item )
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{
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var eva = world.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
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var unit = Rules.Info[item];
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Sound.Play(unit.Traits.Contains<BuildingInfo>() ? eva.BuildingSelectAudio : eva.UnitSelectAudio);
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Sound.Play(CurrentQueue.Info.QueuedAudio);
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world.IssueOrder(Order.StartProduction(CurrentQueue.self, item,
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Game.GetModifierKeys().HasModifier(Modifiers.Shift) ? 5 : 1));
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}
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@@ -28,10 +28,18 @@ FACT:
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Type: Building
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BuildSpeed: .4
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LowPowerSlowdown: 3
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QueuedAudio: bldging1.aud
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ReadyAudio: constru1.aud
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OnHoldAudio: onhold1.aud
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CancelledAudio: cancel1.aud
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ProductionQueue@Defense:
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Type: Defense
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BuildSpeed: .4
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LowPowerSlowdown: 3
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QueuedAudio: bldging1.aud
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ReadyAudio: constru1.aud
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OnHoldAudio: onhold1.aud
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CancelledAudio: cancel1.aud
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BaseBuilding:
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NUKE:
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@@ -158,7 +166,10 @@ PYLE:
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Type: Infantry
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BuildSpeed: .4
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LowPowerSlowdown: 3
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QueuedAudio: bldging1.aud
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ReadyAudio: unitredy.aud
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OnHoldAudio: onhold1.aud
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CancelledAudio: cancel1.aud
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HAND:
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Inherits: ^Building
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Valued:
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@@ -188,10 +199,14 @@ HAND:
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ExitCell: 1,2
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Production:
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Produces: Infantry
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ProductionQueue@Infantry:
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ProductionQueue:
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Type: Infantry
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BuildSpeed: .4
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LowPowerSlowdown: 3
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QueuedAudio: bldging1.aud
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ReadyAudio: unitredy.aud
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OnHoldAudio: onhold1.aud
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CancelledAudio: cancel1.aud
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AFLD:
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Inherits: ^Building
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@@ -226,10 +241,14 @@ AFLD:
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ExitCell: 3,1
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ProductionAirdrop:
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Produces: Vehicle
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ProductionQueue@Vehicle:
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ProductionQueue:
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Type: Vehicle
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BuildSpeed: .4
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LowPowerSlowdown: 3
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QueuedAudio: bldging1.aud
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ReadyAudio: unitredy.aud
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OnHoldAudio: onhold1.aud
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CancelledAudio: cancel1.aud
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WEAP:
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Inherits: ^Building
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@@ -265,10 +284,14 @@ WEAP:
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ExitCell: 0,2
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Production:
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Produces: Vehicle
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ProductionQueue@Vehicle:
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ProductionQueue:
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Type: Vehicle
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BuildSpeed: .4
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LowPowerSlowdown: 3
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QueuedAudio: bldging1.aud
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ReadyAudio: unitredy.aud
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OnHoldAudio: onhold1.aud
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CancelledAudio: cancel1.aud
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HQ:
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RequiresPower:
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@@ -387,11 +410,15 @@ HPAD:
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Reservable:
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RepairsUnits:
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RallyPoint:
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ProductionQueue@Plane:
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ProductionQueue:
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Type: Plane
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BuildSpeed: .4
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LowPowerSlowdown: 3
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QueuedAudio: bldging1.aud
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ReadyAudio: unitredy.aud
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OnHoldAudio: onhold1.aud
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CancelledAudio: cancel1.aud
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EYE:
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RequiresPower:
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CanPowerDown:
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@@ -131,13 +131,7 @@ World:
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EvaAlerts:
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RadarUp: comcntr1.aud
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RadarDown: powrdn1.aud
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BuildingSelectAudio: bldging1.aud
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BuildingReadyAudio: constru1.aud
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BuildingCannotPlaceAudio: deploy1.aud
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UnitSelectAudio: bldging1.aud
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UnitReadyAudio: unitredy.aud
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OnHoldAudio: onhold1.aud
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CancelledAudio: cancel1.aud
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CashTickUp:
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CashTickDown:
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LowPower: lopower1.aud
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@@ -4,10 +4,14 @@ Player:
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Type: Building
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BuildSpeed: .4
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LowPowerSlowdown: 3
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QueuedAudio: abldgin1.aud
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ReadyAudio: conscmp1.aud
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ClassicProductionQueue@Defense:
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Type: Defense
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BuildSpeed: .4
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LowPowerSlowdown: 3
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QueuedAudio: abldgin1.aud
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ReadyAudio: conscmp1.aud
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ClassicProductionQueue@Vehicle:
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Type: Vehicle
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BuildSpeed: .4
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