added support for nuke launch sound to confirm strike
separated into IncomingSound = "nuke approaching/detected" and changed LaunchSound into "nuke lauched" also nuke with small L .aud in cnc rules looks like a typo
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@@ -41,9 +41,10 @@ namespace OpenRA.Mods.RA
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public override void Activate(Actor self, Order order)
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{
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// Play to everyone but the current player
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if (self.Owner != self.World.LocalPlayer)
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if (self.Owner == self.World.LocalPlayer)
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Sound.Play(Info.LaunchSound);
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else
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Sound.Play(Info.IncomingSound);
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var npi = Info as NukePowerInfo;
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var rb = self.Trait<RenderSimple>();
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@@ -27,6 +27,7 @@ namespace OpenRA.Mods.RA
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public readonly string EndChargeSound = null;
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public readonly string SelectTargetSound = null;
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public readonly string LaunchSound = null;
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public readonly string IncomingSound = null;
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public readonly bool DisplayTimer = false;
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@@ -476,7 +476,8 @@ TMPL:
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BeginChargeSound:
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EndChargeSound: nukavail.aud
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SelectTargetSound: select1.aud
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LaunchSound: nukel.aud
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LaunchSound: nuklnch1.aud
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IncomingSound: nuke1.aud
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MissileWeapon: atomic
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SupportPowerChargeBar:
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@@ -88,6 +88,7 @@ PALACEH:
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EndChargeSound: HI_DHRDY.AUD
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SelectTargetSound:
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LaunchSound:
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IncomingSound:
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MissileWeapon: atomic
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SpawnOffset:-512,1c171,0
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CanPowerDown:
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@@ -31,7 +31,8 @@ MSLO:
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BeginChargeSound: aprep1.aud
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EndChargeSound: aready1.aud
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SelectTargetSound: slcttgt1.aud
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LaunchSound: alaunch1.aud
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IncomingSound: alaunch1.aud
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LaunchSound:
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MissileWeapon: atomic
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SpawnOffset: 0,427,0
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DisplayTimer: True
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