rip out ActorStance garbage
This commit is contained in:
@@ -379,38 +379,12 @@ namespace OpenRA.Editor
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if (!Players.Contains(parts[0]))
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if (!Players.Contains(parts[0]))
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Players.Add(parts[0]);
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Players.Add(parts[0]);
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var stance = ActorStance.Stance.None;
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switch (parts[5])
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{
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case "Area Guard":
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case "Guard":
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stance = ActorStance.Stance.Guard;
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break;
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case "Defend Base":
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stance = ActorStance.Stance.Defend;
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break;
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case "Hunt":
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case "Rampage":
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case "Attack Base":
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case "Attack Units":
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case "Attack Civil.":
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case "Attack Tarcom":
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stance = ActorStance.Stance.Hunt;
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break;
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case "Retreat":
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case "Return":
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stance = ActorStance.Stance.Retreat;
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break;
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// do we care about `Harvest' and `Sticky'?
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}
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var actor = new ActorReference(parts[1].ToLowerInvariant())
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var actor = new ActorReference(parts[1].ToLowerInvariant())
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{
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{
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new LocationInit(new int2(loc % MapSize, loc / MapSize)),
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new LocationInit(new int2(loc % MapSize, loc / MapSize)),
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new OwnerInit(parts[0]),
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new OwnerInit(parts[0]),
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new HealthInit(float.Parse(parts[2], NumberFormatInfo.InvariantInfo)/256),
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new HealthInit(float.Parse(parts[2], NumberFormatInfo.InvariantInfo)/256),
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new FacingInit((section == "INFANTRY") ? int.Parse(parts[6]) : int.Parse(parts[4])),
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new FacingInit((section == "INFANTRY") ? int.Parse(parts[6]) : int.Parse(parts[4])),
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new ActorStanceInit(stance),
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};
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};
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if (section == "INFANTRY")
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if (section == "INFANTRY")
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@@ -441,17 +415,17 @@ namespace OpenRA.Editor
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void LoadPlayer(IniFile file, string section, bool isRA)
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void LoadPlayer(IniFile file, string section, bool isRA)
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{
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{
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var c = (section == "BadGuy") ? "red" :
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var c = section == "BadGuy" ? "red" :
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(isRA) ? "blue" : "gold";
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isRA ? "blue" : "gold";
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var color = namedColorMapping[c];
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var color = namedColorMapping[c];
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var pr = new PlayerReference
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var pr = new PlayerReference
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{
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{
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Name = section,
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Name = section,
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OwnsWorld = (section == "Neutral"),
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OwnsWorld = section == "Neutral",
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NonCombatant = (section == "Neutral"),
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NonCombatant = section == "Neutral",
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Race = (isRA) ? ((section == "BadGuy") ? "soviet" : "allies") : ((section == "BadGuy") ? "nod" : "gdi"),
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Race = isRA ? (section == "BadGuy" ? "soviet" : "allies") : (section == "BadGuy" ? "nod" : "gdi"),
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ColorRamp = new ColorRamp(
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ColorRamp = new ColorRamp(
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(byte)((color.First.GetHue() / 360.0f) * 255),
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(byte)((color.First.GetHue() / 360.0f) * 255),
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(byte)(color.First.GetSaturation() * 255),
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(byte)(color.First.GetSaturation() * 255),
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@@ -459,7 +433,7 @@ namespace OpenRA.Editor
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(byte)(color.Second.GetBrightness() * 255))
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(byte)(color.Second.GetBrightness() * 255))
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};
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};
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var Neutral = new List<string>(){"Neutral"};
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var Neutral = new [] {"Neutral"};
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foreach (var s in file.GetSection(section, true))
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foreach (var s in file.GetSection(section, true))
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{
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{
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Console.WriteLine(s.Key);
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Console.WriteLine(s.Key);
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@@ -168,7 +168,6 @@
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<Compile Include="Widgets\VqaPlayerWidget.cs" />
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<Compile Include="Widgets\VqaPlayerWidget.cs" />
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<Compile Include="GameRules\Settings.cs" />
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<Compile Include="GameRules\Settings.cs" />
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<Compile Include="Support\Arguments.cs" />
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<Compile Include="Support\Arguments.cs" />
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<Compile Include="Traits\ActorStance.cs" />
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<Compile Include="Traits\Armor.cs" />
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<Compile Include="Traits\Armor.cs" />
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<Compile Include="Graphics\CursorProvider.cs" />
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<Compile Include="Graphics\CursorProvider.cs" />
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<Compile Include="Server\TraitInterfaces.cs" />
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<Compile Include="Server\TraitInterfaces.cs" />
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@@ -1,42 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.FileFormats;
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namespace OpenRA.Traits
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{
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class ActorStanceInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new ActorStance(init); }
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}
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public class ActorStance
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{
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// Stances modify default actor behavior
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public enum Stance
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{
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None,
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Guard, // Stay near an actor/area; attack anything that comes near
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Defend, // Come running if a bad guy comes in range of the defendee
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Hunt, // Go searching for things to kill; will stray from move orders etc to follow target
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Retreat // Actively avoid things which might kill me
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}
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// Doesn't do anything... yet
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public ActorStance(ActorInitializer init) {}
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}
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public class ActorStanceInit : IActorInit<ActorStance.Stance>
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{
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[FieldFromYamlKey] public readonly ActorStance.Stance value = ActorStance.Stance.None;
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public ActorStanceInit() { }
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public ActorStanceInit( ActorStance.Stance init ) { value = init; }
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public ActorStance.Stance Value( World world ) { return value; }
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}
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}
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@@ -308,128 +308,109 @@ Actors:
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Owner: BadGuy
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Owner: BadGuy
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Health: 0.5
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Health: 0.5
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Facing: 160
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Facing: 160
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ActorStance: None
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Actor84: gun
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Actor84: gun
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Location: 41,55
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Location: 41,55
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Owner: BadGuy
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Owner: BadGuy
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Health: 0.5
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Health: 0.5
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Facing: 160
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Facing: 160
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ActorStance: None
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Actor85: gun
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Actor85: gun
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Location: 49,55
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Location: 49,55
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Owner: BadGuy
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Owner: BadGuy
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Health: 0.1875
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Health: 0.1875
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Facing: 160
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Facing: 160
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ActorStance: None
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mcv: mcv
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mcv: mcv
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Location: 56,53
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Location: 56,53
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Owner: GoodGuy
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Owner: GoodGuy
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Health: 1
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Health: 1
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Facing: 0
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Facing: 0
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ActorStance: Guard
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Gunboat: boat
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Gunboat: boat
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Location: 53,59
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Location: 53,59
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Owner: GoodGuy
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Owner: GoodGuy
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Health: 1
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Health: 1
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Facing: 64
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Facing: 64
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ActorStance: Hunt
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Actor88: e1
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Actor88: e1
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Location: 56,55
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Location: 56,55
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Owner: GoodGuy
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Owner: GoodGuy
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Health: 1
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Health: 1
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Facing: 0
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Facing: 0
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ActorStance: Guard
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SubCell: 2
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SubCell: 2
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Actor89: e1
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Actor89: e1
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Location: 56,55
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Location: 56,55
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Owner: GoodGuy
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Owner: GoodGuy
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Health: 1
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Health: 1
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Facing: 0
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Facing: 0
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ActorStance: Guard
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SubCell: 4
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SubCell: 4
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Actor90: e1
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Actor90: e1
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Location: 56,55
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Location: 56,55
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Owner: GoodGuy
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Owner: GoodGuy
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Health: 1
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Health: 1
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Facing: 0
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Facing: 0
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ActorStance: Guard
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SubCell: 3
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SubCell: 3
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Actor91: e1
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Actor91: e1
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Location: 56,55
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Location: 56,55
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Owner: GoodGuy
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Owner: GoodGuy
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Health: 1
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Health: 1
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Facing: 0
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Facing: 0
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ActorStance: Guard
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SubCell: 1
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SubCell: 1
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Actor92: e1
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Actor92: e1
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Location: 57,45
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Location: 57,45
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Owner: BadGuy
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Owner: BadGuy
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Health: 1
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Health: 1
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Facing: 160
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Facing: 160
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ActorStance: Guard
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SubCell: 2
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SubCell: 2
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Actor93: e1
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Actor93: e1
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Location: 56,41
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Location: 56,41
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Owner: BadGuy
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Owner: BadGuy
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Health: 1
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Health: 1
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Facing: 192
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Facing: 192
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ActorStance: Guard
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SubCell: 2
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SubCell: 2
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Actor94: e1
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Actor94: e1
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Location: 48,41
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Location: 48,41
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Owner: BadGuy
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Owner: BadGuy
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Health: 1
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Health: 1
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Facing: 96
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Facing: 96
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ActorStance: Guard
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SubCell: 3
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SubCell: 3
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Actor95: e1
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Actor95: e1
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Location: 59,45
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Location: 59,45
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Owner: BadGuy
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Owner: BadGuy
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Health: 1
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Health: 1
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Facing: 160
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Facing: 160
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ActorStance: Guard
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SubCell: 1
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SubCell: 1
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Actor96: e1
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Actor96: e1
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Location: 46,50
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Location: 46,50
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Owner: BadGuy
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Owner: BadGuy
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Health: 1
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Health: 1
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Facing: 96
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Facing: 96
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ActorStance: Guard
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SubCell: 3
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SubCell: 3
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Actor97: e1
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Actor97: e1
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Location: 48,47
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Location: 48,47
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Owner: BadGuy
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Owner: BadGuy
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Health: 1
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Health: 1
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Facing: 96
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Facing: 96
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ActorStance: Guard
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SubCell: 1
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SubCell: 1
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Actor98: e1
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Actor98: e1
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Location: 38,43
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Location: 38,43
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Owner: BadGuy
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Owner: BadGuy
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Health: 1
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Health: 1
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Facing: 128
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Facing: 128
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ActorStance: Guard
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SubCell: 4
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SubCell: 4
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Actor99: e1
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Actor99: e1
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Location: 38,43
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Location: 38,43
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Owner: BadGuy
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Owner: BadGuy
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Health: 1
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Health: 1
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Facing: 128
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Facing: 128
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ActorStance: Guard
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SubCell: 1
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SubCell: 1
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Actor100: e1
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Actor100: e1
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Location: 48,41
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Location: 48,41
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Owner: BadGuy
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Owner: BadGuy
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Health: 1
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Health: 1
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Facing: 96
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Facing: 96
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ActorStance: Guard
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SubCell: 2
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SubCell: 2
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Actor101: e1
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Actor101: e1
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Location: 41,39
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Location: 41,39
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Owner: BadGuy
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Owner: BadGuy
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Health: 1
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Health: 1
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Facing: 96
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Facing: 96
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ActorStance: Hunt
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SubCell: 4
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SubCell: 4
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spawn27: waypoint
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spawn27: waypoint
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Location: 51,47
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Location: 51,47
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