Use the new-format sequences.

This commit is contained in:
Paul Chote
2010-09-09 19:18:17 +12:00
parent befe22e170
commit dbbdc171d2
19 changed files with 244 additions and 2132 deletions

View File

@@ -19,7 +19,7 @@ namespace OpenRA.FileFormats
{
public readonly string[]
Folders, Packages, Rules,
Sequences, Chrome, Assemblies, ChromeLayout,
Sequences, Cursors, Chrome, Assemblies, ChromeLayout,
Weapons, Voices, Music, Movies, TileSets;
public readonly string ShellmapUid, LoadScreen;
@@ -34,6 +34,7 @@ namespace OpenRA.FileFormats
Packages = YamlList(yaml, "Packages");
Rules = YamlList(yaml, "Rules");
Sequences = YamlList(yaml, "Sequences");
Cursors = YamlList(yaml, "Cursors");
Chrome = YamlList(yaml, "Chrome");
Assemblies = YamlList(yaml, "Assemblies");
ChromeLayout = YamlList(yaml, "ChromeLayout");

View File

@@ -17,7 +17,7 @@ namespace OpenRA
CursorSequence sequence;
public Cursor(string cursor)
{
sequence = SequenceProvider.GetCursorSequence(cursor);
sequence = CursorProvider.GetCursorSequence(cursor);
}
public void Draw(int frame, float2 pos)

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@@ -0,0 +1,67 @@
#region Copyright & License Information
/*
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see LICENSE.
*/
#endregion
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Xml;
using OpenRA.FileFormats;
namespace OpenRA.Graphics
{
public static class CursorProvider
{
static Dictionary<string, CursorSequence> cursors;
public static void Initialize(string[] sequenceFiles)
{
cursors = new Dictionary<string, CursorSequence>();
foreach (var f in sequenceFiles)
LoadSequenceSource(f);
}
static void LoadSequenceSource(string filename)
{
XmlDocument document = new XmlDocument();
document.Load(FileSystem.Open(filename));
foreach (XmlElement eCursor in document.SelectNodes("/sequences/cursor"))
LoadSequencesForCursor(eCursor);
}
static void LoadSequencesForCursor(XmlElement eCursor)
{
Game.modData.LoadScreen.Display();
string cursorSrc = eCursor.GetAttribute("src");
string palette = eCursor.GetAttribute("palette");
foreach (XmlElement eSequence in eCursor.SelectNodes("./sequence"))
cursors.Add(eSequence.GetAttribute("name"), new CursorSequence(cursorSrc, palette, eSequence));
}
public static bool HasCursorSequence(string cursor)
{
return cursors.ContainsKey(cursor);
}
public static CursorSequence GetCursorSequence(string cursor)
{
try { return cursors[cursor]; }
catch (KeyNotFoundException)
{
throw new InvalidOperationException(
"Cursor does not have a sequence `{0}`".F(cursor));
}
}
}
}

View File

@@ -27,30 +27,30 @@ namespace OpenRA.Graphics
public int Tick { get { return tick; } }
string srcOverride;
public Sequence(string unit, XmlElement e)
public Sequence(string unit, string name, MiniYaml info)
{
srcOverride = e.GetAttribute("src");
Name = e.GetAttribute("name");
srcOverride = info.Value;
Name = name;
var d = info.NodesDict;
sprites = SpriteSheetBuilder.LoadAllSprites(string.IsNullOrEmpty(srcOverride) ? unit : srcOverride );
start = int.Parse(e.GetAttribute("start"));
start = int.Parse(d["Start"].Value);
if (e.GetAttribute("length") == "*" || e.GetAttribute("end") == "*")
length = sprites.Length - Start;
else if (e.HasAttribute("length"))
length = int.Parse(e.GetAttribute("length"));
else if (e.HasAttribute("end"))
length = int.Parse(e.GetAttribute("end")) - int.Parse(e.GetAttribute("start"));
else
if (!d.ContainsKey("Length"))
length = 1;
else if (d["Length"].Value == "*")
length = sprites.Length - Start;
else
length = int.Parse(d["Length"].Value);
if( e.HasAttribute( "facings" ) )
facings = int.Parse( e.GetAttribute( "facings" ) );
if(d.ContainsKey("Facings"))
facings = int.Parse(d["Facings"].Value);
else
facings = 1;
if (e.HasAttribute("tick"))
tick = int.Parse(e.GetAttribute("tick"));
if(d.ContainsKey("Tick"))
tick = int.Parse(d["Tick"].Value);
else
tick = 40;
}

View File

@@ -20,54 +20,25 @@ namespace OpenRA.Graphics
public static class SequenceProvider
{
static Dictionary<string, Dictionary<string, Sequence>> units;
static Dictionary<string, CursorSequence> cursors;
public static void Initialize(string[] sequenceFiles)
{
units = new Dictionary<string, Dictionary<string, Sequence>>();
cursors = new Dictionary<string, CursorSequence>();
foreach (var f in sequenceFiles)
LoadSequenceSource(f);
var sequences = sequenceFiles
.Select(s => MiniYaml.FromFile(s))
.Aggregate(MiniYaml.Merge);
foreach (var s in sequences)
LoadSequencesForUnit(s.Key, s.Value);
}
static void LoadSequenceSource(string filename)
{
XmlDocument document = new XmlDocument();
document.Load(FileSystem.Open(filename));
var ret = new List<MiniYamlNode>();
foreach (XmlElement eUnit in document.SelectNodes("/sequences/unit"))
LoadSequencesForUnit(eUnit, ret);
ret.WriteToFile(filename+".yaml");
foreach (XmlElement eCursor in document.SelectNodes("/sequences/cursor"))
LoadSequencesForCursor(eCursor);
}
static void LoadSequencesForCursor(XmlElement eCursor)
static void LoadSequencesForUnit(string unit, MiniYaml sequences)
{
Game.modData.LoadScreen.Display();
string cursorSrc = eCursor.GetAttribute("src");
string palette = eCursor.GetAttribute("palette");
foreach (XmlElement eSequence in eCursor.SelectNodes("./sequence"))
cursors.Add(eSequence.GetAttribute("name"), new CursorSequence(cursorSrc, palette, eSequence));
}
static void LoadSequencesForUnit(XmlElement eUnit, List<MiniYamlNode> converted)
{
Game.modData.LoadScreen.Display();
string unitName = eUnit.GetAttribute("name");
try {
var sequences = eUnit.SelectNodes("./sequence").OfType<XmlElement>()
.Select(e => new Sequence(unitName, e))
.ToDictionary(s => s.Name);
units.Add(unitName, sequences);
converted.Add(new MiniYamlNode(unitName, SaveSequencesForUnit(unitName)));
var seq = sequences.NodesDict.ToDictionary(x => x.Key, x => new Sequence(unit,x.Key,x.Value));
units.Add(unit, seq);
} catch (FileNotFoundException) {} // Do nothing; we can crash later if we actually wanted art
}
@@ -94,20 +65,5 @@ namespace OpenRA.Graphics
{
return units[unit].ContainsKey(seq);
}
public static bool HasCursorSequence(string cursor)
{
return cursors.ContainsKey(cursor);
}
public static CursorSequence GetCursorSequence(string cursor)
{
try { return cursors[cursor]; }
catch (KeyNotFoundException)
{
throw new InvalidOperationException(
"Cursor does not have a sequence `{0}`".F(cursor));
}
}
}
}

View File

@@ -66,6 +66,7 @@ namespace OpenRA
{
SpriteSheetBuilder.Initialize( Rules.TileSets[map.Tileset] );
SequenceProvider.Initialize(Manifest.Sequences);
CursorProvider.Initialize(Manifest.Cursors);
cachedTheatre = map.Theater;
}
return map;

View File

@@ -226,6 +226,7 @@
<Compile Include="Support\Arguments.cs" />
<Compile Include="Traits\ActorStance.cs" />
<Compile Include="Traits\Armor.cs" />
<Compile Include="Graphics\CursorProvider.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">

View File

@@ -79,7 +79,7 @@ namespace OpenRA.Mods.RA.Widgets
if (cursor == null)
return "default";
return SequenceProvider.HasCursorSequence(cursor+"-minimap") ? cursor+"-minimap" : cursor;
return CursorProvider.HasCursorSequence(cursor+"-minimap") ? cursor+"-minimap" : cursor;
}
public override bool HandleInputInner(MouseInput mi)

66
mods/cnc/cursors.xml Normal file
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@@ -0,0 +1,66 @@
<?xml version="1.0" encoding="utf-8"?>
<sequences>
<cursor src="mouse2" palette="cursor">
<sequence name="scroll-t" start="1" x="12" y="12" />
<sequence name="scroll-tr" start="2" x="12" y="12" />
<sequence name="scroll-r" start="3" x="12" y="12" />
<sequence name="scroll-br" start="4" x="12" y="12" />
<sequence name="scroll-b" start="5" x="12" y="12" />
<sequence name="scroll-bl" start="6" x="12" y="12" />
<sequence name="scroll-l" start="7" x="12" y="12" />
<sequence name="scroll-tl" start="8" x="12" y="12" />
<sequence name="scroll-t-blocked" start="130" x="12" y="12" />
<sequence name="scroll-tr-blocked" start="131" x="12" y="12" />
<sequence name="scroll-r-blocked" start="132" x="12" y="12" />
<sequence name="scroll-br-blocked" start="133" x="12" y="12" />
<sequence name="scroll-b-blocked" start="134" x="12" y="12" />
<sequence name="scroll-bl-blocked" start="135" x="12" y="12" />
<sequence name="scroll-l-blocked" start="136" x="12" y="12" />
<sequence name="scroll-tl-blocked" start="137" x="12" y="12" />
<sequence name="select" start="12" length="6" x="12" y="12" />
<sequence name="default" start="0" />
<sequence name="default-minimap" start="86" length="1" />
<sequence name="generic-blocked" start="9" x="12" y="12" />
<sequence name="generic-blocked-minimap" start="27" x="12" y="12" />
<sequence name="attack" start="18" length="8" x="12" y="12" />
<sequence name="attack-minimap" start="140" length="8" x="12" y="12" />
<sequence name="attackmove" start="18" length="8" x="12" y="12" />
<sequence name="attackmove-minimap" start="140" length="8" x="12" y="12" />
<sequence name="enter" start="119" length="3" x="12" y="12" />
<sequence name="enter-minimap" start="148" length="3" x="12" y="12" />
<sequence name="c4" start="122" length="3" x="12" y="12" />
<sequence name="c4-minimap" start="127" length="3" x="12" y="12" />
<sequence name="guard" start="153" length="1" x="12" y="12" />
<sequence name="guard-minimap" start="152" length="1" x="12" y="12" />
<!-- Need minimap cursors -->
<sequence name="deploy" start="53" length="9" x="12" y="12" />
<sequence name="repair" start="29" length="24" x="12" y="12" />
<sequence name="repair-blocked" start="126" length="1" x="12" y="12" />
<sequence name="sell" start="62" length="24" x="12" y="12" />
<sequence name="sell-blocked" start="125" length="1" x="12" y="12" />
<sequence name="ability" start="88" length="8" x="12" y="12" />
<sequence name="nuke" start="96" length="7" x="12" y="12" />
<sequence name="ioncannon" start="103" length="16" x="12" y="12" />
<sequence name="sell-vehicle" start="154" length="24" x="12" y="12" />
</cursor>
<cursor src="mouse4" palette="cursor">
<sequence name="move" start="0" length="8" x="12" y="12" />
<sequence name="move-blocked" start="8" x="12" y="12" />
<sequence name="move-minimap" start="9" length="4" x="12" y="12" />
<sequence name="move-blocked-minimap" start="13" length="1" x="12" y="12" />
</cursor>
<cursor src="mouse3" palette="cursor2">
<sequence name="enter-blocked" start="212" length="1" x="12" y="12" />
<sequence name="enter-blocked-minimap" start="33" />
<sequence name="capture" start="164" length="3" x="12" y="12" />
<sequence name="capture-minimap" start="167" length="3" x="12" y="12" />
<sequence name="heal" start="160" length="4" x="12" y="12" />
<sequence name="heal-minimap" start="194" length="1" x="12" y="12" />
<sequence name="ability-minimap" start="214" length="8" x="12" y="12" />
<sequence name="deploy-blocked" start="211" length="1" x="12" y="12" />
<sequence name="goldwrench" start="170" length="24" x="12" y="12" />
<sequence name="goldwrench-blocked" start="213" length="1" x="12" y="12" />
</cursor>
</sequences>

View File

@@ -28,11 +28,14 @@ Rules:
mods/cnc/civilian.yaml: Civilian structures and bridges
Sequences:
mods/cnc/sequences-structures.xml:
mods/cnc/sequences-vehicles.xml:
mods/cnc/sequences-infantry.xml:
mods/cnc/sequences-map.xml: Trees etc
mods/cnc/sequences.xml: Obsolete; will disappear once done converting
mods/cnc/sequences-structures.yaml:
mods/cnc/sequences-vehicles.yaml:
mods/cnc/sequences-infantry.yaml:
mods/cnc/sequences-map.yaml: Trees etc
mods/cnc/sequences.yaml: Obsolete; will disappear once done converting
Cursors:
mods/cnc/cursors.xml:
Chrome:
mods/cnc/chrome.xml:

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@@ -1,38 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<sequences>
<!-- Stegosaurus -->
<unit name="steg">
<sequence name="stand" start="0" length="8" />
<sequence name="stand2" start="8" length="8" />
<sequence name="run" start="16" length="8" facings="8" />
<sequence name="shoot" start="80" length="12" facings="8" />
<sequence name="die1" start="176" length="22" />
</unit>
<!-- T-Rex -->
<unit name="trex">
<sequence name="stand" start="0" length="8" />
<sequence name="stand2" start="8" length="8" />
<sequence name="run" start="16" length="8" facings="8" />
<sequence name="shoot" start="80" length="8" facings="8"/>
<sequence name="die1" start="144" length="40" />
</unit>
<!-- Triceratops -->
<unit name="tric">
<sequence name="stand" start="0" length="8" />
<sequence name="stand2" start="8" length="8" />
<sequence name="run" start="16" length="8" facings="8" />
<sequence name="shoot" start="80" length="12" facings="8" />
<sequence name="die1" start="176" length="20" />
</unit>
<!-- Velociraptor -->
<unit name="rapt">
<sequence name="stand" start="0" length="8" />
<sequence name="stand2" start="8" length="8" />
<sequence name="run" start="16" length="8" facings="8" />
<sequence name="shoot" start="80" length="8" facings="8" />
<sequence name="die1" start="144" length="40" />
</unit>
</sequences>

View File

@@ -1,229 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<sequences>
<!-- Visceroid -->
<unit name="vice">
<sequence name="idle" start="0" length="20" />
</unit>
<unit name="e1">
<sequence name="stand" start="0" length="1" facings="8" />
<sequence name="stand2" start="8" length="1" facings="8" />
<sequence name="run" start="16" length="6" facings="8" />
<sequence name="shoot" start="64" length="8" facings="8" />
<sequence name="crawl" start="144" length="4" facings="8" />
<sequence name="standup" start="176" length="2" facings="8" />
<sequence name="prone-shoot" start="192" length="8" facings="8" />
<sequence name="idle1" start="257" length="15" />
<sequence name="idle2" start="272" length="16" />
<sequence name="idle3" start="289" length="22" />
<sequence name="die1" start="381" length="9" />
<sequence name="die5" start="418" length="18" />
<sequence name="die4" start="406" length="12" />
<sequence name="die3" start="398" length="8" />
<sequence name="die2" start="390" length="8" />
</unit>
<unit name="e2">
<sequence name="stand" start="0" length="1" facings="8" />
<sequence name="stand2" start="8" length="1" facings="8" />
<sequence name="run" start="16" length="6" facings="8" />
<sequence name="shoot" start="64" length="20" facings="8" />
<sequence name="crawl" start="240" length="4" facings="8" />
<sequence name="prone-shoot" start="288" length="12" facings="8" />
<sequence name="idle1" start="384" length="16" />
<sequence name="idle2" start="400" length="13" />
<sequence name="die5" start="546" length="18" />
<sequence name="die4" start="534" length="12" />
<sequence name="die3" start="526" length="8" />
<sequence name="die2" start="518" length="8" />
<sequence name="die1" start="509" length="9" />
</unit>
<unit name="e3">
<sequence name="stand" start="0" length="1" facings="8" />
<sequence name="stand2" start="8" length="1" facings="8" />
<sequence name="run" start="16" length="6" facings="8" />
<sequence name="shoot" start="64" length="8" facings="8" />
<sequence name="crawl" start="144" length="4" facings="8" />
<sequence name="prone-shoot" start="192" length="10" facings="8" />
<sequence name="idle1" start="274" length="12" />
<sequence name="idle2" start="289" length="14" />
<sequence name="die1" start="397" length="9" />
<sequence name="die2" start="406" length="8" />
<sequence name="die3" start="414" length="8" />
<sequence name="die4" start="422" length="12" />
<sequence name="die5" start="434" length="18" />
</unit>
<unit name="e4">
<sequence name="stand" start="0" length="1" facings="8" />
<sequence name="stand2" start="8" length="1" facings="8" />
<sequence name="run" start="16" length="6" facings="8" />
<sequence name="shoot" start="64" length="16" facings="8" />
<sequence name="crawl" start="208" length="4" facings="8" />
<sequence name="prone-shoot" start="256" length="16" facings="8" />
<sequence name="idle1" start="384" length="16" />
<sequence name="idle2" start="400" length="16" />
<sequence name="die5" start="546" length="18" />
<sequence name="die4" start="534" length="12" />
<sequence name="die3" start="526" length="8" />
<sequence name="die2" start="518" length="8" />
<sequence name="die1" start="509" length="9" />
<sequence name="muzzle" start="0" length="13" src="flame" facings="8" />
</unit>
<unit name="e5">
<sequence name="stand" start="0" length="1" facings="8" />
<sequence name="stand2" start="8" length="1" facings="8" />
<sequence name="run" start="16" length="6" facings="8" />
<sequence name="shoot" start="64" length="16" facings="8" />
<sequence name="crawl" start="208" length="4" facings="8" />
<sequence name="prone-shoot" start="256" length="16" facings="8" />
<sequence name="idle1" start="384" length="16" />
<sequence name="idle2" start="400" length="16" />
<sequence name="die5" start="546" length="18" />
<sequence name="die4" start="534" length="12" />
<sequence name="die3" start="526" length="8" />
<sequence name="die2" start="518" length="8" />
<sequence name="die1" start="509" length="9" />
<sequence name="muzzle" start="0" length="13" src="chem" facings="8" />
</unit>
<unit name="e6">
<sequence name="stand" start="0" length="1" facings="8" />
<sequence name="stand2" start="8" length="1" facings="8" />
<sequence name="run" start="16" length="6" facings="8" />
<sequence name="crawl" start="82" length="4" facings="8" />
<sequence name="idle1" start="114" length="6" />
<sequence name="idle2" start="200" length="6" />
<sequence name="die5" start="182" length="18" />
<sequence name="die4" start="170" length="12" />
<sequence name="die3" start="162" length="8" />
<sequence name="die2" start="154" length="8" />
<sequence name="die1" start="145" length="9" />
</unit>
<unit name="c1">
<sequence name="stand" start="0" length="1" facings="8" />
<sequence name="crawl" start="8" length="6" facings="8" />
<sequence name="run" start="56" length="6" facings="8" />
<sequence name="shoot" start="205" length="4" facings="8" />
<sequence name="die1" start="172" length="4" />
<sequence name="die2" start="329" length="8" />
<sequence name="die3" start="337" length="8" />
<sequence name="die4" start="345" length="12" />
<sequence name="die5" start="357" length="18" />
</unit>
<unit name="c2">
<sequence name="stand" start="0" length="1" facings="8" />
<sequence name="crawl" start="8" length="6" facings="8" />
<sequence name="run" start="56" length="6" facings="8" />
<sequence name="shoot" start="205" length="4" facings="8" />
<sequence name="die1" start="172" length="4" />
<sequence name="die2" start="329" length="8" />
<sequence name="die3" start="337" length="8" />
<sequence name="die4" start="345" length="12" />
<sequence name="die5" start="357" length="18" />
</unit>
<unit name="c3">
<sequence name="stand" start="0" length="1" facings="8" />
<sequence name="crawl" start="8" length="6" facings="8" />
<sequence name="run" start="56" length="6" facings="8" />
<sequence name="shoot" start="205" length="4" facings="8" />
<sequence name="die1" start="172" length="4" />
<sequence name="die2" start="329" length="8" />
<sequence name="die3" start="337" length="8" />
<sequence name="die4" start="345" length="12" />
<sequence name="die5" start="357" length="18" />
</unit>
<unit name="c4">
<sequence name="stand" start="0" length="1" facings="8" />
<sequence name="crawl" start="8" length="6" facings="8" />
<sequence name="run" start="56" length="6" facings="8" />
<sequence name="shoot" start="205" length="4" facings="8" />
<sequence name="die1" start="172" length="4" />
<sequence name="die2" start="329" length="8" />
<sequence name="die3" start="337" length="8" />
<sequence name="die4" start="345" length="12" />
<sequence name="die5" start="357" length="18" />
</unit>
<unit name="c5">
<sequence name="stand" start="0" length="1" facings="8" />
<sequence name="crawl" start="8" length="6" facings="8" />
<sequence name="run" start="56" length="6" facings="8" />
<sequence name="shoot" start="205" length="4" facings="8" />
<sequence name="die1" start="172" length="4" />
<sequence name="die2" start="329" length="8" />
<sequence name="die3" start="337" length="8" />
<sequence name="die4" start="345" length="12" />
<sequence name="die5" start="357" length="18" />
</unit>
<unit name="c6">
<sequence name="stand" start="0" length="1" facings="8" />
<sequence name="crawl" start="8" length="6" facings="8" />
<sequence name="run" start="56" length="6" facings="8" />
<sequence name="shoot" start="205" length="4" facings="8" />
<sequence name="die1" start="172" length="4" />
<sequence name="die2" start="329" length="8" />
<sequence name="die3" start="337" length="8" />
<sequence name="die4" start="345" length="12" />
<sequence name="die5" start="357" length="18" />
</unit>
<unit name="c7">
<sequence name="stand" start="0" length="1" facings="8" />
<sequence name="crawl" start="8" length="6" facings="8" />
<sequence name="run" start="56" length="6" facings="8" />
<sequence name="shoot" start="205" length="4" facings="8" />
<sequence name="die1" start="172" length="4" />
<sequence name="die2" start="329" length="8" />
<sequence name="die3" start="337" length="8" />
<sequence name="die4" start="345" length="12" />
<sequence name="die5" start="357" length="18" />
</unit>
<unit name="c8">
<sequence name="stand" start="0" length="1" facings="8" />
<sequence name="crawl" start="8" length="6" facings="8" />
<sequence name="run" start="56" length="6" facings="8" />
<sequence name="shoot" start="205" length="4" facings="8" />
<sequence name="die1" start="172" length="4" />
<sequence name="die2" start="329" length="8" />
<sequence name="die3" start="337" length="8" />
<sequence name="die4" start="345" length="12" />
<sequence name="die5" start="357" length="18" />
</unit>
<unit name="c9">
<sequence name="stand" start="0" length="1" facings="8" />
<sequence name="crawl" start="8" length="6" facings="8" />
<sequence name="run" start="56" length="6" facings="8" />
<sequence name="shoot" start="205" length="4" facings="8" />
<sequence name="die1" start="172" length="4" />
<sequence name="die2" start="329" length="8" />
<sequence name="die3" start="337" length="8" />
<sequence name="die4" start="345" length="12" />
<sequence name="die5" start="357" length="18" />
</unit>
<unit name="c10">
<sequence name="stand" start="0" length="1" facings="8" />
<sequence name="crawl" start="8" length="6" facings="8" />
<sequence name="run" start="56" length="6" facings="8" />
<sequence name="shoot" start="205" length="4" facings="8" />
<sequence name="die1" start="172" length="4" />
<sequence name="die2" start="329" length="8" />
<sequence name="die3" start="337" length="8" />
<sequence name="die4" start="345" length="12" />
<sequence name="die5" start="357" length="18" />
</unit>
<unit name="rmbo">
<sequence name="stand" start="0" length="1" facings="8" />
<sequence name="stand2" start="8" length="1" facings="8" />
<sequence name="run" start="16" length="6" facings="8" />
<sequence name="shoot" start="64" length="4" facings="8" />
<sequence name="crawl" start="112" length="4" facings="8" />
<sequence name="prone-shoot" start="160" length="4" facings="8" />
<sequence name="idle1" start="192" length="16" />
<sequence name="idle2" start="208" length="16" />
<sequence name="idle3" start="224" length="15" />
<sequence name="die5" start="354" length="18" />
<sequence name="die4" start="342" length="12" />
<sequence name="die3" start="334" length="8" />
<sequence name="die2" start="326" length="8" />
<sequence name="die1" start="317" length="9" />
</unit>
<unit name="fire">
<sequence name="1" start="0" length="15" src="fire1" />
<sequence name="2" start="0" length="15" src="fire2" />
</unit>
</sequences>

View File

@@ -1,319 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<sequences>
<!-- Blossom Trees -->
<unit name="split2">
<sequence name="make" start="0" length="30" />
<sequence name="active" start="30" length="24" />
<sequence name="idle" start="54" length="1" />
</unit>
<unit name="split3">
<sequence name="make" start="0" length="30" />
<sequence name="active" start="30" length="24" />
<sequence name="idle" start="54" length="1" />
</unit>
<!-- Rocks -->
<unit name="rock1">
<sequence name="idle" start="0" length="1" />
</unit>
<unit name="rock2">
<sequence name="idle" start="0" length="1" />
</unit>
<unit name="rock3">
<sequence name="idle" start="0" length="1" />
</unit>
<unit name="rock4">
<sequence name="idle" start="0" length="1" />
</unit>
<unit name="rock5">
<sequence name="idle" start="0" length="1" />
</unit>
<unit name="rock6">
<sequence name="idle" start="0" length="1" />
</unit>
<unit name="rock7">
<sequence name="idle" start="0" length="1" />
</unit>
<!-- Trees -->
<unit name="tc04">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="tc05">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="tc03">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="tc02">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="tc01">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t18">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t17">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t16">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t15">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="10" />
</unit>
<unit name="t14">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t13">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t12">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t11">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="10" />
</unit>
<unit name="t10">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t09">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t08">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t07">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t06">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t05">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t04">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t03">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t02">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t01">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<!-- Civilian Structures -->
<unit name="v01">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v25">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v02">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v20">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v03">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v21">
<sequence name="idle" start="0" length="3" />
<sequence name="damaged-idle" start="3" length="3" />
<sequence name="dead" start="6" length="1" />
</unit>
<unit name="v04">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v24">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v05">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v22">
<sequence name="idle" start="0" length="3" />
<sequence name="damaged-idle" start="3" length="3" />
<sequence name="dead" start="6" length="1" />
</unit>
<unit name="v06">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v26">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v07">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="2" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v30">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="2" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v08">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v23">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v09">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v27">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v10">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v28">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v11">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v29">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v12">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v34">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v13">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v35">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<!-- Buildings that can't be mapped from tem into desert (Fields) -->
<unit name="v14">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v15">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v16">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v17">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v18">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<!-- Buildings that can't be mapped from desert into tem -->
<unit name="v31">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v32">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
<unit name="v33">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
</unit>
</sequences>

View File

@@ -1,185 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<sequences>
<!-- Construction Yard -->
<unit name="fact">
<sequence name="build" start="4" length="20" />
<sequence name="idle" start="0" length="4" tick="80" />
<sequence name="damaged-idle" start="24" length="4" tick="80" />
<sequence name="damaged-build" start="28" length="20" />
<sequence name="dead" start="48" length="1" />
<sequence name="make" start="0" length="32" src="factmake" />
</unit>
<!-- Power Plant -->
<unit name="nuke">
<sequence name="idle" start="0" length="4" tick="400" />
<sequence name="damaged-idle" start="4" length="4" tick="400" />
<sequence name="dead" start="8" length="1" tick="400" />
<sequence name="make" start="0" length="*" src="nukemake" />
</unit>
<!-- Tiberium Refinary -->
<unit name="proc.proxy">
<sequence name="make" start="0" length="*" src="procmake" />
</unit>
<unit name="proc">
<sequence name="idle" start="0" />
<sequence name="active" start="0" length="30" />
<sequence name="damaged-idle" start="30" />
<sequence name="damaged-active" start="30" length="30" />
<sequence name="dead" start="60" />
<sequence name="make" start="0" length="*" src="procmake" />
</unit>
<!-- Tiberium Silo -->
<unit name="silo">
<sequence name="idle" start="0" length="5" />
<sequence name="damaged-idle" start="5" length="5" />
<sequence name="dead" start="10" length="1" />
<sequence name="make" start="0" length="*" src="silomake" />
</unit>
<!-- Hand of Nod -->
<unit name="hand">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
<sequence name="make" start="0" length="*" src="handmake" />
</unit>
<!-- GDI Barracks -->
<unit name="pyle">
<sequence name="idle" start="0" length="10" />
<sequence name="damaged-idle" start="10" length="10" />
<sequence name="dead" start="20" length="1" />
<sequence name="make" start="0" length="*" src="pylemake" />
</unit>
<!-- GDI Weapons factor -->
<unit name="weap">
<sequence name="idle" start="0" />
<sequence name="damaged-idle" start="1" />
<sequence name="dead" start="2" />
<sequence name="build-top" start="0" length="10" src="weap2" />
<sequence name="damaged-build-top" start="10" length="10" src="weap2" />
<sequence name="idle-top" start="0" length="1" src="weap2" />
<sequence name="damaged-idle-top" start="4" length="1" src="weap2" />
<sequence name="make" start="0" length="*" src="weapmake" />
</unit>
<!-- Nod Airfield -->
<unit name="afld">
<sequence name="idle" start="0" length="1" tick="120" />
<sequence name="active" start="0" length="16" tick="120" />
<sequence name="damaged-idle" start="16" length="1" tick="120" />
<sequence name="damaged-active" start="16" length="16" tick="120" />
<sequence name="dead" start="32" length="1" />
<sequence name="make" start="0" length="*" src="afldmake" />
</unit>
<!-- Communications Center -->
<unit name="hq">
<sequence name="idle" start="0" length="16" tick="200" />
<sequence name="damaged-idle" start="16" length="16" tick="200" />
<sequence name="dead" start="32" />
<sequence name="make" start="0" length="*" src="hqmake" />
</unit>
<!-- Advanced Power Plant -->
<unit name="nuk2">
<sequence name="idle" start="0" length="4" tick="400" />
<sequence name="damaged-idle" start="4" length="4" tick="400" />
<sequence name="dead" start="8" length="1" />
<sequence name="make" start="0" length="*" src="nuk2make" />
</unit>
<!-- Helipad -->
<unit name="hpad">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="7" length="1" />
<sequence name="active" start="1" length="6" />
<sequence name="damaged-active" start="8" length="6" />
<sequence name="dead" start="14" length="1" />
<sequence name="make" start="0" length="20" src="hpadmake" />
</unit>
<!-- Repair Facility -->
<unit name="fix">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="7" length="1" />
<sequence name="active" start="0" length="7" />
<sequence name="damaged-active" start="7" length="7" />
<sequence name="dead" start="14" length="1" />
<sequence name="make" start="0" length="14" src="fixmake" />
</unit>
<!-- Advanced Communications Center -->
<unit name="eye">
<sequence name="idle" start="0" length="16" tick="200" />
<sequence name="damaged-idle" start="16" length="16" tick="200" />
<sequence name="dead" start="32" />
<sequence name="make" start="0" length="*" src="eyemake" />
</unit>
<!-- Temple of Nod -->
<unit name="tmpl">
<sequence name="idle" start="0" />
<sequence name="damaged-idle" start="5" />
<sequence name="active" start="0" length="5" />
<sequence name="damaged-active" start="5" length="5" />
<sequence name="dead" start="10" />
<sequence name="make" start="0" length="*" src="tmplmake" />
</unit>
<!-- Obelisk of Light -->
<unit name="obli">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="4" length="1" />
<sequence name="active" start="0" length="4" />
<sequence name="damaged-active" start="4" length="4" />
<sequence name="dead" start="8" length="1" />
<sequence name="make" start="0" length="13" src="oblimake" />
</unit>
<!-- Concrete Barrier -->
<unit name="brik">
<sequence name="idle" start="0" length="16" />
<sequence name="scratched-idle" start="16" length="16" />
<sequence name="damaged-idle" start="32" length="16" />
<sequence name="critical-idle" start="48" length="16" />
</unit>
<!-- Sandbag Barrier -->
<unit name="sbag">
<sequence name="idle" start="0" length="16" />
<sequence name="damaged-idle" start="16" length="16" />
</unit>
<!-- Chain link Barrier -->
<unit name="cycl">
<sequence name="idle" start="0" length="16" />
<sequence name="damaged-idle" start="16" length="16" />
<sequence name="critical-idle" start="32" length="16" />
</unit>
<!-- Barbed wire Barrier -->
<unit name="barb">
<sequence name="idle" start="0" length="16" />
<sequence name="damaged-idle" start="16" length="16" />
</unit>
<!-- Wood Barrier -->
<unit name="wood">
<sequence name="idle" start="0" length="16" />
<sequence name="damaged-idle" start="16" length="16" />
</unit>
<!-- Turret -->
<unit name="gun">
<sequence name="idle" start="0" facings="32" />
<sequence name="recoil" start="32" facings="32" />
<sequence name="damaged-idle" start="64" facings="32" />
<sequence name="damaged-recoil" start="96" facings="32" />
<sequence name="make" start="0" length="20" src="gunmake" />
</unit>
<!-- SAM Site -->
<unit name="sam">
<sequence name="idle" start="17" facings="32" />
<sequence name="damaged-idle" start="81" facings="32" />
<sequence name="make" start="0" length="20" src="sammake" />
</unit>
<!-- Guard Tower -->
<unit name="gtwr">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
<sequence name="make" start="0" length="20" src="gtwrmake" />
</unit>
<!-- Advanced Guard Tower -->
<unit name="atwr">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
<sequence name="dead" start="2" length="1" />
<sequence name="make" start="0" length="14" src="atwrmake" />
</unit>
</sequences>

View File

@@ -1,127 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<sequences>
<!-- Mobile Construction Vehicle -->
<unit name="mcv">
<sequence name="idle" start="0" facings="32" />
</unit>
<!-- Tiberium Harvester -->
<unit name="harv">
<sequence name="idle" start="0" facings="32" />
<sequence name="harvest" start="32" length="4" facings="8" />
</unit>
<!-- Nod Buggy -->
<unit name="bggy">
<sequence name="idle" start="0" facings="32" />
<sequence name="turret" start="32" facings="32" />
<sequence name="muzzle" start="0" length="6" facings="8" src="minigun" />
</unit>
<!-- Nod Supply Aircraft -->
<unit name="c17">
<sequence name="idle" start="0" facings="32" />
</unit>
<!-- Transport Helicopter -->
<unit name="tran">
<sequence name="idle" start="0" facings="32" />
<sequence name="rotor" start="0" length="4" src="lrotor" />
<sequence name="rotor2" start="0" length="4" src="rrotor" />
<sequence name="slow-rotor" start="4" length="8" src="lrotor" />
<sequence name="slow-rotor2" start="4" length="8" src="rrotor" />
<sequence name="open" start="32" length="4" />
<sequence name="unload" start="35" length="1" />
</unit>
<!-- Apache Longbow -->
<unit name="heli">
<sequence name="idle" start="0" facings="32" />
<sequence name="rotor" start="0" length="4" src="lrotor" />
<sequence name="slow-rotor" start="4" length="8" src="lrotor" />
</unit>
<!-- Orca Helicopter -->
<unit name="orca">
<sequence name="idle" start="0" facings="32" />
<sequence name="damaged-idle" start="32" facings="32" />
</unit>
<!-- Medium Tank -->
<unit name="mtnk">
<sequence name="idle" start="0" facings="32" />
<sequence name="turret" start="32" facings="32" />
</unit>
<!-- Light Tank -->
<unit name="ltnk">
<sequence name="idle" start="0" facings="32" />
<sequence name="turret" start="32" facings="32" />
</unit>
<!-- Mammoth Tank -->
<unit name="htnk">
<sequence name="idle" start="0" facings="32" />
<sequence name="turret" start="32" facings="32" />
</unit>
<!-- Humvee -->
<unit name="jeep">
<sequence name="idle" start="0" facings="32" />
<sequence name="turret" start="32" facings="32" />
<sequence name="muzzle" start="0" length="6" facings="8" src="minigun" />
</unit>
<!-- Attack Bike -->
<unit name="bike">
<sequence name="idle" start="0" facings="32" />
</unit>
<!-- Flame Tank -->
<unit name="ftnk">
<sequence name="idle" start="0" length="1" facings="32" />
<sequence name="muzzle" start="0" length="13" facings="8" src="flame" />
</unit>
<!-- Mobile HQ -->
<unit name="mhq">
<sequence name="idle" start="0" facings="32" />
<sequence name="spinner" start="32" length="32" />
</unit>
<!-- Rocket Launcher -->
<unit name="msam">
<sequence name="idle" start="0" facings="32" />
<sequence name="turret" start="32" facings="32" />
<sequence name="aim" start="64" facings="32" />
<!-- hack -->
<sequence name="turret-3" start="64" facings="32" />
</unit>
<!-- SSM Launcher -->
<unit name="mlrs">
<sequence name="idle" start="0" facings="32" />
<sequence name="turret" start="32" facings="32" />
<sequence name="turret-2" start="64" facings="32" />
<sequence name="turret-3" start="96" facings="32" />
</unit>
<!-- Stealth Tank -->
<unit name="stnk">
<sequence name="idle" start="0" facings="32" />
</unit>
<!-- artillery -->
<unit name="arty">
<sequence name="idle" start="0" facings="32" />
</unit>
<!-- apc -->
<unit name="apc">
<sequence name="idle" start="0" facings="32" />
<sequence name="muzzle" start="0" length="6" facings="8" src="minigun" />
<sequence name="close" start="32" length="3" />
<sequence name="unload" start="32" length="1" />
</unit>
<!-- Hovercraft -->
<unit name="lst">
<sequence name="idle" start="0" facings="1" />
<sequence name="unload" start="0" facings="1" />
</unit>
<!-- Gunboat -->
<unit name="boat">
<sequence name="left" start="0" facings="32" />
<sequence name="left-damaged" start="32" />
<sequence name="left-critical" start="64" />
<sequence name="left-wake" start="6" length="6" src="wake" />
<sequence name="right" start="96" facings="32" />
<sequence name="right-damaged" start="128" facings="32" />
<sequence name="right-critical" start="160" facings="32" />
<sequence name="right-wake" start="0" length="6" src="wake" />
</unit>
<unit name="a10">
<sequence name="idle" start="0" facings="32" />
</unit>
</sequences>

View File

@@ -1,168 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<sequences>
<!-- build clock - hacked in -->
<unit name="clock">
<sequence name="idle" start="0" length="*" src="hclock" />
</unit>
<cursor src="mouse2" palette="cursor">
<sequence name="scroll-t" start="1" x="12" y="12" />
<sequence name="scroll-tr" start="2" x="12" y="12" />
<sequence name="scroll-r" start="3" x="12" y="12" />
<sequence name="scroll-br" start="4" x="12" y="12" />
<sequence name="scroll-b" start="5" x="12" y="12" />
<sequence name="scroll-bl" start="6" x="12" y="12" />
<sequence name="scroll-l" start="7" x="12" y="12" />
<sequence name="scroll-tl" start="8" x="12" y="12" />
<sequence name="scroll-t-blocked" start="130" x="12" y="12" />
<sequence name="scroll-tr-blocked" start="131" x="12" y="12" />
<sequence name="scroll-r-blocked" start="132" x="12" y="12" />
<sequence name="scroll-br-blocked" start="133" x="12" y="12" />
<sequence name="scroll-b-blocked" start="134" x="12" y="12" />
<sequence name="scroll-bl-blocked" start="135" x="12" y="12" />
<sequence name="scroll-l-blocked" start="136" x="12" y="12" />
<sequence name="scroll-tl-blocked" start="137" x="12" y="12" />
<sequence name="select" start="12" length="6" x="12" y="12" />
<sequence name="default" start="0" />
<sequence name="default-minimap" start="86" length="1" />
<sequence name="generic-blocked" start="9" x="12" y="12" />
<sequence name="generic-blocked-minimap" start="27" x="12" y="12" />
<sequence name="attack" start="18" length="8" x="12" y="12" />
<sequence name="attack-minimap" start="140" length="8" x="12" y="12" />
<sequence name="attackmove" start="18" length="8" x="12" y="12" />
<sequence name="attackmove-minimap" start="140" length="8" x="12" y="12" />
<sequence name="enter" start="119" length="3" x="12" y="12" />
<sequence name="enter-minimap" start="148" length="3" x="12" y="12" />
<sequence name="c4" start="122" length="3" x="12" y="12" />
<sequence name="c4-minimap" start="127" length="3" x="12" y="12" />
<sequence name="guard" start="153" length="1" x="12" y="12" />
<sequence name="guard-minimap" start="152" length="1" x="12" y="12" />
<!-- Need minimap cursors -->
<sequence name="deploy" start="53" length="9" x="12" y="12" />
<sequence name="repair" start="29" length="24" x="12" y="12" />
<sequence name="repair-blocked" start="126" length="1" x="12" y="12" />
<sequence name="sell" start="62" length="24" x="12" y="12" />
<sequence name="sell-blocked" start="125" length="1" x="12" y="12" />
<sequence name="ability" start="88" length="8" x="12" y="12" />
<sequence name="nuke" start="96" length="7" x="12" y="12" />
<sequence name="ioncannon" start="103" length="16" x="12" y="12" />
<sequence name="sell-vehicle" start="154" length="24" x="12" y="12" />
</cursor>
<cursor src="mouse4" palette="cursor">
<sequence name="move" start="0" length="8" x="12" y="12" />
<sequence name="move-blocked" start="8" x="12" y="12" />
<sequence name="move-minimap" start="9" length="4" x="12" y="12" />
<sequence name="move-blocked-minimap" start="13" length="1" x="12" y="12" />
</cursor>
<cursor src="mouse3" palette="cursor2">
<sequence name="enter-blocked" start="212" length="1" x="12" y="12" />
<sequence name="enter-blocked-minimap" start="33" />
<sequence name="capture" start="164" length="3" x="12" y="12" />
<sequence name="capture-minimap" start="167" length="3" x="12" y="12" />
<sequence name="heal" start="160" length="4" x="12" y="12" />
<sequence name="heal-minimap" start="194" length="1" x="12" y="12" />
<sequence name="ability-minimap" start="214" length="8" x="12" y="12" />
<sequence name="deploy-blocked" start="211" length="1" x="12" y="12" />
<sequence name="goldwrench" start="170" length="24" x="12" y="12" />
<sequence name="goldwrench-blocked" start="213" length="1" x="12" y="12" />
</cursor>
<unit name="120mm">
<sequence name="idle" start="0" length="1" />
</unit>
<unit name="atomicup">
<sequence name="idle" start="0" length="4" />
</unit>
<unit name="atomicdn">
<sequence name="idle" start="0" length="4" />
</unit>
<unit name="explosion">
<sequence name="1" start="0" length="4" src="piff" />
<sequence name="2" start="0" length="8" src="piffpiff" />
<sequence name="3" start="0" length="14" src="napalm2" />
<sequence name="4" start="0" length="14" src="veh-hit3" />
<sequence name="5" start="0" length="22" src="veh-hit2" />
<sequence name="6" start="0" length="27" src="atomsfx" />
<sequence name="6w" start="0" length="27" src="atomsfx" />
<sequence name="1w" start="0" length="4" src="piff" />
<sequence name="2w" start="0" length="8" src="piffpiff" />
<sequence name="3w" start="0" length="14" src="napalm2" />
<sequence name="4w" start="0" length="14" src="veh-hit3" />
<sequence name="5w" start="0" length="22" src="veh-hit2" />
<sequence name="8" start="0" length="22" src="art-exp1" />
<sequence name="building" start="0" length="18" src="fball1" />
</unit>
<unit name="pips">
<sequence name="ready" start="3" length="1" src="hpips" />
<sequence name="hold" start="4" length="1" src="hpips" />
<sequence name="pip-empty" start="0" length="1" src="hpips" />
<sequence name="pip-green" start="1" length="1" src="hpips" />
<sequence name="pip-yellow" start="5" length="1" src="hpips" />
<sequence name="pip-gray" start="6" length="1" src="hpips" />
<sequence name="pip-red" start="7" length="1" src="hpips" />
<sequence name="tag-primary" start="2" length="1" src="hpips" />
<sequence name="groups" start="0" length="10" src="pdigits" />
</unit>
<unit name="rank">
<sequence name="rank" start="0" length="4" />
</unit>
<unit name="flagfly">
<sequence name="idle" start="0" length="14" />
</unit>
<unit name="smoke_m">
<sequence name="idle" start="0" length="91" />
<sequence name="loop" start="49" length="42" />
<sequence name="end" start="0" length="26" />
</unit>
<unit name="dragon">
<sequence name="idle" start="0" facings="32" />
</unit>
<unit name="smokey">
<sequence name="idle" start="0" length="7" />
</unit>
<unit name="bomb">
<sequence name="idle" start="0" length="8" />
</unit>
<unit name="missile">
<sequence name="idle" start="0" facings="32" />
</unit>
<unit name="moveflsh">
<sequence name="idle" start="0" length="5" />
</unit>
<unit name="miss">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="2" length="1" />
</unit>
<unit name="select">
<sequence name="repair" start="2" length="1" />
</unit>
<unit name="tabs">
<sequence name="left-normal" start="0" length="1" src="htabs" />
<sequence name="left-pressed" start="1" length="1" src="htabs" />
</unit>
<unit name="crate">
<sequence name="idle" start="0" src="wcrate" />
</unit>
<unit name="crate-effects">
<sequence name="airstrike" start="0" length="9" src="deviator" />
<sequence name="nuke" start="0" length="29" src="missile2" />
<sequence name="dollar" start="0" length="21" src="dollar" />
<sequence name="reveal-map" start="0" length="10" src="earth" />
<sequence name="hide-map" start="0" length="19" src="empulse" />
<sequence name="heal" start="0" length="35" src="invun" />
<sequence name="mine" start="0" length="21" src="mine" />
<sequence name="redskull" start="0" length="20" src="rapid" />
<sequence name="stealth" start="0" length="15" src="stealth2" />
<sequence name="levelup" start="0" length="5" src="levelup" tick="200" />
</unit>
<unit name="ionsfx">
<sequence name="idle" start="0" length="15" />
</unit>
<unit name="atomic">
<sequence name="up" start="0" length="*" src="atomicup" />
<sequence name="down" start="0" length="*" src="atomicdn" />
</unit>
<unit name="bomblet">
<sequence name="idle" start="0" length="7" />
</unit>
</sequences>

68
mods/ra/cursors.xml Normal file
View File

@@ -0,0 +1,68 @@
<?xml version="1.0" encoding="utf-8"?>
<sequences>
<cursor src="mouse" palette="cursor">
<sequence name="scroll-t" start="1" x="12" y="12" />
<sequence name="scroll-tr" start="2" x="12" y="12" />
<sequence name="scroll-r" start="3" x="12" y="12" />
<sequence name="scroll-br" start="4" x="12" y="12" />
<sequence name="scroll-b" start="5" x="12" y="12" />
<sequence name="scroll-bl" start="6" x="12" y="12" />
<sequence name="scroll-l" start="7" x="12" y="12" />
<sequence name="scroll-tl" start="8" x="12" y="12" />
<sequence name="scroll-t-blocked" start="124" x="12" y="12" />
<sequence name="scroll-tr-blocked" start="125" x="12" y="12" />
<sequence name="scroll-r-blocked" start="126" x="12" y="12" />
<sequence name="scroll-br-blocked" start="127" x="12" y="12" />
<sequence name="scroll-b-blocked" start="128" x="12" y="12" />
<sequence name="scroll-bl-blocked" start="129" x="12" y="12" />
<sequence name="scroll-l-blocked" start="130" x="12" y="12" />
<sequence name="scroll-tl-blocked" start="131" x="12" y="12" />
<sequence name="select" start="15" length="6" x="12" y="12" />
<sequence name="default" start="0" />
<sequence name="default-minimap" start="80" />
<sequence name="generic-blocked" start="9" />
<sequence name="generic-blocked-minimap" start="33" />
<sequence name="move" start="10" length="4" x="12" y="12" />
<sequence name="move-minimap" start="29" length="4" x="12" y="12" />
<sequence name="move-blocked" start="14" x="12" y="12" />
<sequence name="move-blocked-minimap" start="33" x="12" y="12" />
<sequence name="attack" start="195" length="8" x="12" y="12" />
<sequence name="attack-minimap" start="203" length="8" x="12" y="12" />
<sequence name="attackmove" start="21" length="8" x="12" y="12" />
<sequence name="attackmove-minimap" start="134" length="8" x="12" y="12" />
<sequence name="enter" start="113" length="3" x="12" y="12" />
<sequence name="enter-minimap" start="139" length="3" x="12" y="12" />
<sequence name="enter-blocked" start="212" length="1" x="12" y="12" />
<sequence name="enter-blocked-minimap" start="33" />
<sequence name="c4" start="116" length="3" x="12" y="12" />
<sequence name="c4-minimap" start="121" length="3" x="12" y="12" />
<sequence name="guard" start="147" length="1" x="12" y="12" />
<sequence name="guard-minimap" start="146" length="1" x="12" y="12" />
<sequence name="capture" start="164" length="3" x="12" y="12" />
<sequence name="capture-minimap" start="167" length="3" x="12" y="12" />
<sequence name="heal" start="160" length="4" x="12" y="12" />
<sequence name="heal-minimap" start="194" length="1" x="12" y="12" />
<sequence name="ability" start="82" length="8" x="12" y="12" />
<sequence name="ability-minimap" start="214" length="8" x="12" y="12" />
<!-- Want minimap cursors -->
<sequence name="deploy" start="59" length="9" x="12" y="12" />
<sequence name="deploy-blocked" start="211" length="1" x="12" y="12" />
<sequence name="goldwrench" start="170" length="24" x="12" y="12" />
<sequence name="goldwrench-blocked" start="213" length="1" x="12" y="12" />
<sequence name="nuke" start="90" length="7" x="12" y="12" />
<sequence name="chrono-select" start="97" length="8" x="12" y="12" />
<sequence name="chrono-target" start="105" length="8" x="12" y="12" />
<sequence name="sell" start="68" length="12" x="12" y="12" />
<sequence name="sell-blocked" start="119" length="1" x="12" y="12" />
<sequence name="repair" start="35" length="24" x="12" y="12" />
<sequence name="repair-blocked" start="120" length="1" x="12" y="12" />
<sequence name="sell2" start="148" length="12" />
</cursor>
<cursor src="nopower" palette="cursor">
<sequence name="powerdown-blocked" start="0" length="1" x="12" y="12" />
<sequence name="powerdown" start="1" length="3" x="12" y="12" />
</cursor>
</sequences>

View File

@@ -33,7 +33,10 @@ Rules:
mods/ra/trees.yaml
Sequences:
mods/ra/sequences.xml: Original animation sequences
mods/ra/sequences.yaml: Original animation sequences
Cursors:
mods/ra/cursors.xml:
Chrome:
mods/ra/chrome.xml:

View File

@@ -1,988 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!-- openra/sequences.xml
this file describes animation sequences for structures and units.
<sequence src=...> can be used to override the choice of .shp file
used to extract a sequence. if it is not present, the .shp matching
the unit name is used instead.
either of <sequence length=...> or <sequence end=...> are
recognized; if neither is present, a 1-frame sequence is assumed
also, <sequence length="*"> creates a sequence that includes all frames
after `start`.
one day, we might support inheritance here too.
standard sequence names:
idle - doing nothing
make - deploy (sell is `make` played backwards)
build - production building doing something
damaged-idle - doing nothing while on yellow health (or worse)
damaged-build - production while on yellow health
author: C. Forbes
-->
<sequences>
<!-- forward command post (campaign specific building) -->
<unit name="fcom">
<sequence name="idle" start="0" />
<sequence name="damaged-idle" start="1" />
<sequence name="make" start="0" />
</unit>
<!-- construction yard -->
<unit name="fact">
<sequence name="idle" start="0" />
<sequence name="make" start="0" length="32" src="factmake" />
<sequence name="build" start="1" length="25" />
<sequence name="damaged-idle" start="26" />
<sequence name="damaged-build" start="27" length="25" />
</unit>
<!-- refinery -->
<unit name="proc">
<sequence name="idle" start="0" />
<sequence name="damaged-idle" start="1" />
<sequence name="make" start="0" length="*" src="procmake" />
</unit>
<!-- silo -->
<unit name="silo">
<sequence name="idle" start="0" length="5" />
<sequence name="damaged-idle" start="5" length="5" />
<sequence name="make" start="0" length="*" src="silomake" />
</unit>
<!-- power plant -->
<unit name="powr">
<sequence name="idle" start="0" />
<sequence name="damaged-idle" start="1" />
<sequence name="make" start="0" length="*" src="powrmake" />
</unit>
<!-- advanced power plant -->
<unit name="apwr">
<sequence name="idle" start="0" />
<sequence name="damaged-idle" start="1" />
<sequence name="make" start="0" length="*" src="apwrmake" />
</unit>
<!-- soviet barracks -->
<unit name="barr">
<sequence name="idle" start="0" length="10" />
<sequence name="damaged-idle" start="10" length="10" />
<sequence name="make" start="0" length="*" src="barrmake" />
</unit>
<!-- allied barracks -->
<unit name="tent">
<sequence name="idle" start="0" length="10" />
<sequence name="damaged-idle" start="10" length="10" />
<sequence name="make" start="0" length="*" src="tentmake" />
</unit>
<!-- kennel -->
<unit name="kenn">
<sequence name="idle" start="0" />
<sequence name="damaged-idle" start="1" />
<sequence name="make" start="0" length="*" src="kennmake" />
</unit>
<!-- radar dome -->
<unit name="dome">
<sequence name="idle" start="0" />
<sequence name="damaged-idle" start="1" />
<sequence name="make" start="0" length="*" src="domemake" />
</unit>
<!-- allied tech center -->
<unit name="atek">
<sequence name="idle" start="0" />
<sequence name="damaged-idle" start="1" />
<sequence name="make" start="0" length="*" src="atekmake" />
<sequence name="active" start="0" length="*" src="sputdoor" />
</unit>
<!-- soviet tech center -->
<unit name="stek">
<sequence name="idle" start="0" />
<sequence name="damaged-idle" start="1" />
<sequence name="make" start="0" length="*" src="stekmake" />
</unit>
<!-- war factory -->
<unit name="weap">
<sequence name="idle" start="0" />
<sequence name="damaged-idle" start="1" />
<sequence name="make" start="0" length="*" src="weapmake" />
<sequence name="build-top" start="0" length="4" src="weap2" />
<sequence name="damaged-build-top" start="4" length="4" src="weap2" />
<sequence name="idle-top" start="0" length="1" src="weap2" />
<sequence name="damaged-idle-top" start="4" length="1" src="weap2" />
</unit>
<!-- helipad -->
<unit name="hpad">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="7" length="1" />
<sequence name="make" start="0" length="20" src="hpadmake" />
<sequence name="active" start="1" length="6" />
<sequence name="damaged-active" start="8" length="6" />
</unit>
<!-- airfield -->
<unit name="afld">
<sequence name="idle" start="4" length="4" tick="160" />
<sequence name="damaged-idle" start="12" length="4" tick="160" />
<sequence name="make" start="0" length="11" src="afldmake" />
<sequence name="active" start="0" length="4" tick="160" />
<sequence name="damaged-active" start="8" length="4" tick="160" />
</unit>
<!-- sub pen -->
<unit name="spen">
<sequence name="idle" start="0" />
<sequence name="damaged-idle" start="1" />
<sequence name="make" start="0" length="*" src="spenmake" />
</unit>
<!-- shipyard -->
<unit name="syrd">
<sequence name="idle" start="0" />
<sequence name="damaged-idle" start="1" />
<sequence name="make" start="0" length="*" src="syrdmake" />
</unit>
<!-- repair pad -->
<unit name="fix">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="7" length="1" />
<sequence name="make" start="0" length="14" src="fixmake" />
<sequence name="active" start="1" length="6" />
<sequence name="damaged-active" start="8" length="6" />
</unit>
<!-- allied gun turret -->
<unit name="gun">
<sequence name="idle" start="0" facings="32" />
<sequence name="recoil" start="32" facings="32" />
<sequence name="make" start="0" length="20" src="gunmake" />
<sequence name="damaged-idle" start="64" facings="32" />
<sequence name="damaged-recoil" start="96" facings="32" />
</unit>
<!-- AA gun -->
<unit name="agun">
<sequence name="idle" start="0" facings="32" />
<sequence name="recoil" start="32" facings="32" />
<sequence name="make" start="0" length="10" src="agunmake" />
<sequence name="damaged-idle" start="64" facings="32" />
<sequence name="damaged-recoil" start="96" facings="32" />
</unit>
<!-- sam site -->
<unit name="sam">
<sequence name="idle" start="0" facings="32" />
<sequence name="damaged-idle" start="34" facings="32" />
<sequence name="make" start="0" length="*" src="sammake" />
</unit>
<!-- flame turret -->
<unit name="ftur">
<sequence name="idle" start="0" />
<sequence name="damaged-idle" start="1" />
<sequence name="make" start="0" length="*" src="fturmake" />
</unit>
<!-- tesla coil -->
<unit name="tsla">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="10" length="1" />
<sequence name="make" start="0" length="13" src="tslamake" />
<sequence name="active" start="1" length="9" />
<sequence name="damaged-active" start="11" length="9" />
</unit>
<!-- pillbox -->
<unit name="pbox">
<sequence name="idle" start="0" />
<sequence name="damaged-idle" start="1" />
<sequence name="make" start="0" length="*" src="pboxmake" />
</unit>
<!-- camo pillbox -->
<unit name="hbox">
<sequence name="damaged-idle" start="2" length="1" />
<sequence name="idle" start="0" length="1" />
<sequence name="make" start="0" length="13" src="hboxmake" />
</unit>
<!-- gap generator -->
<unit name="gap">
<sequence name="idle" start="0" length="32" />
<sequence name="damaged-idle" start="32" length="32" />
<sequence name="make" start="0" length="*" src="gapmake" />
</unit>
<!-- iron curtain -->
<unit name="iron">
<sequence name="idle" start="0" length="1" />
<sequence name="active" start="0" length="11" />
<sequence name="damaged-idle" start="11" length="1" />
<sequence name="damaged-active" start="11" length="11" />
<sequence name="make" start="0" length="*" src="ironmake" />
</unit>
<!-- chronosphere -->
<unit name="pdox">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="29" length="1" />
<sequence name="active" start="0" length="29" />
<sequence name="damaged-active" start="29" length="29" />
<sequence name="make" start="0" length="*" src="pdoxmake" />
</unit>
<!-- nuclear missile silo -->
<unit name="mslo">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="8" length="1" />
<sequence name="make" start="0" length="15" src="mslomake" />
<sequence name="active" start="1" length="7" tick="80" />
<sequence name="damaged-active" start="9" length="7" />
</unit>
<!-- mcv -->
<unit name="mcv">
<sequence name="idle" start="0" facings="32" />
</unit>
<!-- truck -->
<unit name="truk">
<sequence name="idle" start="0" facings="32" />
</unit>
<!-- harv -->
<unit name="harv">
<sequence name="idle" start="0" facings="32" />
<sequence name="harvest" start="32" length="8" facings="8" />
<sequence name="empty" start="96" length="15" />
</unit>
<!-- light tank -->
<unit name="1tnk">
<sequence name="idle" start="0" facings="32" />
<sequence name="turret" start="32" facings="32" />
</unit>
<!-- medium tank -->
<unit name="2tnk">
<sequence name="idle" start="0" facings="32" />
<sequence name="turret" start="32" facings="32" />
</unit>
<!-- heavy tank -->
<unit name="3tnk">
<sequence name="idle" start="0" facings="32" />
<sequence name="turret" start="32" facings="32" />
</unit>
<!-- mammoth tank -->
<unit name="4tnk">
<sequence name="idle" start="0" facings="32" />
<sequence name="turret" start="32" facings="32" />
</unit>
<!-- v2 rocket launcher -->
<unit name="v2rl">
<sequence name="idle" start="0" facings="32" />
<sequence name="empty-idle" start="32" facings="32" />
<sequence name="aim" start="64" facings="8" />
<sequence name="empty-aim" start="72" facings="8" />
</unit>
<!-- artillery -->
<unit name="arty">
<sequence name="idle" start="0" facings="32" />
</unit>
<!-- jeep -->
<unit name="jeep">
<sequence name="idle" start="0" facings="32" />
<sequence name="turret" start="32" facings="32" />
<sequence name="muzzle" start="0" length="6" facings="8" src="minigun" />
</unit>
<!-- apc -->
<unit name="apc">
<sequence name="idle" start="0" facings="32" />
<sequence name="muzzle" start="0" length="6" facings="8" src="minigun" />
<sequence name="close" start="32" length="3" />
<sequence name="unload" start="32" length="1" />
</unit>
<!-- mine layer -->
<unit name="mnly">
<sequence name="idle" start="0" facings="32" />
<!-- and 16 "lay mine" sprites, not used in real-ra -->
</unit>
<!-- radar jammer -->
<unit name="mrj">
<sequence name="idle" start="0" facings="32" />
<sequence name="spinner" start="32" length="32" />
</unit>
<!-- mobile gap generator -->
<unit name="mgg">
<sequence name="idle" start="0" facings="32" />
<sequence name="spinner" start="32" length="8" />
</unit>
<!-- submarine -->
<unit name="ss">
<sequence name="idle" start="0" facings="16" />
</unit>
<!-- rifle infantry -->
<unit name="e1">
<sequence name="stand" start="0" facings="8" />
<sequence name="stand2" start="8" length="8" />
<sequence name="stand3" start="128" length="16" />
<sequence name="run" start="16" length="6" facings="8" />
<sequence name="shoot" start="64" length="8" facings="8" />
<sequence name="crawl" start="144" length="4" facings="8" />
<sequence name="standup-0" start="176" length="2" facings="8" />
<sequence name="prone-shoot" start="192" length="8" facings="8" />
<sequence name="idle1" start="256" length="16" />
<sequence name="idle2" start="272" length="16" />
<sequence name="die1" start="288" length="8" />
<sequence name="die2" start="296" length="8" />
<sequence name="die3" start="304" length="8" />
<sequence name="die4" start="312" length="12" />
<sequence name="die5" start="324" length="18" />
<sequence name="die6" start="0" length="14" src="electro" />
</unit>
<!-- build clock - hacked in -->
<unit name="clock">
<sequence name="idle" start="0" length="*" />
</unit>
<cursor src="mouse" palette="cursor">
<sequence name="scroll-t" start="1" x="12" y="12" />
<sequence name="scroll-tr" start="2" x="12" y="12" />
<sequence name="scroll-r" start="3" x="12" y="12" />
<sequence name="scroll-br" start="4" x="12" y="12" />
<sequence name="scroll-b" start="5" x="12" y="12" />
<sequence name="scroll-bl" start="6" x="12" y="12" />
<sequence name="scroll-l" start="7" x="12" y="12" />
<sequence name="scroll-tl" start="8" x="12" y="12" />
<sequence name="scroll-t-blocked" start="124" x="12" y="12" />
<sequence name="scroll-tr-blocked" start="125" x="12" y="12" />
<sequence name="scroll-r-blocked" start="126" x="12" y="12" />
<sequence name="scroll-br-blocked" start="127" x="12" y="12" />
<sequence name="scroll-b-blocked" start="128" x="12" y="12" />
<sequence name="scroll-bl-blocked" start="129" x="12" y="12" />
<sequence name="scroll-l-blocked" start="130" x="12" y="12" />
<sequence name="scroll-tl-blocked" start="131" x="12" y="12" />
<sequence name="select" start="15" length="6" x="12" y="12" />
<sequence name="default" start="0" />
<sequence name="default-minimap" start="80" />
<sequence name="generic-blocked" start="9" />
<sequence name="generic-blocked-minimap" start="33" />
<sequence name="move" start="10" length="4" x="12" y="12" />
<sequence name="move-minimap" start="29" length="4" x="12" y="12" />
<sequence name="move-blocked" start="14" x="12" y="12" />
<sequence name="move-blocked-minimap" start="33" x="12" y="12" />
<sequence name="attack" start="195" length="8" x="12" y="12" />
<sequence name="attack-minimap" start="203" length="8" x="12" y="12" />
<sequence name="attackmove" start="21" length="8" x="12" y="12" />
<sequence name="attackmove-minimap" start="134" length="8" x="12" y="12" />
<sequence name="enter" start="113" length="3" x="12" y="12" />
<sequence name="enter-minimap" start="139" length="3" x="12" y="12" />
<sequence name="enter-blocked" start="212" length="1" x="12" y="12" />
<sequence name="enter-blocked-minimap" start="33" />
<sequence name="c4" start="116" length="3" x="12" y="12" />
<sequence name="c4-minimap" start="121" length="3" x="12" y="12" />
<sequence name="guard" start="147" length="1" x="12" y="12" />
<sequence name="guard-minimap" start="146" length="1" x="12" y="12" />
<sequence name="capture" start="164" length="3" x="12" y="12" />
<sequence name="capture-minimap" start="167" length="3" x="12" y="12" />
<sequence name="heal" start="160" length="4" x="12" y="12" />
<sequence name="heal-minimap" start="194" length="1" x="12" y="12" />
<sequence name="ability" start="82" length="8" x="12" y="12" />
<sequence name="ability-minimap" start="214" length="8" x="12" y="12" />
<!-- Want minimap cursors -->
<sequence name="deploy" start="59" length="9" x="12" y="12" />
<sequence name="deploy-blocked" start="211" length="1" x="12" y="12" />
<sequence name="goldwrench" start="170" length="24" x="12" y="12" />
<sequence name="goldwrench-blocked" start="213" length="1" x="12" y="12" />
<sequence name="nuke" start="90" length="7" x="12" y="12" />
<sequence name="chrono-select" start="97" length="8" x="12" y="12" />
<sequence name="chrono-target" start="105" length="8" x="12" y="12" />
<sequence name="sell" start="68" length="12" x="12" y="12" />
<sequence name="sell-blocked" start="119" length="1" x="12" y="12" />
<sequence name="repair" start="35" length="24" x="12" y="12" />
<sequence name="repair-blocked" start="120" length="1" x="12" y="12" />
<sequence name="sell2" start="148" length="12" />
</cursor>
<cursor src="nopower" palette="cursor">
<sequence name="powerdown-blocked" start="0" length="1" x="12" y="12" />
<sequence name="powerdown" start="1" length="3" x="12" y="12" />
</cursor>
<unit name="powerdown">
<sequence name="disabled" start="3" length="1" src="speed" />
</unit>
<unit name="120mm">
<sequence name="idle" start="0" length="1" />
</unit>
<unit name="e3">
<sequence name="stand" start="0" facings="8" />
<sequence name="stand2" start="8" length="8" />
<sequence name="run" start="16" length="6" facings="8" />
<sequence name="shoot" start="64" length="8" facings="8" />
<sequence name="die1" start="304" length="8" />
<sequence name="die2" start="312" length="8" />
<sequence name="die3" start="320" length="8" />
<sequence name="die4" start="328" length="12" />
<sequence name="die5" start="340" length="18" />
<sequence name="die6" start="0" length="14" src="electro" />
<sequence name="crawl" start="144" length="4" facings="8" />
<sequence name="prone-shoot" start="192" length="10" facings="8" />
</unit>
<unit name="e6">
<sequence name="stand" start="0" facings="8" />
<sequence name="stand2" start="8" length="8" />
<sequence name="run" start="16" length="6" facings="8" />
<sequence name="die1" start="146" length="8" />
<sequence name="die2" start="154" length="8" />
<sequence name="die3" start="162" length="8" />
<sequence name="die4" start="170" length="12" />
<sequence name="die5" start="182" length="18" />
<sequence name="die6" start="0" length="14" src="electro" />
<sequence name="crawl" start="82" length="4" facings="8" />
</unit>
<unit name="ca">
<sequence name="idle" start="0" facings="16" />
<sequence name="turret" start="0" facings="32" src="turr" />
</unit>
<unit name="dd">
<sequence name="idle" start="0" facings="16" />
<sequence name="turret" start="0" facings="32" src="ssam" />
</unit>
<unit name="pt">
<sequence name="idle" start="0" facings="16" />
<sequence name="turret" start="0" facings="32" src="mgun" />
</unit>
<unit name="medi">
<sequence name="stand" start="0" facings="8" />
<sequence name="run" start="8" length="6" facings="8" />
<sequence name="heal" start="56" length="58" />
<sequence name="standup" start="114" length="2" facings="8" />
<sequence name="die1" start="196" length="5" />
<sequence name="die2" start="201" length="8" />
<sequence name="die3" start="209" length="8" />
<sequence name="die4" start="217" length="12" />
<sequence name="die5" start="229" length="18" />
<sequence name="die6" start="0" length="14" src="electro" />
<sequence name="crawl" start="130" length="4" facings="8" />
</unit>
<unit name="explosion">
<sequence name="piff" start="0" length="4" src="piff" />
<sequence name="piffs" start="0" length="8" src="piffpiff" />
<sequence name="small_explosion" start="0" length="14" src="veh-hit3" />
<sequence name="med_explosion" start="0" length="22" src="veh-hit2" />
<sequence name="large_splash" start="0" length="10" src="h2o_exp1" />
<sequence name="napalm" start="0" length="14" src="napalm2" />
<sequence name="nuke" start="0" length="27" src="atomsfx" />
<sequence name="med_splash" start="0" length="10" src="h2o_exp2" />
<sequence name="self_destruct" start="0" length="22" src="art-exp1" />
<sequence name="building" start="0" length="18" src="fball1" />
<sequence name="small_splash" start="0" length="10" src="h2o_exp3" />
<sequence name="large_explosion" start="0" length="14" src="frag1" />
</unit>
<unit name="lst">
<sequence name="idle" start="0" length="1" />
<sequence name="open" start="1" length="4" />
<sequence name="unload" start="4" length="1" />
</unit>
<unit name="pips">
<sequence name="groups" start="8" length="10" />
<sequence name="medic" start="20" length="1" />
<sequence name="ready" start="3" length="1" />
<sequence name="hold" start="4" length="1" />
<sequence name="pip-empty" start="0" length="1" />
<sequence name="pip-green" start="1" length="1" />
<sequence name="pip-yellow" start="5" length="1" />
<sequence name="pip-gray" start="6" length="1" />
<sequence name="pip-red" start="7" length="1" />
<sequence name="tag-fake" start="18" length="1" />
<sequence name="tag-primary" start="2" length="1" />
</unit>
<unit name="mig">
<sequence name="idle" start="0" facings="16" />
</unit>
<unit name="yak">
<sequence name="idle" start="0" facings="16" />
<sequence name="muzzle" start="0" length="6" facings="8" src="minigun" />
</unit>
<unit name="heli">
<sequence name="idle" start="0" facings="32" />
<sequence name="rotor" start="0" length="4" src="lrotor" />
<sequence name="slow-rotor" start="4" length="8" src="lrotor" />
</unit>
<unit name="hind">
<sequence name="idle" start="0" facings="32" />
<sequence name="rotor" start="0" length="4" src="lrotor" />
<sequence name="slow-rotor" start="4" length="8" src="lrotor" />
<sequence name="muzzle" start="0" length="6" facings="8" src="minigun" />
</unit>
<unit name="tran">
<sequence name="idle" start="0" facings="32" />
<sequence name="rotor" start="0" length="4" src="lrotor" />
<sequence name="rotor2" start="0" length="4" src="rrotor" />
<sequence name="slow-rotor" start="4" length="8" src="lrotor" />
<sequence name="slow-rotor2" start="4" length="8" src="rrotor" />
<sequence name="open" start="32" length="4" />
<sequence name="unload" start="35" length="1" />
</unit>
<unit name="v2">
<sequence name="idle" start="0" facings="32" />
</unit>
<unit name="flagfly">
<sequence name="idle" start="0" length="14" />
</unit>
<unit name="smoke_m">
<sequence name="idle" start="0" length="91" />
<sequence name="loop" start="49" length="42" />
<sequence name="end" start="0" length="26" />
</unit>
<unit name="tc04">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="tc05">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="tc03">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="tc02">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="tc01">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t17">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t16">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t15">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="10" />
</unit>
<unit name="t14">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t13">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t12">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t11">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="10" />
</unit>
<unit name="t10">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t08">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t07">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t06">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t05">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t03">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t02">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="t01">
<sequence name="idle" start="0" length="1" />
<sequence name="burn" start="1" length="9" />
</unit>
<unit name="boxes01">
<sequence name="idle" start="0" length="1" />
</unit>
<unit name="boxes02">
<sequence name="idle" start="0" length="1" />
</unit>
<unit name="boxes03">
<sequence name="idle" start="0" length="1" />
</unit>
<unit name="boxes04">
<sequence name="idle" start="0" length="1" />
</unit>
<unit name="boxes05">
<sequence name="idle" start="0" length="1" />
</unit>
<unit name="boxes06">
<sequence name="idle" start="0" length="1" />
</unit>
<unit name="boxes07">
<sequence name="idle" start="0" length="1" />
</unit>
<unit name="boxes08">
<sequence name="idle" start="0" length="1" />
</unit>
<unit name="boxes09">
<sequence name="idle" start="0" length="1" />
</unit>
<unit name="mine">
<sequence name="idle" start="0" length="1" />
<sequence name="active" start="0" length="1" />
</unit>
<unit name="dragon">
<sequence name="idle" start="0" facings="32" />
</unit>
<unit name="smokey">
<sequence name="idle" start="0" length="7" />
</unit>
<unit name="e2">
<sequence name="stand" start="0" facings="8" />
<sequence name="stand2" start="8" length="8" />
<sequence name="run" start="16" length="6" facings="8" />
<sequence name="shoot" start="64" length="20" facings="8" />
<sequence name="die1" start="416" length="8" />
<sequence name="die2" start="424" length="8" />
<sequence name="die3" start="432" length="8" />
<sequence name="die4" start="440" length="12" />
<sequence name="die5" start="452" length="18" />
<sequence name="die6" start="0" length="14" src="electro" />
<sequence name="crawl" start="240" length="4" facings="8" />
<sequence name="prone-shoot" start="288" length="12" facings="8" />
</unit>
<unit name="bomb">
<sequence name="idle" start="0" length="8" />
</unit>
<unit name="dog">
<sequence name="stand" start="0" length="1" facings="8" />
<sequence name="run" start="8" length="6" facings="8" />
<sequence name="die1" start="236" length="6" />
<sequence name="die2" start="242" length="9" />
<sequence name="die3" start="236" length="6" />
<sequence name="die4" start="242" length="9" />
<sequence name="die5" start="251" length="14" />
<sequence name="die6" start="0" length="17" src="electdog" />
<sequence name="shoot" start="0" length="4" facings="8" src="dogbullt" />
</unit>
<unit name="missile">
<sequence name="idle" start="0" facings="32" />
</unit>
<unit name="spy">
<sequence name="stand" start="0" facings="8" />
<sequence name="stand2" start="8" length="8" />
<sequence name="run" start="16" length="6" facings="8" />
<sequence name="shoot" start="64" length="8" facings="8" />
<sequence name="die1" start="288" length="8" />
<sequence name="die2" start="296" length="8" />
<sequence name="die3" start="304" length="8" />
<sequence name="die4" start="312" length="12" />
<sequence name="die5" start="324" length="18" />
<sequence name="die6" start="0" length="14" src="electro" />
<sequence name="crawl" start="144" length="4" facings="8" />
<sequence name="prone-shoot" start="192" length="8" facings="8" />
</unit>
<unit name="litning">
<sequence name="bright" start="0" length="4" />
<sequence name="dim" start="4" length="4" />
</unit>
<unit name="e7">
<sequence name="stand" start="0" facings="8" />
<sequence name="run" start="8" length="6" facings="8" />
<sequence name="shoot" start="56" length="7" facings="8" />
<sequence name="die1" start="262" length="8" />
<sequence name="die2" start="270" length="8" />
<sequence name="die3" start="278" length="8" />
<sequence name="die4" start="286" length="12" />
<sequence name="die5" start="298" length="18" />
<sequence name="die6" start="0" length="14" src="electro" />
<sequence name="crawl" start="128" length="4" facings="8" />
<sequence name="prone-shoot" start="176" length="7" facings="8" />
</unit>
<unit name="e4">
<sequence name="stand" start="0" facings="8" />
<sequence name="stand2" start="8" length="8" />
<sequence name="run" start="16" length="6" facings="8" />
<sequence name="shoot" start="64" length="16" facings="8" />
<sequence name="die1" start="416" length="8" />
<sequence name="die2" start="424" length="8" />
<sequence name="die3" start="432" length="8" />
<sequence name="die4" start="440" length="12" />
<sequence name="die5" start="452" length="18" />
<sequence name="die6" start="0" length="14" src="electro" />
<sequence name="crawl" start="208" length="4" facings="8" />
<sequence name="prone-shoot" start="256" length="16" facings="8" />
</unit>
<unit name="fb1">
<sequence name="idle" start="0" length="8" />
</unit>
<unit name="thf">
<sequence name="stand" start="0" facings="8" />
<sequence name="run" start="8" length="6" facings="8" />
<sequence name="die1" start="139" length="8" />
<sequence name="die2" start="147" length="8" />
<sequence name="die3" start="155" length="8" />
<sequence name="die4" start="163" length="12" />
<sequence name="die5" start="175" length="18" />
<sequence name="die6" start="0" length="14" src="electro" />
<sequence name="crawl" start="72" length="4" facings="8" />
</unit>
<unit name="moveflsh">
<sequence name="idle" start="0" length="5" />
</unit>
<unit name="v01">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
</unit>
<unit name="v02">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
</unit>
<unit name="v03">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
</unit>
<unit name="v04">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="2" length="1" />
<sequence name="active" start="1" length="1" />
<sequence name="damaged-active" start="3" length="1" />
</unit>
<unit name="v05">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="2" length="1" />
</unit>
<unit name="v06">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
</unit>
<unit name="v07">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="2" length="1" />
</unit>
<unit name="v08">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
</unit>
<unit name="v09">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
</unit>
<unit name="v10">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
</unit>
<unit name="v11">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
</unit>
<unit name="v12">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
</unit>
<unit name="v13">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
</unit>
<unit name="v14">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
</unit>
<unit name="v15">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
</unit>
<unit name="v16">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
</unit>
<unit name="v17">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
</unit>
<unit name="v18">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="1" length="1" />
</unit>
<unit name="v19">
<sequence name="idle" start="0" length="14" />
<sequence name="damaged-idle" start="14" length="15" />
</unit>
<unit name="barl">
<sequence name="idle" start="0" length="3" />
</unit>
<unit name="brl3">
<sequence name="idle" start="0" length="3" />
</unit>
<unit name="miss">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="2" length="1" />
</unit>
<unit name="minp">
<sequence name="idle" start="0" length="1" />
</unit>
<unit name="minv">
<sequence name="idle" start="0" length="1" />
</unit>
<unit name="select">
<sequence name="repair" start="2" length="1" />
</unit>
<unit name="tabs">
<sequence name="left-normal" start="0" length="1" />
<sequence name="left-pressed" start="1" length="1" />
</unit>
<unit name="sputnik">
<sequence name="idle" start="0" length="4" />
</unit>
<unit name="dd-crnr">
<sequence name="idle" start="0" length="4" />
<sequence name="top-left" start="0" length="1" />
<sequence name="top-right" start="1" length="1" />
<sequence name="bottom-left" start="2" length="1" />
<sequence name="bottom-right" start="3" length="1" />
</unit>
<unit name="fb2">
<sequence name="idle" start="0" length="4" />
</unit>
<unit name="u2">
<sequence name="idle" start="0" facings="16" />
</unit>
<unit name="crate">
<sequence name="idle" start="0" length="1" src="wcrate" />
<sequence name="water" start="0" length="4" src="wwcrate" tick="500" />
</unit>
<unit name="crate-effects">
<sequence name="speed" start="0" length="20" src="speed" />
<sequence name="dollar" start="0" length="21" src="dollar" />
<sequence name="reveal-map" start="0" length="10" src="earth" />
<sequence name="hide-map" start="0" length="19" src="empulse" />
<sequence name="fpower" start="0" length="29" src="fpower" />
<sequence name="gps" start="0" length="21" src="gpsbox" />
<sequence name="invuln" start="0" length="15" src="invulbox" />
<sequence name="heal" start="0" length="35" src="invun" />
<sequence name="nuke" start="0" length="9" src="missile2" />
<sequence name="parabombs" start="0" length="13" src="parabox" />
<sequence name="sonar" start="0" length="15" src="sonarbox" />
<sequence name="stealth" start="0" length="15" src="stealth2" />
<sequence name="timequake" start="0" length="43" src="tquake" />
<sequence name="armor" start="0" length="23" src="armor" />
<sequence name="chrono" start="0" length="25" src="chronbox" />
<sequence name="airstrike" start="0" length="9" src="deviator" />
<sequence name="levelup" start="0" length="5" src="levelup" tick="200" />
</unit>
<unit name="parach">
<sequence name="open" start="0" length="5" />
<sequence name="idle" start="5" length="11" />
</unit>
<unit name="badr">
<sequence name="idle" start="0" facings="16" />
</unit>
<unit name="brik">
<sequence name="idle" start="0" length="16" />
<sequence name="scratched-idle" start="16" length="16" />
<sequence name="damaged-idle" start="32" length="16" />
<sequence name="critical-idle" start="48" length="16" />
</unit>
<unit name="sbag">
<sequence name="idle" start="0" length="16" />
<sequence name="damaged-idle" start="16" length="16" />
</unit>
<unit name="fenc">
<sequence name="idle" start="0" length="16" />
<sequence name="damaged-idle" start="16" length="16" />
</unit>
<unit name="cycl">
<sequence name="idle" start="0" length="16" />
<sequence name="damaged-idle" start="16" length="16" />
<sequence name="critical-idle" start="32" length="16" />
</unit>
<unit name="barb">
<sequence name="idle" start="0" length="16" />
<sequence name="damaged-idle" start="16" length="16" />
</unit>
<unit name="wood">
<sequence name="idle" start="0" length="16" />
<sequence name="damaged-idle" start="16" length="16" />
</unit>
<unit name="atomicup">
<sequence name="idle" start="0" length="4" />
</unit>
<unit name="atomicdn">
<sequence name="idle" start="0" length="4" />
</unit>
<unit name="bomblet">
<sequence name="idle" start="0" length="7" />
</unit>
<unit name="nuke">
<sequence name="up" start="0" length="4" src="atomicup" />
<sequence name="down" start="0" length="4" src="atomicdn" />
</unit>
<unit name="c1">
<sequence name="stand" start="0" length="1" facings="8" />
<sequence name="crawl" start="8" length="6" facings="8" />
<sequence name="shoot" start="120" length="4" facings="8" />
<sequence name="die1" start="152" length="8" />
<sequence name="die2" start="160" length="8" />
<sequence name="die3" start="168" length="12" />
<sequence name="die4" start="180" length="18" />
<sequence name="die5" start="160" length="8" />
<sequence name="die6" start="0" length="14" src="electro" />
<sequence name="run" start="56" length="6" facings="8" />
</unit>
<unit name="c2">
<sequence name="stand" start="0" length="1" facings="8" />
<sequence name="crawl" start="8" length="6" facings="8" />
<sequence name="shoot" start="120" length="4" facings="8" />
<sequence name="die1" start="152" length="8" />
<sequence name="die2" start="160" length="8" />
<sequence name="die3" start="168" length="12" />
<sequence name="die4" start="180" length="18" />
<sequence name="die5" start="160" length="8" />
<sequence name="die6" start="0" length="14" src="electro" />
<sequence name="run" start="56" length="6" facings="8" />
</unit>
<unit name="parabomb">
<sequence name="open" start="0" length="8" />
<sequence name="idle" start="8" length="5" />
</unit>
<unit name="smokland">
<sequence name="open" start="0" length="60" tick="120" src="playersmoke" />
<sequence name="idle" start="60" length="32" tick="120" src="playersmoke" />
</unit>
<unit name="fire">
<sequence name="1" start="0" length="15" src="fire1" />
<sequence name="2" start="0" length="15" src="fire2" />
<sequence name="3" start="0" length="15" src="fire3" />
<sequence name="4" start="0" length="15" src="fire4" />
</unit>
<unit name="rank">
<sequence name="rank" start="0" length="4" />
</unit>
<unit name="atomic">
<sequence name="up" start="0" length="4" src="atomicup" />
<sequence name="down" start="0" length="4" src="atomicdn" />
</unit>
<unit name="msub">
<sequence name="idle" start="0" facings="16" />
</unit>
<!-- Tesla Tank -->
<unit name="ttnk">
<sequence name="idle" start="0" facings="32" />
<sequence name="spinner" start="32" length="32" />
</unit>
<!-- Tesla Trooper -->
<unit name="shok">
<sequence name="stand" start="0" facings="8" />
<sequence name="stand2" start="8" facings="8" />
<sequence name="run" start="16" length="6" facings="8" />
<sequence name="shoot" start="64" length="16" facings="8" />
<sequence name="stand3" start="192" length="16" />
<sequence name="crawl" start="208" length="4" facings="8" />
<sequence name="standup" start="240" length="2" facings="8" />
<sequence name="prone-shoot" start="256" length="16" facings="8" />
<sequence name="die1" start="416" length="8" />
<sequence name="die2" start="424" length="8" />
<sequence name="die3" start="432" length="8" />
<sequence name="die4" start="440" length="12" />
<sequence name="die5" start="452" length="18" />
<sequence name="die6" start="0" length="14" src="electro" />
</unit>
</sequences>