unhack that a bit; delayed damage works
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@@ -34,6 +34,7 @@ namespace OpenRA.GameRules
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public readonly string ImpactSound = null;
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public readonly string WaterImpactSound = null;
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public readonly int Damage = 0; // for new weapons infrastructure
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public readonly int Delay = 0; // delay in ticks before dealing the damage. 0=instant
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public float EffectivenessAgainst(ArmorType at) { return Verses[ (int)at ]; }
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}
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