add weapon name
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@@ -568,7 +568,7 @@ namespace OpenRA.Utility
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vsArmor = vsArmor + ";vs. " + armorType;
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var dump = new StringBuilder();
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dump.AppendLine("Name;Faction;Health;Cost;Damage;Burst;Rate of Fire;Damage per Second" + vsArmor);
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dump.AppendLine("Name;Faction;Health;Cost;Weapon;Damage;Burst;Rate of Fire;Damage per Second" + vsArmor);
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var line = 1;
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foreach (var actorInfo in rules.Actors.Values)
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@@ -598,10 +598,11 @@ namespace OpenRA.Utility
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var armaments = actorInfo.Traits.WithInterface<ArmamentInfo>();
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if (armaments.Any())
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{
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var weapons = armaments.Select(a => a.Weapon).Select(w => rules.Weapons[w.ToLowerInvariant()]);
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var weapons = armaments.Select(a => a.Weapon);
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var weaponCount = 0;
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foreach (var weapon in weapons)
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foreach (var weaponName in weapons)
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{
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var weapon = rules.Weapons[weaponName.ToLowerInvariant()];
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weaponCount++;
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if (weaponCount > 1)
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{
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@@ -614,16 +615,16 @@ namespace OpenRA.Utility
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var burst = weapon.Burst.ToString();
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var warhead = weapon.Warheads.First(); // TODO
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var damage = warhead.Damage.ToString();
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var damagePerSecond = "=(E{0}*F{0})/G{0}*25".F(line);
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var damagePerSecond = "=(F{0}*G{0})/H{0}*25".F(line);
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var versus = "";
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foreach (var armorType in armorList)
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{
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var vs = warhead.Versus.ContainsKey(armorType) ? warhead.Versus[armorType] : 1f;
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versus = versus + "=H{0}*{1};".F(line, vs);
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versus = versus + "=I{0}*{1};".F(line, vs);
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}
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dump.Append(";{0};{1};{2};{3};{4}".F(damage, burst, rateOfFire, damagePerSecond, versus));
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dump.Append(";{0};{1};{2};{3};{4};{5}".F(weaponName, damage, burst, rateOfFire, damagePerSecond, versus));
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}
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}
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dump.AppendLine();
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