Merge pull request #9038 from penev92/bleed_rename
Some more renaming from "race" to "faction"
This commit is contained in:
@@ -24,9 +24,9 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Be sure to use lowercase. Default value is \"e1\".")]
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public readonly string[] ActorTypes = { "e1" };
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[Desc("Spawns actors only if the selling player's race is in this list." +
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"Leave empty to allow all races by default.")]
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public readonly string[] Races = { };
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[Desc("Spawns actors only if the selling player's faction is in this list." +
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"Leave empty to allow all factions by default.")]
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public readonly string[] Factions = { };
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public object Create(ActorInitializer init) { return new EmitInfantryOnSell(init.Self, this); }
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}
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@@ -34,20 +34,20 @@ namespace OpenRA.Mods.Common.Traits
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public class EmitInfantryOnSell : INotifySold
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{
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readonly EmitInfantryOnSellInfo info;
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readonly bool correctRace = false;
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readonly bool correctFaction;
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public EmitInfantryOnSell(Actor self, EmitInfantryOnSellInfo info)
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{
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this.info = info;
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var raceList = info.Races;
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correctRace = raceList.Length == 0 || raceList.Contains(self.Owner.Faction.InternalName);
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var factionsList = info.Factions;
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correctFaction = factionsList.Length == 0 || factionsList.Contains(self.Owner.Faction.InternalName);
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}
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public void Selling(Actor self) { }
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void Emit(Actor self)
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{
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if (!correctRace)
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if (!correctFaction)
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return;
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var csv = self.Info.Traits.GetOrDefault<CustomSellValueInfo>();
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@@ -27,8 +27,8 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Group queues from separate buildings together into the same tab.")]
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public readonly string Group = null;
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[Desc("Only enable this queue for certain factions")]
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public readonly string[] Race = { };
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[Desc("Only enable this queue for certain factions.")]
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public readonly string[] Factions = { };
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[Desc("Should the prerequisite remain enabled if the owner changes?")]
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public readonly bool Sticky = true;
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@@ -87,7 +87,7 @@ namespace OpenRA.Mods.Common.Traits
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[Sync] public bool CurrentDone { get { return QueueLength != 0 && queue[0].Done; } }
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[Sync] public bool Enabled { get; private set; }
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public string Race { get; private set; }
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public string Faction { get; private set; }
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public ProductionQueue(ActorInitializer init, Actor playerActor, ProductionQueueInfo info)
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{
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@@ -97,8 +97,8 @@ namespace OpenRA.Mods.Common.Traits
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playerPower = playerActor.Trait<PowerManager>();
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developerMode = playerActor.Trait<DeveloperMode>();
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Race = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : self.Owner.Faction.InternalName;
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Enabled = !info.Race.Any() || info.Race.Contains(Race);
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Faction = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : self.Owner.Faction.InternalName;
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Enabled = !info.Factions.Any() || info.Factions.Contains(Faction);
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CacheProduceables(playerActor);
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}
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@@ -123,8 +123,8 @@ namespace OpenRA.Mods.Common.Traits
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if (!Info.Sticky)
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{
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Race = self.Owner.Faction.InternalName;
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Enabled = !Info.Race.Any() || Info.Race.Contains(Race);
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Faction = self.Owner.Faction.InternalName;
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Enabled = !Info.Factions.Any() || Info.Factions.Contains(Faction);
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}
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// Regenerate the produceables and tech tree state
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@@ -371,7 +371,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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var sp = self.TraitsImplementing<Production>().FirstOrDefault(p => p.Info.Produces.Contains(Info.Type));
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if (sp != null && !self.IsDisabled() && sp.Produce(self, self.World.Map.Rules.Actors[name], Race))
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if (sp != null && !self.IsDisabled() && sp.Produce(self, self.World.Map.Rules.Actors[name], Faction))
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{
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FinishProduction();
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return true;
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@@ -21,8 +21,8 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Exposed via the UI to the player.")]
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public readonly string ClassName = "Unlabeled";
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[Desc("Only available when selecting this faction.", "Leave empty for no restrictions.")]
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public readonly string[] Races = { };
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[Desc("Only available when selecting one of these factions.", "Leave empty for no restrictions.")]
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public readonly string[] Factions = { };
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[Desc("The mobile construction vehicle.")]
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public readonly string BaseActor = null;
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@@ -31,7 +31,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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var spawnClass = p.PlayerReference.StartingUnitsClass ?? w.LobbyInfo.GlobalSettings.StartingUnitsClass;
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var unitGroup = w.Map.Rules.Actors["world"].Traits.WithInterface<MPStartUnitsInfo>()
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.Where(g => g.Class == spawnClass && g.Races != null && g.Races.Contains(p.Faction.InternalName))
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.Where(g => g.Class == spawnClass && g.Factions != null && g.Factions.Contains(p.Faction.InternalName))
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.RandomOrDefault(w.SharedRandom);
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if (unitGroup == null)
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@@ -1736,6 +1736,30 @@ namespace OpenRA.Mods.Common.UtilityCommands
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node.Key = "Offset";
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}
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if (engineVersion < 20150811)
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{
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if (node.Key.StartsWith("ProductionQueue"))
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{
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var race = node.Value.Nodes.FirstOrDefault(x => x.Key == "Race");
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if (race != null)
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race.Key = "Factions";
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}
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if (node.Key.StartsWith("EmitInfantryOnSell"))
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{
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var race = node.Value.Nodes.FirstOrDefault(x => x.Key == "Races");
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if (race != null)
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race.Key = "Factions";
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}
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if (node.Key.StartsWith("MPStartUnits"))
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{
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var race = node.Value.Nodes.FirstOrDefault(x => x.Key == "Races");
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if (race != null)
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race.Key = "Factions";
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}
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}
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UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
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}
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}
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@@ -23,7 +23,7 @@ FACT:
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Facing: 108
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ProductionQueue@GDIBuilding:
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Type: Building.GDI
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Race: gdi
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Factions: gdi
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Group: Building
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BuildSpeed: .4
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LowPowerSlowdown: 2
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@@ -31,7 +31,7 @@ FACT:
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ReadyAudio: ConstructionComplete
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ProductionQueue@NodBuilding:
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Type: Building.Nod
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Race: nod
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Factions: nod
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Group: Building
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BuildSpeed: .4
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LowPowerSlowdown: 2
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@@ -39,7 +39,7 @@ FACT:
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ReadyAudio: ConstructionComplete
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ProductionQueue@GDIDefense:
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Type: Defence.GDI
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Race: gdi
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Factions: gdi
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Group: Defence
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BuildSpeed: .4
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LowPowerSlowdown: 3
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@@ -47,7 +47,7 @@ FACT:
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ReadyAudio: ConstructionComplete
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ProductionQueue@NodDefense:
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Type: Defence.Nod
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Race: nod
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Factions: nod
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Group: Defence
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BuildSpeed: .4
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LowPowerSlowdown: 3
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@@ -420,13 +420,13 @@ HPAD:
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RallyPoint:
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ProductionQueue@GDI:
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Type: Aircraft.GDI
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Race: gdi
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Factions: gdi
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Group: Aircraft
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BuildSpeed: .4
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LowPowerSlowdown: 3
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ProductionQueue@Nod:
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Type: Aircraft.Nod
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Race: nod
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Factions: nod
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Group: Aircraft
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BuildSpeed: .4
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LowPowerSlowdown: 3
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@@ -79,60 +79,60 @@ World:
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MPStartUnits@mcvonly:
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Class: none
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ClassName: MCV Only
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Races: gdi, nod
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Factions: gdi, nod
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BaseActor: mcv
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MPStartUnits@defaultgdia:
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Class: light
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ClassName: Light Support
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Races: gdi
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Factions: gdi
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BaseActor: mcv
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SupportActors: e1,e1,e1,e1,e1,e3,e3,jeep
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MPStartUnits@defaultgdib:
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Class: light
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ClassName: Light Support
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Races: gdi
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Factions: gdi
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BaseActor: mcv
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SupportActors: e1,e1,e1,e1,e1,e1,e3,apc
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MPStartUnits@defaultnoda:
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Class: light
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ClassName: Light Support
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Races: nod
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Factions: nod
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BaseActor: mcv
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SupportActors: e1,e1,e1,e1,e3,bggy,bike
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MPStartUnits@defaultnodb:
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Class: light
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ClassName: Light Support
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Races: nod
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Factions: nod
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BaseActor: mcv
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SupportActors: e1,e1,e1,e3,e3,e3,bggy
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MPStartUnits@defaultnodc:
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Class: light
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ClassName: Light Support
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Races: nod
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Factions: nod
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BaseActor: mcv
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SupportActors: e1,e1,e1,e1,e1,e1,e1,e3,bike
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MPStartUnits@heavynoda:
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Class: heavy
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ClassName: Heavy Support
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Races: nod
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Factions: nod
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BaseActor: mcv
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SupportActors: e1,e1,e1,e1,e3,e3,ltnk,ltnk,ftnk
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MPStartUnits@heavynodb:
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Class: heavy
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ClassName: Heavy Support
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Races: nod
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Factions: nod
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BaseActor: mcv
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SupportActors: e1,e1,e1,e1,e1,e3,e3,e3,ftnk,ftnk
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MPStartUnits@heavygdia:
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Class: heavy
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ClassName: Heavy Support
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Races: gdi
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Factions: gdi
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BaseActor: mcv
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SupportActors: e1,e1,e1,e1,e3,e3,jeep,mtnk,mtnk
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MPStartUnits@heavygdib:
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Class: heavy
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ClassName: Heavy Support
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Races: gdi
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Factions: gdi
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BaseActor: mcv
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SupportActors: e1,e1,e1,e1,e1,e2,e2,e2,e3,e3,apc,mtnk
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SpawnMPUnits:
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@@ -85,11 +85,11 @@ World:
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Class: none
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ClassName: MCV Only
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BaseActor: mcv
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Races: atreides, ordos, harkonnen
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Factions: atreides, ordos, harkonnen
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MPStartUnits@lightatreides:
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Class: light
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ClassName: Light Support
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Races: atreides
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Factions: atreides
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BaseActor: mcv
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SupportActors: rifle, rifle, rifle, bazooka, grenadier, trike, quad
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InnerSupportRadius: 3
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@@ -97,7 +97,7 @@ World:
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MPStartUnits@lightharkonnen:
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Class: light
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ClassName: Light Support
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Races: harkonnen
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Factions: harkonnen
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BaseActor: mcv
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SupportActors: rifle, rifle, rifle, bazooka, bazooka, trike, quad
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InnerSupportRadius: 3
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@@ -105,7 +105,7 @@ World:
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MPStartUnits@lightordos:
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Class: light
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ClassName: Light Support
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Races: ordos
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Factions: ordos
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BaseActor: mcv
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SupportActors: rifle, rifle, rifle, bazooka, engineer, raider, quad
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InnerSupportRadius: 3
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@@ -113,7 +113,7 @@ World:
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MPStartUnits@heavyatreides:
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Class: heavy
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ClassName: Heavy Support
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Races: atreides
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Factions: atreides
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BaseActor: mcv
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SupportActors: rifle, rifle, rifle, bazooka, grenadier, trike, combata, missiletank
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InnerSupportRadius: 3
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@@ -121,7 +121,7 @@ World:
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MPStartUnits@heavyharkonnen:
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Class: heavy
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ClassName: Heavy Support
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Races: harkonnen
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Factions: harkonnen
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BaseActor: mcv
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SupportActors: rifle, rifle, rifle, bazooka, engineer, quad, combath, siegetank
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InnerSupportRadius: 3
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@@ -129,7 +129,7 @@ World:
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MPStartUnits@heavyordos:
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Class: heavy
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ClassName: Heavy Support
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Races: ordos
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Factions: ordos
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BaseActor: mcv
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SupportActors: rifle, rifle, rifle, bazooka, engineer, raider, combato, missiletank
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InnerSupportRadius: 3
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@@ -123,12 +123,12 @@ World:
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MPStartUnits@mcvonly:
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Class: none
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ClassName: MCV Only
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Races: allies, england, france, germany, soviet, russia, ukraine
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Factions: allies, england, france, germany, soviet, russia, ukraine
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BaseActor: mcv
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MPStartUnits@lightallies:
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Class: light
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ClassName: Light Support
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Races: allies, england, france, germany
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Factions: allies, england, france, germany
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BaseActor: mcv
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SupportActors: e1,e1,e1,e3,e3,jeep,1tnk
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InnerSupportRadius: 3
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@@ -136,7 +136,7 @@ World:
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MPStartUnits@lightsoviet:
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Class: light
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ClassName: Light Support
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Races: soviet, russia, ukraine
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Factions: soviet, russia, ukraine
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BaseActor: mcv
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SupportActors: e1,e1,e1,e3,e3,apc,ftrk
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InnerSupportRadius: 3
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@@ -144,7 +144,7 @@ World:
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MPStartUnits@heavyallies:
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Class: heavy
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ClassName: Heavy Support
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Races: allies, england, france, germany
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Factions: allies, england, france, germany
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BaseActor: mcv
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SupportActors: e1,e1,e1,e3,e3,jeep,1tnk,2tnk,2tnk,2tnk
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InnerSupportRadius: 3
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@@ -152,7 +152,7 @@ World:
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MPStartUnits@heavysoviet:
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Class: heavy
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ClassName: Heavy Support
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Races: soviet, russia, ukraine
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Factions: soviet, russia, ukraine
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BaseActor: mcv
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SupportActors: e1,e1,e1,e3,e3,apc,ftrk,3tnk,3tnk
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InnerSupportRadius: 3
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@@ -88,10 +88,10 @@
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UseDeathTypeSuffix: false
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EmitInfantryOnSell@gdi:
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ActorTypes: e1, e1, e2, medic
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Races: gdi
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Factions: gdi
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EmitInfantryOnSell@nod:
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ActorTypes: e1, e1, e1, e3, e3
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Races: nod
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Factions: nod
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MustBeDestroyed:
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RequiredForShortGame: true
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CaptureNotification:
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@@ -102,12 +102,12 @@ World:
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MPStartUnits@MCV:
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Class: none
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ClassName: MCV Only
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Races: gdi, nod
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Factions: gdi, nod
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BaseActor: mcv
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MPStartUnits@light.gdi:
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Class: light
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ClassName: Light
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Races: gdi
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Factions: gdi
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BaseActor: mcv
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SupportActors: e1,e1,e1,e2,e2
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InnerSupportRadius: 3
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@@ -115,7 +115,7 @@ World:
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MPStartUnits@light.nod:
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Class: light
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ClassName: Light
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Races: nod
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Factions: nod
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BaseActor: mcv
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SupportActors: e1,e1,e1,e3,e3
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InnerSupportRadius: 3
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@@ -123,7 +123,7 @@ World:
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MPStartUnits@med.gdi:
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Class: medium
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ClassName: Medium
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Races: gdi
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Factions: gdi
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BaseActor: mcv
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SupportActors: e1,e1,e2,jumpjet,smech
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InnerSupportRadius: 3
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@@ -131,7 +131,7 @@ World:
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MPStartUnits@med.nod:
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Class: medium
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ClassName: Medium
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Races: nod
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Factions: nod
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BaseActor: mcv
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SupportActors: e1,e1,e3,cyborg,bggy
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InnerSupportRadius: 3
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@@ -139,7 +139,7 @@ World:
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MPStartUnits@heavy.gdi:
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Class: heavy
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ClassName: Heavy
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Races: gdi
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Factions: gdi
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BaseActor: mcv
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SupportActors: e1,e2,e2,smech,mmch
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InnerSupportRadius: 3
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@@ -147,7 +147,7 @@ World:
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MPStartUnits@heavy.nod:
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Class: heavy
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ClassName: Heavy
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Races: nod
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Factions: nod
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BaseActor: mcv
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SupportActors: e1,e3,bggy,bike,ttnk
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InnerSupportRadius: 3
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Block a user