Merge pull request #6331 from Mailaender/infantry-noidle-fix
Fixed Dune 2000 infantry not showing the waiting animation when ordered to stop firing
This commit is contained in:
@@ -142,13 +142,18 @@ namespace OpenRA.Mods.RA.Render
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if (DefaultAnimation.HasSequence(idleSequence))
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if (DefaultAnimation.HasSequence(idleSequence))
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{
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{
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state = AnimationState.IdleAnimating;
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state = AnimationState.IdleAnimating;
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DefaultAnimation.PlayThen(idleSequence, () =>
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DefaultAnimation.PlayThen(idleSequence, () =>
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{
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{
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DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)));
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DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)));
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state = AnimationState.Waiting;
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state = AnimationState.Waiting;
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});
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});
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}
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}
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}
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}
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else
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{
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DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)));
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state = AnimationState.Waiting;
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}
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}
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}
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// TODO: Possibly move this into a separate trait
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// TODO: Possibly move this into a separate trait
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@@ -161,7 +166,7 @@ namespace OpenRA.Mods.RA.Render
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if (info.SpawnsCorpse)
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if (info.SpawnsCorpse)
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{
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{
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SpawnCorpse(self, info.DeathAnimationPrefix + (e.Warhead.DeathType));
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SpawnCorpse(self, info.DeathAnimationPrefix + (e.Warhead.DeathType));
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}
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}
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}
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}
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public void SpawnCorpse(Actor self, string sequence)
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public void SpawnCorpse(Actor self, string sequence)
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@@ -24,6 +24,8 @@ namespace OpenRA.Mods.RA
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public readonly WVec ProneOffset = new WVec(85, 0, -171);
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public readonly WVec ProneOffset = new WVec(85, 0, -171);
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public readonly string ProneSequencePrefix = "prone-";
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public override object Create(ActorInitializer init) { return new TakeCover(init, this); }
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public override object Create(ActorInitializer init) { return new TakeCover(init, this); }
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}
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}
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@@ -34,7 +36,7 @@ namespace OpenRA.Mods.RA
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bool isProne { get { return remainingProneTime > 0; } }
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bool isProne { get { return remainingProneTime > 0; } }
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public bool IsModifyingSequence { get { return isProne; } }
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public bool IsModifyingSequence { get { return isProne; } }
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public string SequencePrefix { get { return "prone-"; } }
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public string SequencePrefix { get { return info.ProneSequencePrefix ; } }
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public TakeCover(ActorInitializer init, TakeCoverInfo info)
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public TakeCover(ActorInitializer init, TakeCoverInfo info)
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: base(init, info)
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: base(init, info)
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@@ -233,7 +233,7 @@ FREMEN:
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Weapon: Slung
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Weapon: Slung
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AttackFrontal:
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AttackFrontal:
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RenderInfantry:
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RenderInfantry:
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IdleAnimations: stand,stand2
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IdleAnimations: stand
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TakeCover:
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TakeCover:
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Cloak:
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Cloak:
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InitialDelay: 250
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InitialDelay: 250
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@@ -265,7 +265,7 @@ GRENADIER:
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AttackFrontal:
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AttackFrontal:
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TakeCover:
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TakeCover:
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RenderInfantry:
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RenderInfantry:
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IdleAnimations: stand,stand2
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IdleAnimations: stand
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Explodes:
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Explodes:
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Weapon: UnitExplodeSmall
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Weapon: UnitExplodeSmall
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Chance: 100
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Chance: 100
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@@ -171,6 +171,7 @@
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TargetableUnit:
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TargetableUnit:
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TargetTypes: Ground
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TargetTypes: Ground
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RenderInfantry:
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RenderInfantry:
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TakeCover:
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AutoTarget:
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AutoTarget:
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AttackMove:
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AttackMove:
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Passenger:
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Passenger:
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@@ -231,7 +231,7 @@ SARDAUKAR:
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Range: 6c0
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Range: 6c0
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TakeCover:
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TakeCover:
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RenderInfantry:
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RenderInfantry:
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IdleAnimations: stand,stand2
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IdleAnimations: stand
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Armament@PRIMARY:
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Armament@PRIMARY:
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Weapon: Vulcan
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Weapon: Vulcan
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Armament@SECONDARY:
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Armament@SECONDARY:
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@@ -20,7 +20,7 @@ RIFLE:
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AttackFrontal:
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AttackFrontal:
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TakeCover:
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TakeCover:
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RenderInfantry:
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RenderInfantry:
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IdleAnimations: stand,stand2
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IdleAnimations: stand
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ENGINEER:
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ENGINEER:
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Inherits: ^Infantry
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Inherits: ^Infantry
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@@ -72,7 +72,7 @@ BAZOOKA:
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AttackFrontal:
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AttackFrontal:
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TakeCover:
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TakeCover:
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RenderInfantry:
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RenderInfantry:
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IdleAnimations: stand,stand2
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IdleAnimations: stand
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MEDIC:
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MEDIC:
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Inherits: ^Infantry
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Inherits: ^Infantry
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@@ -3,14 +3,6 @@ rifle:
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Start: 206
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Start: 206
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Facings: -8
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Facings: -8
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Transpose: true
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Transpose: true
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stand2: DATA
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Start: 206
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Facings: -8
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Transpose: true
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stand3: DATA
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Start: 206
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Facings: -8
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Transpose: true
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run: DATA
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run: DATA
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Start: 214
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Start: 214
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Length: 6
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Length: 6
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@@ -142,10 +134,6 @@ engineer:
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Start: 1166
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Start: 1166
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Facings: -8
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Facings: -8
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Transpose: true
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Transpose: true
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stand2: DATA
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Start: 1166
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Facings: -8
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Transpose: true
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run: DATA
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run: DATA
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Start: 1174
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Start: 1174
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Length: 6
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Length: 6
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@@ -182,10 +170,6 @@ medic: # actually thumper
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Start: 1402
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Start: 1402
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Facings: -8
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Facings: -8
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Transpose: true
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Transpose: true
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stand2: DATA
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Start: 1402
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Facings: -8
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Transpose: true
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run: DATA
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run: DATA
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Start: 1410
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Start: 1410
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Length: 6
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Length: 6
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@@ -242,10 +226,6 @@ fremen:
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Start: 694
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Start: 694
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Facings: -8
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Facings: -8
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Transpose: true
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Transpose: true
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stand2: DATA
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Start: 694
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Facings: -8
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Transpose: true
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run: DATA
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run: DATA
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Start: 702
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Start: 702
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Length: 6
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Length: 6
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@@ -309,14 +289,6 @@ saboteur:
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Start: 2149
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Start: 2149
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Facings: -8
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Facings: -8
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Transpose: true
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Transpose: true
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stand2: DATA
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Start: 2149
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Facings: -8
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Transpose: true
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stand3: DATA
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Start: 2149
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Facings: -8
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Transpose: true
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run: DATA
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run: DATA
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Start: 2157
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Start: 2157
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Length: 6
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Length: 6
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@@ -370,10 +342,6 @@ sardaukar:
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Start: 930
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Start: 930
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Facings: -8
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Facings: -8
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Transpose: true
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Transpose: true
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stand2: DATA
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Start: 930
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Facings: -8
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Transpose: true
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run: DATA
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run: DATA
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Start: 938
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Start: 938
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Length: 6
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Length: 6
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@@ -436,9 +404,6 @@ grenadier: # 2502 - 2749 in 1.06 DATA.R8
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stand:
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stand:
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Start: 0
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Start: 0
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Facings: 8
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Facings: 8
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stand2:
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Start: 8
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Facings: 8
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idle:
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idle:
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Start: 203
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Start: 203
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Length: 16
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Length: 16
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