Implement IRenderInfantrySequenceModifier for ScaredyCat and TakeCover

This commit is contained in:
Curtis Shmyr
2014-08-23 14:42:55 -06:00
parent 345e88d75a
commit fa8229d53b
16 changed files with 147 additions and 256 deletions

View File

@@ -319,7 +319,6 @@
<Compile Include="Render\RenderFlare.cs" />
<Compile Include="Render\RenderHarvester.cs" />
<Compile Include="Render\RenderInfantry.cs" />
<Compile Include="Render\RenderInfantryPanic.cs" />
<Compile Include="Render\RenderDisguise.cs" />
<Compile Include="Render\RenderLandingCraft.cs" />
<Compile Include="Render\RenderUnit.cs" />

View File

@@ -12,12 +12,12 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
class RenderDisguiseInfo : RenderInfantryProneInfo, Requires<DisguiseInfo>
class RenderDisguiseInfo : RenderInfantryInfo, Requires<DisguiseInfo>
{
public override object Create(ActorInitializer init) { return new RenderDisguise(init.self, this); }
}
class RenderDisguise : RenderInfantryProne
class RenderDisguise : RenderInfantry
{
RenderDisguiseInfo info;
string intendedSprite;

View File

@@ -50,48 +50,47 @@ namespace OpenRA.Mods.RA.Render
public class RenderInfantry : RenderSimple, INotifyAttack, INotifyKilled, INotifyIdle
{
public enum AnimationState
{
Idle,
Attacking,
Moving,
Waiting,
IdleAnimating
}
IMove move;
RenderInfantryInfo info;
public bool IsMoving { get; set; }
protected bool dirty = false;
readonly RenderInfantryInfo info;
readonly IMove move;
bool dirty = false;
string idleSequence;
int idleDelay;
AnimationState state;
protected virtual string NormalizeInfantrySequence(Actor self, string baseSequence)
{
return baseSequence;
}
protected virtual bool AllowIdleAnimation(Actor self)
{
return info.IdleAnimations.Length > 0;
}
public AnimationState State { get; private set; }
IRenderInfantrySequenceModifier rsm;
bool isModifyingSequence { get { return rsm != null && rsm.IsModifyingSequence; } }
bool wasModifying;
public RenderInfantry(Actor self, RenderInfantryInfo info)
: base(self, MakeFacingFunc(self))
{
this.info = info;
DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
State = AnimationState.Waiting;
state = AnimationState.Waiting;
move = self.Trait<IMove>();
rsm = self.TraitOrDefault<IRenderInfantrySequenceModifier>();
}
protected virtual string NormalizeInfantrySequence(Actor self, string baseSequence)
{
var prefix = isModifyingSequence ? rsm.SequencePrefix : "";
if (DefaultAnimation.HasSequence(prefix + baseSequence))
return prefix + baseSequence;
else
return baseSequence;
}
protected virtual bool AllowIdleAnimation(Actor self)
{
return info.IdleAnimations.Length > 0 && !isModifyingSequence;
}
public void Attacking(Actor self, Target target)
{
State = AnimationState.Attacking;
state = AnimationState.Attacking;
if (DefaultAnimation.HasSequence(NormalizeInfantrySequence(self, info.AttackAnimation)))
DefaultAnimation.PlayThen(NormalizeInfantrySequence(self, info.AttackAnimation), () => State = AnimationState.Idle);
DefaultAnimation.PlayThen(NormalizeInfantrySequence(self, info.AttackAnimation), () => state = AnimationState.Idle);
}
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
@@ -103,14 +102,22 @@ namespace OpenRA.Mods.RA.Render
{
base.Tick(self);
if ((State == AnimationState.Moving || dirty) && !move.IsMoving)
if (rsm != null)
{
State = AnimationState.Waiting;
if (wasModifying != rsm.IsModifyingSequence)
dirty = true;
wasModifying = rsm.IsModifyingSequence;
}
if ((state == AnimationState.Moving || dirty) && !move.IsMoving)
{
state = AnimationState.Waiting;
DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
}
else if ((State != AnimationState.Moving || dirty) && move.IsMoving)
else if ((state != AnimationState.Moving || dirty) && move.IsMoving)
{
State = AnimationState.Moving;
state = AnimationState.Moving;
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.MoveAnimation));
}
@@ -119,10 +126,10 @@ namespace OpenRA.Mods.RA.Render
public void TickIdle(Actor self)
{
if (State != AnimationState.Idle && State != AnimationState.IdleAnimating)
if (state != AnimationState.Idle && state != AnimationState.IdleAnimating)
{
DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
State = AnimationState.Idle;
state = AnimationState.Idle;
if (info.IdleAnimations.Length > 0)
{
@@ -134,11 +141,11 @@ namespace OpenRA.Mods.RA.Render
{
if (DefaultAnimation.HasSequence(idleSequence))
{
State = AnimationState.IdleAnimating;
state = AnimationState.IdleAnimating;
DefaultAnimation.PlayThen(idleSequence, () =>
{
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)));
State = AnimationState.Waiting;
state = AnimationState.Waiting;
});
}
}
@@ -166,5 +173,14 @@ namespace OpenRA.Mods.RA.Render
sequence, info.PlayerPalette + self.Owner.InternalName));
});
}
enum AnimationState
{
Idle,
Attacking,
Moving,
Waiting,
IdleAnimating
}
}
}

View File

@@ -1,56 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 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 COPYING.
*/
#endregion
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
class RenderInfantryPanicInfo : RenderInfantryInfo, Requires<ScaredyCatInfo>
{
public override object Create(ActorInitializer init) { return new RenderInfantryPanic(init.self, this); }
}
class RenderInfantryPanic : RenderInfantry
{
readonly ScaredyCat sc;
bool wasPanic;
public RenderInfantryPanic(Actor self, RenderInfantryPanicInfo info)
: base(self, info)
{
sc = self.Trait<ScaredyCat>();
}
protected override string NormalizeInfantrySequence(Actor self, string baseSequence)
{
var prefix = sc != null && sc.Panicking ? "panic-" : "";
if (DefaultAnimation.HasSequence(prefix + baseSequence))
return prefix + baseSequence;
else
return baseSequence;
}
protected override bool AllowIdleAnimation(Actor self)
{
return base.AllowIdleAnimation(self) && !sc.Panicking;
}
public override void Tick (Actor self)
{
if (wasPanic != sc.Panicking)
dirty = true;
wasPanic = sc.Panicking;
base.Tick(self);
}
}
}

View File

@@ -16,48 +16,58 @@ namespace OpenRA.Mods.RA
[Desc("Makes the unit automatically run around when taking damage.")]
class ScaredyCatInfo : ITraitInfo
{
[Desc("How long (in ticks) the actor should panic for.")]
public readonly int PanicLength = 25 * 10;
[Desc("Panic movement speed as a precentage of the normal speed.")]
public readonly int PanicSpeedModifier = 200;
[Desc("Chance (out of 100) the unit has to enter panic mode when attacked.")]
public readonly int AttackPanicChance = 20;
public object Create(ActorInitializer init) { return new ScaredyCat(init.self, this); }
}
class ScaredyCat : ITick, INotifyIdle, INotifyDamage, INotifyAttack, ISpeedModifier, ISync
class ScaredyCat : ITick, INotifyIdle, INotifyDamage, INotifyAttack, ISpeedModifier, ISync, IRenderInfantrySequenceModifier
{
readonly ScaredyCatInfo Info;
[Sync] readonly Actor Self;
readonly ScaredyCatInfo info;
[Sync] readonly Actor self;
[Sync] int panicStartedTick;
bool panicking { get { return panicStartedTick > 0; } }
[Sync] public int PanicStartedTick;
[Sync] public bool Panicking { get { return PanicStartedTick > 0; } }
public bool IsModifyingSequence { get { return panicking; } }
public string SequencePrefix { get { return "panic-"; } }
public ScaredyCat(Actor self, ScaredyCatInfo info)
{
Self = self;
Info = info;
this.self = self;
this.info = info;
}
public void Panic()
{
if (!Panicking)
Self.CancelActivity();
PanicStartedTick = Self.World.WorldTick;
if (!panicking)
self.CancelActivity();
panicStartedTick = self.World.WorldTick;
}
public void Tick(Actor self)
{
if (!Panicking) return;
if (!panicking)
return;
if (self.World.WorldTick >= PanicStartedTick + Info.PanicLength)
if (self.World.WorldTick >= panicStartedTick + info.PanicLength)
{
self.CancelActivity();
PanicStartedTick = 0;
panicStartedTick = 0;
}
}
public void TickIdle(Actor self)
{
if (!Panicking) return;
if (!panicking)
return;
self.Trait<Mobile>().Nudge(self, self, true);
}
@@ -70,13 +80,13 @@ namespace OpenRA.Mods.RA
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
{
if (self.World.SharedRandom.Next(100 / Info.AttackPanicChance) == 0)
if (self.World.SharedRandom.Next(100 / info.AttackPanicChance) == 0)
Panic();
}
public int GetSpeedModifier()
{
return Panicking ? Info.PanicSpeedModifier : 100;
return panicking ? info.PanicSpeedModifier : 100;
}
}
}

View File

@@ -9,16 +9,14 @@
#endregion
using OpenRA.GameRules;
using OpenRA.Mods.RA.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("This actor goes prone in an attempt to reduce damage.")]
[Desc("Make the unit go prone when under attack, in an attempt to reduce damage.")]
public class TakeCoverInfo : TurretedInfo
{
[Desc("How long should we remain in the prone position?" +
"Measured in game ticks. Default is 4 seconds.")]
[Desc("How long (in ticks) the actor remains prone.")]
public readonly int ProneTime = 100;
[Desc("Prone movement speed as a percentage of the normal speed.")]
@@ -29,87 +27,48 @@ namespace OpenRA.Mods.RA
public override object Create(ActorInitializer init) { return new TakeCover(init, this); }
}
// Infantry prone behavior
public class TakeCover : Turreted, ITick, INotifyDamage, IDamageModifier, ISpeedModifier, ISync
public class TakeCover : Turreted, INotifyDamage, IDamageModifier, ISpeedModifier, ISync, IRenderInfantrySequenceModifier
{
TakeCoverInfo Info;
readonly TakeCoverInfo info;
[Sync] int remainingProneTime = 0;
bool isProne { get { return remainingProneTime > 0; } }
public bool IsModifyingSequence { get { return isProne; } }
public string SequencePrefix { get { return "prone-"; } }
public TakeCover(ActorInitializer init, TakeCoverInfo info)
: base(init, info)
{
Info = info;
this.info = info;
}
public bool IsProne { get { return remainingProneTime > 0; } }
public void Damaged(Actor self, AttackInfo e)
{
if (e.Damage > 0 && (e.Warhead == null || !e.Warhead.PreventProne)) /* Don't go prone when healed */
{
if (!IsProne)
LocalOffset = Info.ProneOffset;
if (!isProne)
LocalOffset = info.ProneOffset;
remainingProneTime = Info.ProneTime;
remainingProneTime = info.ProneTime;
}
}
public override void Tick(Actor self)
{
base.Tick(self);
if (IsProne && --remainingProneTime == 0)
if (isProne && --remainingProneTime == 0)
LocalOffset = WVec.Zero;
}
public int GetDamageModifier(Actor attacker, DamageWarhead warhead)
{
return IsProne && warhead != null ? warhead.ProneModifier : 100;
return isProne && warhead != null ? warhead.ProneModifier : 100;
}
public int GetSpeedModifier()
{
return IsProne ? Info.SpeedModifier : 100;
}
}
class RenderInfantryProneInfo : RenderInfantryInfo, Requires<TakeCoverInfo>
{
public override object Create(ActorInitializer init) { return new RenderInfantryProne(init.self, this); }
}
class RenderInfantryProne : RenderInfantry
{
readonly TakeCover tc;
bool wasProne;
public RenderInfantryProne(Actor self, RenderInfantryProneInfo info)
: base(self, info)
{
tc = self.Trait<TakeCover>();
}
protected override string NormalizeInfantrySequence(Actor self, string baseSequence)
{
var prefix = tc != null && tc.IsProne ? "prone-" : "";
if (DefaultAnimation.HasSequence(prefix + baseSequence))
return prefix + baseSequence;
else
return baseSequence;
}
protected override bool AllowIdleAnimation(Actor self)
{
return base.AllowIdleAnimation(self) && !tc.IsProne;
}
public override void Tick(Actor self)
{
if (wasProne != tc.IsProne)
dirty = true;
wasProne = tc.IsProne;
base.Tick(self);
return isProne ? info.SpeedModifier : 100;
}
}
}

View File

@@ -152,7 +152,7 @@
TargetTypes: Ground, Infantry
TakeCover:
SpeedModifier: 60
RenderInfantryProne:
RenderInfantry:
AttackMove:
Passenger:
CargoType: Infantry
@@ -196,7 +196,7 @@
Inherits: ^Infantry
-AutoTarget:
-TakeCover:
-RenderInfantryProne:
RenderInfantry:
AppearsOnRadar:
SelectionDecorations:
Selectable:
@@ -219,7 +219,6 @@
Notification: CivilianKilled
NotifyAll: true
ScaredyCat:
RenderInfantryPanic:
CrushableInfantry:
^DINO:

View File

@@ -17,7 +17,7 @@ E1:
Armament:
Weapon: M16
AttackFrontal:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2,idle3,idle4
StandAnimations: stand, stand2
@@ -43,7 +43,7 @@ E2:
LocalOffset: 0,0,427
FireDelay: 15
AttackFrontal:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
StandAnimations: stand, stand2
Explodes:
@@ -74,7 +74,7 @@ E3:
LocalOffset: 256,43,341
FireDelay: 5
AttackFrontal:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
StandAnimations: stand, stand2
@@ -104,7 +104,7 @@ E4:
AttackFrontal:
WithMuzzleFlash:
SplitFacings: true
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
StandAnimations: stand, stand2
@@ -140,7 +140,7 @@ E5:
WithMuzzleFlash:
SplitFacings: true
-PoisonedByTiberium:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
StandAnimations: stand, stand2
@@ -167,7 +167,7 @@ E6:
Captures:
CaptureTypes: building, husk
-AutoTarget:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
StandAnimations: stand, stand2
-GainsExperience:
@@ -201,7 +201,7 @@ RMBO:
Armament:
Weapon: Sniper
AttackFrontal:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2,idle3
StandAnimations: stand, stand2
AnnounceOnBuild:

View File

@@ -226,9 +226,8 @@ FREMEN:
Armament@SECONDARY:
Weapon: Slung
AttackFrontal:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: stand,stand2
-RenderInfantry:
TakeCover:
Cloak:
InitialDelay: 250
@@ -260,8 +259,7 @@ GRENADIER:
FireDelay: 15
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: stand,stand2
Explodes:
Weapon: UnitExplodeSmall

View File

@@ -228,8 +228,7 @@ SARDAUKAR:
RevealsShroud:
Range: 6c0
TakeCover:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: stand,stand2
Armament@PRIMARY:
Weapon: Vulcan

View File

@@ -19,8 +19,7 @@ RIFLE:
Weapon: LMG
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: stand,stand2
ENGINEER:
@@ -74,8 +73,7 @@ BAZOOKA:
LocalOffset: 0,0,555
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: stand,stand2
MEDIC:

View File

@@ -13,43 +13,43 @@ C4:
Inherits: ^CivInfantry
Selectable:
Voice: CivilianFemaleVoice
RenderInfantryPanic:
RenderInfantry:
Image: C2
C5:
Inherits: ^CivInfantry
RenderInfantryPanic:
RenderInfantry:
Image: C1
C6:
Inherits: ^CivInfantry
Selectable:
Voice: CivilianFemaleVoice
RenderInfantryPanic:
RenderInfantry:
Image: C2
C7:
Inherits: ^CivInfantry
RenderInfantryPanic:
RenderInfantry:
Image: C1
C8:
Inherits: ^CivInfantry
Selectable:
Voice: CivilianFemaleVoice
RenderInfantryPanic:
RenderInfantry:
Image: C2
C9:
Inherits: ^CivInfantry
RenderInfantryPanic:
RenderInfantry:
Image: C1
C10:
Inherits: ^CivInfantry
Selectable:
Voice: CivilianFemaleVoice
RenderInfantryPanic:
RenderInfantry:
Image: C2
FCOM:

View File

@@ -411,8 +411,7 @@
AttackFrontal:
ProximityCaptor:
Types: CivilianInfantry
-RenderInfantry:
RenderInfantryPanic:
RenderInfantry:
ScaredyCat:
^CivBuilding:

View File

@@ -54,8 +54,7 @@ E1:
MuzzleSequence: garrison-muzzle
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
StandAnimations: stand,stand2
@@ -87,8 +86,7 @@ E2:
FireDelay: 15
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
StandAnimations: stand,stand2
Explodes:
@@ -124,8 +122,7 @@ E3:
Weapon: Dragon
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
StandAnimations: stand,stand2
@@ -156,8 +153,7 @@ E4:
Weapon: Flamer
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
StandAnimations: stand,stand2
@@ -188,8 +184,7 @@ E6:
Type: building
TakeCover:
-AutoTarget:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
StandAnimations: stand,stand2
@@ -265,8 +260,7 @@ E7:
MuzzleSequence: garrison-muzzle
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
MEDI:
@@ -300,8 +294,7 @@ MEDI:
OutsideRangeCursor: heal
TakeCover:
-AutoTarget:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
AttackAnimation: heal
@@ -338,8 +331,7 @@ MECH:
CaptureTypes: husk
TakeCover:
-AutoTarget:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
AttackAnimation: heal
@@ -361,8 +353,7 @@ EINSTEIN:
-AutoTarget:
ProximityCaptor:
Types: CivilianInfantry
-RenderInfantry:
RenderInfantryPanic:
RenderInfantry:
ScaredyCat:
DELPHI:
@@ -383,8 +374,7 @@ DELPHI:
-AutoTarget:
ProximityCaptor:
Types: CivilianInfantry
-RenderInfantry:
RenderInfantryPanic:
RenderInfantry:
ScaredyCat:
CHAN:
@@ -478,8 +468,7 @@ SHOK:
Weapon: PortaTesla
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
StandAnimations: stand,stand2
@@ -515,8 +504,7 @@ SNIPER:
MuzzleSequence: garrison-muzzle
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
StandAnimations: stand,stand2
Cloak:

View File

@@ -173,8 +173,7 @@
AttackFrontal:
ProximityCaptor:
Types: CivilianInfantry
-RenderInfantry:
RenderInfantryPanic:
RenderInfantry:
ScaredyCat:
^Vehicle:

View File

@@ -19,8 +19,7 @@ E1:
Weapon: Minigun
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
E2:
@@ -46,8 +45,7 @@ E2:
FireDelay: 5
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
E3:
@@ -73,8 +71,7 @@ E3:
LocalOffset: 128,0,640
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
WEEDGUY:
@@ -102,8 +99,7 @@ WEEDGUY:
Weapon: FireballLauncher
LocalOffset: 85,0,384
AttackFrontal:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
TakeCover:
MEDIC:
@@ -130,8 +126,7 @@ MEDIC:
Weapon: Heal
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
AttackAnimation: heal
SelfHealing:
@@ -163,8 +158,7 @@ ENGINEER:
Captures:
CaptureTypes: building
-AutoTarget:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
TakeCover:
-GainsExperience:
@@ -196,8 +190,7 @@ UMAGON:
Weapon: Sniper
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
GHOST:
@@ -233,8 +226,7 @@ GHOST:
C4Demolition:
C4Delay: 45
TakeCover:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
JUMPJET:
@@ -328,8 +320,7 @@ CYBORG:
Weapon: Vulcan3
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
CYC2:
@@ -364,8 +355,7 @@ CYC2:
LocalOffset: 170,85,683
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
MUTANT:
@@ -394,8 +384,7 @@ MUTANT:
Weapon: Vulcan
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
MWMN:
@@ -424,8 +413,7 @@ MWMN:
Weapon: Vulcan
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
MUTANT3:
@@ -454,8 +442,7 @@ MUTANT3:
Weapon: Vulcan
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
MHIJACK:
@@ -482,8 +469,7 @@ MHIJACK:
Range: 6c0
-AutoTarget:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
TRATOS:
@@ -509,8 +495,7 @@ TRATOS:
Range: 4c0
TakeCover:
-AutoTarget:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
OXANNA:
@@ -534,8 +519,7 @@ OXANNA:
Range: 4c0
TakeCover:
-AutoTarget:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
SLAV:
@@ -559,8 +543,7 @@ SLAV:
Range: 4c0
TakeCover:
-AutoTarget:
-RenderInfantry:
RenderInfantryProne:
RenderInfantry:
IdleAnimations: idle1,idle2
DOGGIE: