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\RenderFlare.cs" />
<Compile Include="Render\RenderHarvester.cs" /> <Compile Include="Render\RenderHarvester.cs" />
<Compile Include="Render\RenderInfantry.cs" /> <Compile Include="Render\RenderInfantry.cs" />
<Compile Include="Render\RenderInfantryPanic.cs" />
<Compile Include="Render\RenderDisguise.cs" /> <Compile Include="Render\RenderDisguise.cs" />
<Compile Include="Render\RenderLandingCraft.cs" /> <Compile Include="Render\RenderLandingCraft.cs" />
<Compile Include="Render\RenderUnit.cs" /> <Compile Include="Render\RenderUnit.cs" />

View File

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

View File

@@ -50,48 +50,47 @@ namespace OpenRA.Mods.RA.Render
public class RenderInfantry : RenderSimple, INotifyAttack, INotifyKilled, INotifyIdle public class RenderInfantry : RenderSimple, INotifyAttack, INotifyKilled, INotifyIdle
{ {
public enum AnimationState readonly RenderInfantryInfo info;
{ readonly IMove move;
Idle, bool dirty = false;
Attacking,
Moving,
Waiting,
IdleAnimating
}
IMove move;
RenderInfantryInfo info;
public bool IsMoving { get; set; }
protected bool dirty = false;
string idleSequence; string idleSequence;
int idleDelay; int idleDelay;
AnimationState state;
protected virtual string NormalizeInfantrySequence(Actor self, string baseSequence) IRenderInfantrySequenceModifier rsm;
{ bool isModifyingSequence { get { return rsm != null && rsm.IsModifyingSequence; } }
return baseSequence; bool wasModifying;
}
protected virtual bool AllowIdleAnimation(Actor self)
{
return info.IdleAnimations.Length > 0;
}
public AnimationState State { get; private set; }
public RenderInfantry(Actor self, RenderInfantryInfo info) public RenderInfantry(Actor self, RenderInfantryInfo info)
: base(self, MakeFacingFunc(self)) : base(self, MakeFacingFunc(self))
{ {
this.info = info; this.info = info;
DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0); DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
State = AnimationState.Waiting; state = AnimationState.Waiting;
move = self.Trait<IMove>(); 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) public void Attacking(Actor self, Target target)
{ {
State = AnimationState.Attacking; state = AnimationState.Attacking;
if (DefaultAnimation.HasSequence(NormalizeInfantrySequence(self, info.AttackAnimation))) 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) public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
@@ -103,14 +102,22 @@ namespace OpenRA.Mods.RA.Render
{ {
base.Tick(self); 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); 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)); DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.MoveAnimation));
} }
@@ -119,10 +126,10 @@ namespace OpenRA.Mods.RA.Render
public void TickIdle(Actor self) 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); DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
State = AnimationState.Idle; state = AnimationState.Idle;
if (info.IdleAnimations.Length > 0) if (info.IdleAnimations.Length > 0)
{ {
@@ -134,11 +141,11 @@ namespace OpenRA.Mods.RA.Render
{ {
if (DefaultAnimation.HasSequence(idleSequence)) if (DefaultAnimation.HasSequence(idleSequence))
{ {
State = AnimationState.IdleAnimating; state = AnimationState.IdleAnimating;
DefaultAnimation.PlayThen(idleSequence, () => DefaultAnimation.PlayThen(idleSequence, () =>
{ {
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom))); 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)); 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.")] [Desc("Makes the unit automatically run around when taking damage.")]
class ScaredyCatInfo : ITraitInfo class ScaredyCatInfo : ITraitInfo
{ {
[Desc("How long (in ticks) the actor should panic for.")]
public readonly int PanicLength = 25 * 10; public readonly int PanicLength = 25 * 10;
[Desc("Panic movement speed as a precentage of the normal speed.")]
public readonly int PanicSpeedModifier = 200; 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 readonly int AttackPanicChance = 20;
public object Create(ActorInitializer init) { return new ScaredyCat(init.self, this); } 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; readonly ScaredyCatInfo info;
[Sync] readonly Actor Self; [Sync] readonly Actor self;
[Sync] int panicStartedTick;
bool panicking { get { return panicStartedTick > 0; } }
[Sync] public int PanicStartedTick; public bool IsModifyingSequence { get { return panicking; } }
[Sync] public bool Panicking { get { return PanicStartedTick > 0; } } public string SequencePrefix { get { return "panic-"; } }
public ScaredyCat(Actor self, ScaredyCatInfo info) public ScaredyCat(Actor self, ScaredyCatInfo info)
{ {
Self = self; this.self = self;
Info = info; this.info = info;
} }
public void Panic() public void Panic()
{ {
if (!Panicking) if (!panicking)
Self.CancelActivity(); self.CancelActivity();
PanicStartedTick = Self.World.WorldTick;
panicStartedTick = self.World.WorldTick;
} }
public void Tick(Actor self) 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(); self.CancelActivity();
PanicStartedTick = 0; panicStartedTick = 0;
} }
} }
public void TickIdle(Actor self) public void TickIdle(Actor self)
{ {
if (!Panicking) return; if (!panicking)
return;
self.Trait<Mobile>().Nudge(self, self, true); 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) 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(); Panic();
} }
public int GetSpeedModifier() public int GetSpeedModifier()
{ {
return Panicking ? Info.PanicSpeedModifier : 100; return panicking ? info.PanicSpeedModifier : 100;
} }
} }
} }

View File

@@ -9,16 +9,14 @@
#endregion #endregion
using OpenRA.GameRules; using OpenRA.GameRules;
using OpenRA.Mods.RA.Render;
using OpenRA.Traits; using OpenRA.Traits;
namespace OpenRA.Mods.RA 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 public class TakeCoverInfo : TurretedInfo
{ {
[Desc("How long should we remain in the prone position?" + [Desc("How long (in ticks) the actor remains prone.")]
"Measured in game ticks. Default is 4 seconds.")]
public readonly int ProneTime = 100; public readonly int ProneTime = 100;
[Desc("Prone movement speed as a percentage of the normal speed.")] [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); } public override object Create(ActorInitializer init) { return new TakeCover(init, this); }
} }
// Infantry prone behavior public class TakeCover : Turreted, INotifyDamage, IDamageModifier, ISpeedModifier, ISync, IRenderInfantrySequenceModifier
public class TakeCover : Turreted, ITick, INotifyDamage, IDamageModifier, ISpeedModifier, ISync
{ {
TakeCoverInfo Info; readonly TakeCoverInfo info;
[Sync] int remainingProneTime = 0; [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) public TakeCover(ActorInitializer init, TakeCoverInfo info)
: base(init, info) : base(init, info)
{ {
Info = info; this.info = info;
} }
public bool IsProne { get { return remainingProneTime > 0; } }
public void Damaged(Actor self, AttackInfo e) public void Damaged(Actor self, AttackInfo e)
{ {
if (e.Damage > 0 && (e.Warhead == null || !e.Warhead.PreventProne)) /* Don't go prone when healed */ if (e.Damage > 0 && (e.Warhead == null || !e.Warhead.PreventProne)) /* Don't go prone when healed */
{ {
if (!IsProne) if (!isProne)
LocalOffset = Info.ProneOffset; LocalOffset = info.ProneOffset;
remainingProneTime = Info.ProneTime; remainingProneTime = info.ProneTime;
} }
} }
public override void Tick(Actor self) public override void Tick(Actor self)
{ {
base.Tick(self); base.Tick(self);
if (IsProne && --remainingProneTime == 0)
if (isProne && --remainingProneTime == 0)
LocalOffset = WVec.Zero; LocalOffset = WVec.Zero;
} }
public int GetDamageModifier(Actor attacker, DamageWarhead warhead) public int GetDamageModifier(Actor attacker, DamageWarhead warhead)
{ {
return IsProne && warhead != null ? warhead.ProneModifier : 100; return isProne && warhead != null ? warhead.ProneModifier : 100;
} }
public int GetSpeedModifier() public int GetSpeedModifier()
{ {
return IsProne ? Info.SpeedModifier : 100; 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);
} }
} }
} }

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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