diff --git a/.gitattributes b/.gitattributes index 4fa7eaa6..9d9371b6 100644 --- a/.gitattributes +++ b/.gitattributes @@ -1,9 +1,15 @@ +* text=crlf + version text eol=crlf *.xdp text eol=crlf *.cfg text eol=crlf *.ini text eol=crlf *.map text eol=crlf *.txt text eol=crlf +*.json text eol=crlf preupdateexec text eol=crlf updateexec text eol=crlf version text eol=crlf + +*.sh text eol=lf +*.ps1 eol=lf diff --git a/.github/workflows/deployment.yml b/.github/workflows/deployment.yml index 3d0e8ce7..b98db5b7 100644 --- a/.github/workflows/deployment.yml +++ b/.github/workflows/deployment.yml @@ -13,7 +13,7 @@ on: # Run when there is a release published release: types: [ published ] - + # Allows for this workflow to be run manually workflow_dispatch: @@ -40,7 +40,7 @@ jobs: run: npm ci # This step validates the format of the tag created, if this was a published release. - # Currently, it must be in the format "yr-X.Y" or "yr-X.Y.Z" + # Currently, it must be in the format "yr-X.Y" or "yr-X.Y.Z" - name: Validate Tag Name if: github.event_name == 'release' working-directory: tools @@ -61,6 +61,10 @@ jobs: # replace the second line in the file with the proper version number (X.Y.Z-dev.N) run: sed -i "2 s/.*/${{env.GitVersion_SemVer}}/" ./package/versionconfig.ini + - name: Pack Game Assets + working-directory: tools + run: npm run mix-packer + - name: Version Writer working-directory: tools run: npm run version-writer @@ -68,7 +72,7 @@ jobs: # Create package archive - name: Create package artifact (tar) run: tar -C ./package -czvf package.tar.gz . - + - name: Create package artifact (zip) run: 7z.exe a package.zip ./package @@ -106,7 +110,7 @@ jobs: if: github.event_name == 'release' working-directory: tools run: npm run release-asset-uploader -- --token ${{ secrets.GITHUB_TOKEN }} --assetName "package_${{env.GitVersion_SemVer}} (zip)" --assetPath ../package.zip - + # Upload installer to any relevant releases for current tag # If there is no release/tag, this will not do anything - name: Upload Installer Release Asset @@ -156,7 +160,7 @@ jobs: tar -xzvf ${{ secrets.SSH_PATH_UPDATES }}/${{ needs.build-package.outputs.packageUploadVersion }}/package.tar.gz rm ${{ secrets.SSH_PATH_UPDATES }}/${{ needs.build-package.outputs.packageUploadVersion }}/package.tar.gz chmod 777 --recursive ${{ secrets.SSH_PATH_UPDATES }}/${{ needs.build-package.outputs.packageUploadVersion }}/* - + # Create/update a mirror link for client update purposes, using the GitVersion pre release label as the link name. # See the file "GitVersion.yml" for more details on the name that will be used for a given branch. # Ex: if the branch name is "develop", it will create a link of "dev" to point to the directory "updates/X.Y.Z-dev". @@ -175,6 +179,3 @@ jobs: script: | cd ${{ secrets.SSH_PATH_GAMES_YR }} ln -sfn updates/${{ needs.build-package.outputs.packageUploadVersion }} ${{ needs.build-package.outputs.mirrorLinkName }} - - - diff --git a/.gitignore b/.gitignore index 77a41602..b295807d 100644 --- a/.gitignore +++ b/.gitignore @@ -1,24 +1,49 @@ -/package/RA2MD.ini -/package/Maps/Custom/*.zip +/game-assets/**/*.mix + +/package/**/*.SAV +/package/BINKW32.DLL +/package/Blowfish.dll +/package/Client/ +/package/cncnet.mix +/package/ddraw.dll +/package/ddraw.ini +/package/debug/ +/package/langmd.mix +/package/language.mix +/package/Map Editor/** /package/Maps/Custom/*.map /package/Maps/Custom/*.png /package/Maps/Custom/*.yrm -/package/version +/package/Maps/Custom/*.zip +/package/maps01.mix +/package/maps02.mix +/package/mapsmd03.mix +/package/movies01.mix +/package/movies02.mix +/package/movmd03.mix +/package/multi.mix +/package/multimd.mix +/package/QM/*.txt /package/Qt/QM/ -/package/VersionWriter.exe +/package/ra2.mix +/package/RA2MD.ini +/package/RA2MD.ini +/package/ra2md.mix +/package/ra2mode.mix +/package/Saved Games/*.SAV +/package/spawn.ini +/package/spawnmap.ini +/package/syringe.log +/package/theme.mix +/package/thememd.mix +/package/version +/package/version_u /package/VersionWriter-CopiedFiles -/logs -/gitversion.json -ddraw.dll -ddraw.ini -RA2MD.ini -spawn.ini -spawnmap.ini -version_u -/package/Client/ -.idea +/package/VersionWriter.exe + .idea/* -/tools/node_modules /CnCNet5_YR_Installer.exe +/gitversion.json +/logs /package.tar.gz -/Client/ +/tools/node_modules diff --git a/README.md b/README.md index 3a556b3d..869c4cbf 100644 --- a/README.md +++ b/README.md @@ -29,7 +29,8 @@ You MUST edit the `YRSource` property in the `Directory.Build.Game.YR.props` fil ### Repository Structure - `package` - This directory contains the exact file structure that should make up the client package that is delivered to users. -- `resources` - This directory contains any resources to assist in building the package, like other theming elements. For example, this directory contains various `expandspawn09.mix` files for custom crates. These `mix` files can be moved to the `package` directory when we want to change the crate theme. +- `game-assets` - This directory contains game assets used by CnCNet. All child directories with a `.pack` extension will be packed at build time into `*.mix` archives. Parent `*.mix` will be moved to the `package` directory. +- `resources` - This directory contains any resources to assist in building the package, like other theming elements. - `tools` - This directory contains tools that are used to help build the package. It includes tools like: - `download-artifacts/download-client.ps1` - A powershell script to automatically download a specific set of binaries of the `xna-cncnet-client` - `download-artifacts/download-client-launcher.ps1` - A powershell script to automatically download a specific instance of the client launcher. diff --git a/README_Onboarding.md b/README_Onboarding.md index 50628d9c..94580971 100644 --- a/README_Onboarding.md +++ b/README_Onboarding.md @@ -1,7 +1,7 @@ **How to contribute to this repository** 1. Install git from `https://git-scm.com/` 2. Download the CnCNet YR Package repository code - - Create a directory anywhere on your local. + - Create a directory anywhere on your local. - Right-click in directory select `git bash`, or navigate to the directory in terminal. - Enter `git clone https://github.com/CnCNet/cncnet-yr-client-package.git` - You now have the codebase on your local machine. @@ -13,8 +13,8 @@ 1. Fetch latest code from repository and update your local code - From project terminal execute `git fetch`, `git pull` - Create a new branch from develop - - + + 2. Prepare new maps and map images - Every map file has an accompanying map image with the same name. - Map file names should be as follows: `[num_players]_[mapName].map`, e.g. `2_hail_mary.map`, `2_hail_mary.png` @@ -23,7 +23,7 @@ - Map files should not have enhanced preview image and should be small in file size. - Map images should end in .png, should be x768 on longest side, should run through [TinyPNG](https://tinypng.com/) to shrink the image file size -3. Add new map files to the project. +3. Add new map files to the project. - If the map is to be played on the ladder, place the map files and map images in `package\Maps\Yuri's Revenge\` - If the map is non-ladder, place it in appropriate folder. Battle, Mod Maps @@ -32,10 +32,10 @@ - Execute this script to automatically update `MpMaps.ini` for you. `\tools\mpmaps-updater\maps-updater.bat` - View the output of the bat file to see any warnings or errors. - Open MpMaps.ini and ensure each new map you have inserted is in the file, and double check the GameModes and details. - + 5. Commit and push - When all changes are ready, use git to add the files you added, then commit and push them. - Using git tools in the IDE is pretty useful for this stuff. - + 6. Create a pull request from your branch to `develop` at https://github.com/CnCNet/cncnet-yr-client-package/pulls - Once your code is merged, it is all ready to be updated in the client. There are separate steps to execute the client update with the latest code. \ No newline at end of file diff --git a/game-assets/cncnet.pack/TreesShadowFix/README.md b/game-assets/cncnet.pack/TreesShadowFix/README.md new file mode 100644 index 00000000..936d4c52 --- /dev/null +++ b/game-assets/cncnet.pack/TreesShadowFix/README.md @@ -0,0 +1,17 @@ +# Trees Shadow Fix + +### Contributors + +- Starkku + +### URL + +- https://ppmforums.com/topic-35406 + +### Description + +``` +Nothing huge really, just the trees from the unmodified game with duplicated frames to prevent the shadow from appearing as 'damaged artwork' (you might've noticed the cyan blobs sometimes appearing where a tree was previously standing) for all theaters, including some extra trees like the dead ones from desert for theaters like temperate and urban. + +Credit is not necessary but can do that if you feel like it. +``` diff --git a/game-assets/cncnet.pack/TreesShadowFix/tree01.des 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+23=YuriCountry,LTNK,256,158,81,128,Area Guard,08E3237C,0,-1,0,-1,0,0 +24=YuriCountry,LTNK,256,161,79,96,Area Guard,08E3237C,0,-1,0,-1,0,0 +25=Neutral,SUVB,256,176,89,0,Sleep,None,0,-1,0,-1,1,1 +26=YuriCountry,LTNK,256,126,142,64,Guard,None,0,-1,0,-1,1,1 +27=YuriCountry,LTNK,256,126,141,64,Guard,None,0,-1,0,-1,1,1 +28=YuriCountry,LTNK,256,182,113,224,Guard,None,0,-1,0,-1,1,1 +29=YuriCountry,LTNK,256,177,93,160,Guard,None,0,-1,0,-1,1,1 +30=YuriCountry,LTNK,256,176,92,160,Guard,None,0,-1,0,-1,1,1 +31=YuriCountry,YTNK,256,178,91,160,Guard,None,0,-1,0,-1,1,1 +32=YuriCountry,LTNK,256,120,119,64,Guard,None,0,-1,0,-1,1,1 +33=YuriCountry,LTNK,256,120,120,64,Guard,None,0,-1,0,-1,1,1 +34=YuriCountry,LTNK,256,139,118,0,Guard,None,0,-1,0,-1,1,1 +35=YuriCountry,LTNK,256,138,118,0,Guard,None,0,-1,0,-1,1,1 +36=YuriCountry,YTNK,256,138,86,96,Guard,None,0,-1,0,-1,1,1 +37=YuriCountry,YTNK,256,137,87,96,Guard,None,0,-1,0,-1,1,1 +38=YuriCountry,YTNK,256,117,119,0,Guard,None,0,-1,0,-1,1,1 +39=Neutral,CAR,256,115,123,192,Sleep,None,0,-1,0,-1,1,1 +40=Neutral,PTRUCK,256,116,122,64,Sleep,None,0,-1,0,-1,1,1 +41=Neutral,WINI,256,118,123,64,Sleep,None,0,-1,0,-1,1,1 +42=Neutral,STANG,256,115,126,192,Sleep,None,0,-1,0,-1,1,1 +43=Neutral,SUVB,256,117,126,192,Sleep,None,0,-1,0,-1,1,1 +44=Neutral,SUVW,256,115,125,192,Sleep,None,0,-1,0,-1,1,1 +45=Neutral,SUVB,256,185,120,0,Sleep,None,0,-1,0,-1,1,1 +46=Neutral,STANG,256,185,121,0,Sleep,None,0,-1,0,-1,1,1 +47=Neutral,TAXI,256,184,122,64,Sleep,None,0,-1,0,-1,1,1 +48=Neutral,SUVW,256,182,122,64,Sleep,None,0,-1,0,-1,1,1 +49=Neutral,PTRUCK,256,184,124,0,Sleep,None,0,-1,0,-1,1,1 +50=Neutral,CONA,256,151,102,64,Sleep,None,0,-1,0,-1,1,1 +51=Neutral,CONA,256,152,130,0,Sleep,None,0,-1,0,-1,1,1 +52=Neutral,STANG,256,135,143,0,Sleep,None,0,-1,0,-1,1,1 +53=Neutral,STANG,256,136,143,0,Sleep,None,0,-1,0,-1,1,1 +54=Neutral,SUVW,256,136,145,0,Sleep,None,0,-1,0,-1,1,1 +55=Neutral,SUVB,256,134,144,128,Sleep,None,0,-1,0,-1,1,1 +56=Neutral,LIMO,256,138,144,224,Sleep,None,0,-1,0,-1,1,1 +57=Neutral,PTRUCK,256,139,143,0,Sleep,None,0,-1,0,-1,1,1 +58=Neutral,SUVB,256,187,124,64,Sleep,None,0,-1,0,-1,1,1 +59=Neutral,CAR,256,141,113,192,Sleep,None,0,-1,0,-1,1,1 +60=Neutral,STANG,256,140,111,64,Sleep,None,0,-1,0,-1,1,1 +61=Neutral,CONA,256,123,170,128,Sleep,None,0,-1,0,-1,1,1 +62=Neutral,SUVB,256,131,178,0,Sleep,None,0,-1,0,-1,1,1 +63=Neutral,TAXI,256,133,178,0,Sleep,None,0,-1,0,-1,1,1 +64=Neutral,CAR,256,185,98,0,Sleep,None,0,-1,0,-1,1,1 +65=Neutral,PTRUCK,256,188,98,0,Sleep,None,0,-1,0,-1,1,1 +66=Neutral,SUVB,256,186,97,128,Sleep,None,0,-1,0,-1,1,1 +67=Neutral,STANG,256,180,92,64,Sleep,None,0,-1,0,-1,1,1 +68=Neutral,EUROC,256,144,72,64,Sleep,None,0,-1,0,-1,1,1 +69=Neutral,CAR,256,145,75,192,Sleep,None,0,-1,0,-1,1,1 +70=Neutral,SUVW,256,143,74,192,Sleep,None,0,-1,0,-1,1,1 +71=Neutral,SUVB,256,145,72,192,Sleep,None,0,-1,0,-1,1,1 +72=Neutral,STANG,256,146,76,64,Sleep,None,0,-1,0,-1,1,1 +73=Neutral,LIMO,256,165,81,224,Sleep,None,0,-1,0,-1,1,1 +74=Neutral,WINI,256,164,82,64,Sleep,None,0,-1,0,-1,1,1 +75=YuriCountry,LTNK,256,138,47,0,Area Guard,None,0,-1,0,-1,1,1 +76=YuriCountry,LTNK,256,137,49,32,Area Guard,None,0,-1,0,-1,1,1 +77=YuriCountry,LTNK,256,135,49,64,Guard,None,0,-1,0,-1,1,1 +78=Neutral,PTRUCK,256,132,46,64,Sleep,None,0,-1,0,-1,1,1 +79=Neutral,SUVB,256,132,47,64,Sleep,None,0,-1,0,-1,1,1 +80=YuriCountry,LTNK,256,124,150,0,Guard,None,0,-1,0,-1,1,0 +81=YuriCountry,LTNK,256,126,150,0,Guard,None,0,-1,0,-1,1,0 +82=YuriCountry,LTNK,256,138,62,128,Guard,None,0,-1,0,-1,1,1 +83=YuriCountry,SMIN,256,91,52,64,Area Guard,None,0,-1,0,-1,1,1 +84=YuriCountry,SMIN,256,86,66,64,Area Guard,None,0,-1,0,-1,1,1 +85=YuriCountry,SMIN,256,64,86,64,Area Guard,None,0,-1,0,-1,1,1 +86=Neutral,SUVB,256,161,68,0,Sleep,None,0,-1,0,-1,1,1 +87=Neutral,SUVW,256,64,135,0,Sleep,None,0,-1,0,-1,1,1 +88=Neutral,STANG,256,67,135,0,Sleep,None,0,-1,0,-1,1,1 +89=YuriCountry,SMIN,256,45,93,0,Area Guard,None,0,-1,0,-1,1,1 +90=Yuri2,SMIN,256,43,132,64,Area Guard,None,0,-1,0,-1,1,1 +91=Yuri2,LTNK,256,36,130,128,Guard,None,0,-1,0,-1,1,1 +92=Yuri2,LTNK,256,37,130,128,Guard,None,0,-1,0,-1,1,1 +93=Yuri2,YTNK,256,32,130,64,Guard,None,0,-1,0,-1,1,1 +94=Yuri2,YTNK,256,32,128,64,Guard,None,0,-1,0,-1,1,1 +95=Yuri2,SMIN,256,33,106,0,Area Guard,None,0,-1,0,-1,1,1 +96=Neutral,CONA,256,123,156,0,Sleep,None,0,-1,0,-1,1,0 +97=Neutral,DOLY,256,138,134,32,Sleep,None,0,-1,0,-1,1,0 +98=Neutral,AMBU,256,105,178,128,Sleep,None,0,-1,0,-1,1,0 +99=Neutral,PTRUCK,256,155,112,192,Sleep,None,0,-1,0,-1,1,0 +100=Neutral,DOLY,256,142,132,192,Sleep,None,0,-1,0,-1,1,0 +101=Neutral,SUVW,256,164,100,192,Sleep,None,0,-1,0,-1,1,0 +102=Neutral,SUVB,256,162,104,192,Sleep,None,0,-1,0,-1,1,0 +103=Neutral,CAR,256,161,102,64,Sleep,None,0,-1,0,-1,1,0 +104=Neutral,CIVP,256,112,172,64,Sleep,None,0,-1,0,-1,1,1 +105=Neutral,CIVP,256,108,179,64,Sleep,None,0,-1,0,-1,1,1 +106=Neutral,CIVP,256,108,176,96,Sleep,None,0,-1,0,-1,1,1 +107=Neutral,FTRK,256,106,176,64,Sleep,None,0,-1,0,-1,1,1 +108=Neutral,PTRUCK,256,162,99,192,Sleep,None,0,-1,0,-1,1,1 +109=Neutral,STANG,256,165,98,64,Sleep,None,0,-1,0,-1,1,1 +110=Neutral,PICK,256,162,92,0,Sleep,None,0,-1,0,-1,1,1 +111=Neutral,PICK,256,164,92,0,Sleep,None,0,-1,0,-1,1,1 +112=Neutral,STANG,256,122,105,64,Sleep,None,0,-1,0,-1,1,1 +113=Neutral,STANG,256,122,103,64,Sleep,None,0,-1,0,-1,1,1 +114=Neutral,STANG,256,122,104,64,Sleep,None,0,-1,0,-1,1,1 +115=Neutral,STANG,256,123,105,192,Sleep,None,0,-1,0,-1,1,1 +116=Neutral,STANG,256,123,104,192,Sleep,None,0,-1,0,-1,1,1 +117=Neutral,STANG,256,123,103,192,Sleep,None,0,-1,0,-1,1,1 +118=Neutral,EUROC,256,122,102,64,Sleep,None,0,-1,0,-1,1,1 +119=Neutral,CONA,256,139,58,0,Sleep,None,0,-1,0,-1,1,1 +120=Neutral,CAR,256,141,57,192,Sleep,None,0,-1,0,-1,1,1 +121=Neutral,JEEP,256,141,55,192,Sleep,None,0,-1,0,-1,1,1 +122=Neutral,PTRUCK,256,142,57,192,Sleep,None,0,-1,0,-1,1,1 +123=Neutral,WINI,256,143,57,192,Sleep,None,0,-1,0,-1,1,1 +124=Neutral,LIMO,256,143,55,192,Sleep,None,0,-1,0,-1,1,1 +125=Neutral,SUVB,256,144,57,192,Sleep,None,0,-1,0,-1,1,1 +126=Neutral,STANG,256,145,55,192,Sleep,None,0,-1,0,-1,1,1 +127=Neutral,SUVW,256,146,55,192,Sleep,None,0,-1,0,-1,1,1 +128=Neutral,TAXI,256,145,57,192,Sleep,None,0,-1,0,-1,1,1 +129=YuriCountry,LTNK,256,181,114,224,Guard,None,0,-1,0,-1,1,1 + +[Infantry] +30=Nod,INIT,256,153,115,3,Guard,96,None,0,-1,0,1,1 +31=Nod,INIT,256,154,117,3,Guard,96,None,0,-1,0,1,1 +32=Nod,INIT,256,154,117,2,Guard,96,None,0,-1,0,1,1 +33=Nod,INIT,256,154,115,3,Guard,96,None,0,-1,0,1,1 +34=Nod,INIT,256,152,117,2,Guard,96,None,0,-1,0,1,1 +35=Nod,INIT,256,152,116,2,Guard,96,None,0,-1,0,1,1 +36=Nod,INIT,256,151,114,4,Guard,96,None,0,-1,0,1,1 +37=Neutral,CIV2,256,108,123,4,Sleep,128,0C73DD6C,0,-1,0,1,1 +38=Neutral,CIVSFM,256,109,124,4,Sleep,128,0C73E38C,0,-1,0,1,1 +39=YuriCountry,INIT,256,106,132,4,Guard,0,0ABA86FC,0,-1,0,0,0 +40=YuriCountry,INIT,256,107,132,4,Guard,0,0ABA86FC,0,-1,0,0,0 +41=Neutral,CIVSTM,256,200,104,4,Sleep,128,097FD8CC,0,-1,0,1,1 +42=Neutral,CIVSF,256,199,104,4,Sleep,128,097FD6FC,0,-1,0,1,1 +43=YuriCountry,INIT,256,109,131,4,Guard,224,0ABA86FC,0,-1,0,0,0 +44=YuriCountry,INIT,256,109,132,3,Guard,224,0ABA86FC,0,-1,0,0,0 +45=YuriCountry,INIT,256,105,131,4,Guard,32,0ABA86FC,0,-1,0,0,0 +46=YuriCountry,CIVBF,256,137,78,3,Sleep,192,097BA80C,0,-1,0,1,1 +47=YuriCountry,CIV2,256,136,78,3,Sleep,192,097BFEDC,0,-1,0,1,1 +48=YuriCountry,INIT,256,112,139,2,Guard,192,None,0,-1,0,1,0 +49=YuriCountry,INIT,256,112,138,2,Guard,192,None,0,-1,0,1,0 +50=YuriCountry,INIT,256,113,139,2,Guard,192,None,0,-1,0,1,0 +51=YuriCountry,INIT,256,113,138,2,Guard,192,None,0,-1,0,1,0 +52=YuriCountry,INIT,256,117,132,4,Guard,160,None,0,-1,0,1,1 +53=YuriCountry,INIT,256,116,131,4,Guard,160,None,0,-1,0,1,1 +54=YuriCountry,INIT,256,117,130,4,Guard,160,None,0,-1,0,1,1 +55=YuriCountry,INIT,256,118,131,4,Guard,160,None,0,-1,0,1,1 +56=Neutral,CIVBF,256,108,124,4,Sleep,128,0C745A4C,0,-1,0,1,1 +57=Neutral,CIVBTM,256,110,123,4,Sleep,128,0C74360C,0,-1,0,1,1 +58=Arabs,INIT,256,197,105,3,Guard,0,08D5E26C,0,-1,0,1,1 +59=Arabs,INIT,256,195,107,4,Guard,160,08D5E26C,0,-1,0,1,1 +60=Arabs,INIT,256,197,109,4,Guard,160,08D5E26C,0,-1,0,1,1 +61=Arabs,INIT,256,199,111,4,Guard,160,08D5E26C,0,-1,0,1,1 +62=Arabs,INIT,256,191,103,4,Guard,160,08D5E26C,0,-1,0,1,1 +63=YuriCountry,INIT,256,135,140,4,Guard,128,None,0,-1,0,1,1 +64=YuriCountry,INIT,256,138,140,3,Guard,128,None,0,-1,0,1,1 +65=Neutral,CIVBF,256,149,91,3,Sleep,64,0958AF4C,0,-1,0,1,1 +66=Neutral,CIVBTM,256,146,91,4,Sleep,192,0958AF4C,0,-1,0,1,1 +67=Neutral,CIVSTM,256,146,90,4,Sleep,192,0958AF4C,0,-1,0,1,1 +68=Neutral,CIVSF,256,148,93,2,Sleep,128,0958AF4C,0,-1,0,1,1 +69=Neutral,CIV2,256,148,90,3,Sleep,128,0958AF4C,0,-1,0,1,1 +70=Neutral,CIV1,256,149,92,3,Sleep,96,0958AF4C,0,-1,0,1,1 +71=Neutral,CIVSFM,256,147,92,3,Sleep,160,0958AF4C,0,-1,0,1,1 +72=Germans,INIT,256,148,94,3,Guard,0,095D042C,0,-1,0,1,0 +73=Germans,INIT,256,146,93,4,Guard,32,095D042C,0,-1,0,1,0 +74=Germans,INIT,256,145,92,2,Guard,64,095D042C,0,-1,0,1,0 +75=Germans,INIT,256,145,90,3,Guard,96,095D042C,0,-1,0,1,0 +76=Germans,INIT,256,149,94,2,Guard,224,095D042C,0,-1,0,1,0 +77=Germans,INIT,256,150,92,2,Guard,192,095D042C,0,-1,0,1,0 +78=Germans,INIT,256,150,93,2,Guard,224,095D042C,0,-1,0,1,0 +79=Germans,INIT,256,150,90,3,Area Guard,160,095D042C,0,-1,0,1,0 +80=Neutral,CIVBTM,256,140,135,2,Sleep,0,None,0,-1,0,1,1 +81=Neutral,CIVBF,256,114,189,2,Guard,128,None,0,-1,0,1,1 +82=Neutral,CIVBFM,256,109,187,2,Guard,96,None,0,-1,0,1,1 +83=Neutral,CIVBF,256,170,108,3,Guard,96,None,0,-1,0,1,1 +84=Neutral,CIVBF,256,173,107,2,Sleep,0,None,0,-1,0,1,1 +85=YuriCountry,YURI,256,85,74,4,Guard,32,None,0,-1,0,1,1 +86=YuriCountry,YURI,256,84,85,4,Guard,96,None,0,-1,0,1,1 +87=YuriCountry,YURI,256,61,89,4,Guard,128,None,0,-1,0,1,1 +88=YuriCountry,INIT,256,138,60,4,Guard,128,None,0,-1,0,1,1 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+04E57F3C=Americans,,G4BeachMale_Change,1,1,1,1,0 +04E508AC=Americans,,G4_Make_Female,0,1,1,1,0 +04E57D6C=Americans,,G4Female_Change,1,1,1,1,0 +04E5044C=Americans,,G4_Make_GreenMale,0,1,1,1,0 +04E57B9C=Americans,,G4Green_Change,1,1,1,1,0 +04E5027C=Americans,,G4_Make_SnowFat,0,1,1,1,0 +04E506DC=Americans,,G4SnowFat_Change,1,1,1,1,0 +04E51E5C=Americans,,G4_Make_SnowF,0,1,1,1,0 +04E5770C=Americans,,G4SnowFem_Change,1,1,1,1,0 +04E5197C=Americans,,G4_Make_SnowM,0,1,1,1,0 +04E5753C=Americans,,G4SnowMale_Change,1,1,1,1,0 +04E517AC=Americans,,G4_Make_ThinMale,0,1,1,1,0 +04E51C8C=Americans,,G4ThinMale_Change,1,1,1,1,0 +0981DF3C=Americans,,JA_Building_Gone,0,1,1,1,0 +0981D97C=Americans,,JB_Building_Gone,0,1,1,1,0 +0981D57C=Americans,,JC_Building_Gone,0,1,1,1,0 +0981FF3C=Americans,,JD_Building_Gone,0,1,1,1,0 +0981FB3C=Americans,,JE_Building_Gone,0,1,1,1,0 +0981F73C=Americans,,JF_Building_Gone,0,1,1,1,0 +04E50F3C=Americans,,JG_Building_Gone,0,1,1,1,0 +04E5781C=Americans,,JH_Building_Gone,0,1,1,1,0 +04E5256C=Americans,,JI_Building_Gone,0,1,1,1,0 +0B0F83EC=Americans,,Enter_Bunkers,0,1,1,1,0 +04EF835C=Americans,,Enter_Reactors1,0,1,1,1,0 +0618F5CC=Americans,,Explain_BattleFortress,0,1,1,1,0 +07AC738C=Americans,,BF_Reinforcement,1,1,1,1,0 +07F39F3C=Americans,,Control_Bus,0,1,1,1,0 +07F31BAC=Americans,,Control_Bus2,0,1,1,1,0 +07F3122C=Americans,,Control_Bus3,0,1,1,1,0 +092C9D5C=YuriCountry,,Garrison_Medium,0,0,1,1,0 +0976DF3C=Americans,,Amb_Traffic1,0,1,1,1,0 +0799A05C=Americans,,Amb_Traffic2,0,1,1,1,0 +079A7CCC=Americans,,Amb_Traffic3,0,1,1,1,0 +0799254C=Americans,,Amb_Beach1,0,1,1,1,0 +079A475C=Americans,,Amb_Beach2,0,1,1,1,0 +079A506C=Americans,,Amb_Birds1,0,1,1,1,0 +079966DC=Americans,,Amb_Birds2,0,1,1,1,0 +079A666C=Americans,,Amb_Birds3,0,1,1,1,0 +08FEDB2C=Yuri2Country,08FEA69C,Civ_CleanUp2B,1,1,1,1,0 +08FED55C=Yuri2Country,08FEDB2C,Civ_CleanUp4A,1,1,1,1,0 +08FEFB2C=Yuri2Country,08FED55C,Civ_CleanUp4B,1,1,1,1,0 +08FEC06C=Yuri2Country,08FEFB2C,Civ_CleanUp4C,1,1,1,1,0 +088F344C=Neutral,,Civ_Cheer,1,1,1,1,0 +0926286C=Americans,,Generic_Male_Slave,0,1,1,1,0 +09261B4C=Americans,0926286C,Male_Slave_Delay,1,1,1,1,0 +0926F53C=Americans,,Generic_Female_Slave,0,1,1,1,0 +0926F36C=Americans,0926F53C,Female_Slave_Delay,1,1,1,1,0 +07BC86EC=Americans,,Generic_Female_2,0,1,1,1,0 +07BC81BC=Americans,07BC86EC,Generic_Female_2D,1,1,1,1,0 +07BCF5EC=Americans,,Generic_Male_2,0,1,1,1,0 +07BCF41C=Americans,07BCF5EC,Generic_Male_2D,1,1,1,1,0 +090A9F3C=Americans,,Find_Hospital,0,1,1,1,0 +0915431C=Americans,,Find_MachineShop,0,1,1,1,0 +04F2A9AC=Americans,,Player_Builds_WF,0,1,1,1,0 +0464E91C=Americans,0439EAAC,Grinder3_Attacked,0,1,1,1,0 +07F7DACC=Americans,0439850C,Grinder1_Attacked,0,1,1,1,0 +0464860C=Americans,,Cowboy_Backup,0,1,1,1,0 +07A40B2C=Americans,0916204C,Select_Flint,0,1,1,1,0 +09D2968C=Americans,07A40B2C,Discover_Trigger,0,1,1,1,0 + +[Events] +0916B4CC=1,13,0,0 +0916204C=2,13,0,0,37,0,64 +09164ACC=1,13,0,0 +045E609C=1,13,0,0 +05D9EE6C=1,13,0,15 +045E003C=1,13,0,90 +09635F3C=3,36,0,1,57,0,303,57,0,302 +0CEBD51C=5,15,0,24,57,0,311,57,0,303,57,0,302,57,0,300 +0C745F3C=2,37,0,2,13,0,30 +0978639C=2,37,0,3,13,0,30 +097FD60C=2,13,0,30,37,0,5 +09588C1C=2,13,0,240,57,0,62 +10CF24FC=2,13,0,240,57,0,62 +07A3955C=1,13,0,0 +0938862C=1,13,0,6 +0C73E69C=2,37,0,2,13,0,30 +097BAF3C=2,37,0,3,13,0,30 +097EEE1C=2,13,0,30,37,0,5 +094DCE7C=2,13,0,240,57,0,62 +10CF620C=2,13,0,420,57,0,62 +0B20458C=1,13,0,5 +0C74595C=2,37,0,2,13,0,30 +097BAABC=2,37,0,3,13,0,30 +097FDF3C=2,37,0,5,13,0,30 +094DBABC=2,13,0,240,57,0,62 +10D0E54C=2,13,0,420,57,0,62 +0C73DE4C=2,37,0,2,13,0,30 +097BA8EC=2,37,0,3,13,0,30 +097F14FC=2,37,0,5,13,0,30 +095C203C=2,13,0,240,57,0,62 +10D1255C=2,13,0,420,57,0,62 +0C7452EC=2,37,0,2,13,0,30 +097BA71C=2,37,0,3,13,0,30 +097FDD6C=2,37,0,5,13,0,30 +095A71DC=2,13,0,240,57,0,62 +10D11F3C=2,13,0,420,57,0,62 +0C7439EC=2,37,0,2,13,0,30 +097BA30C=2,37,0,3,13,0,30 +097FD7DC=2,37,0,5,13,0,30 +095A70EC=2,13,0,240,57,0,62 +097FD9AC=2,37,0,5,13,0,30 +097FE29C=2,37,0,5,13,0,30 +097EEC4C=2,13,0,30,37,0,5 +0796E03C=2,13,0,180,57,0,62 +0798F9CC=2,13,0,180,57,0,62 +0798F8DC=2,13,0,180,57,0,62 +0798F7EC=2,13,0,180,57,0,62 +0798F6FC=2,13,0,180,57,0,62 +0798F60C=2,13,0,180,57,0,62 +0B975C7C=1,13,0,1 +0B97536C=1,13,0,0 +0930F29C=1,13,0,0 +093C2ADC=1,13,0,1 +0895FDFC=1,13,0,27 +093093FC=1,13,0,8 +0930CDEC=1,13,0,2 +099AEA1C=1,13,0,3 +099AFF3C=1,13,0,30 +0930C5CC=1,13,0,17 +0932705C=1,13,0,2 +091B6F3C=1,13,0,43 +0462733C=1,13,0,2 +088509DC=1,13,0,2 +04384E4C=1,13,0,12 +043842DC=1,13,0,2 +045B1B5C=2,13,0,240,37,0,13 +0921C8DC=1,13,0,0 +045B127C=2,13,0,5,37,0,13 +0463917C=1,13,0,1 +045B103C=2,13,0,5,37,0,13 +045B0DEC=2,13,0,5,37,0,13 +045B0BAC=2,13,0,5,37,0,13 +0B81A8BC=1,13,0,1 +045B063C=1,13,0,3 +0B81A7CC=1,13,0,1 +0B92F17C=2,37,0,13,13,0,240 +0C87AAFC=2,37,0,13,13,0,5 +0B93017C=2,37,0,13,13,0,5 +0B93D17C=2,37,0,13,13,0,5 +0EE882DC=2,13,0,5,37,0,13 +0B94417C=1,13,0,3 +0B81D9DC=1,13,0,1 +0B81D85C=1,13,0,1 +0B8E13AC=1,13,0,0 +0930C39C=1,13,0,1 +0D0983FC=1,13,0,0 +0ABAE7BC=1,13,0,0 +0ABA8C5C=1,6,0,0 +0ACD381C=1,13,0,0 +08D5E88C=1,11,0,6 +0CDDB12C=1,13,0,0 +0CDDC84C=2,36,0,1,37,0,0 +094D906C=1,13,0,15 +04627BCC=1,13,0,120 +08FEB28C=1,13,0,0 +08FEA9EC=1,13,0,1 +08FEA69C=1,13,0,1 +0CDDC53C=1,13,0,3 +0CDDC22C=1,13,0,10 +0CDDD74C=2,10,0,14,10,0,9 +0CDDECBC=2,36,0,1,36,0,0 +065C3EDC=1,13,0,0 +08E7FF3C=1,11,0,8 +08E7FB5C=1,13,0,0 +08E32CFC=1,6,0,0 +0439850C=1,48,0,0 +09802F3C=2,37,0,2,37,0,22 +0CF2329C=2,37,0,2,37,0,24 +0BAD2BBC=2,37,0,2,37,0,27 +0CB5C4BC=2,37,0,28,37,0,2 +0CB5B3AC=2,37,0,30,37,0,2 +098219BC=2,37,0,32,37,0,2 +07F40CAC=1,13,0,1 +0980941C=2,51,0,60,36,0,23 +0460404C=2,51,0,60,36,0,25 +0CB5B1DC=2,51,0,60,36,0,26 +04E513AC=2,51,0,60,36,0,29 +09826D7C=2,51,0,60,36,0,31 +0CB5C2EC=2,51,0,60,36,0,33 +0439EDBC=1,48,0,0 +0439EAAC=1,48,0,0 +0439E79C=1,48,0,0 +0D20AA9C=1,36,0,8 +0C43032C=2,37,0,1,13,0,120 +0D20A85C=2,37,0,2,13,0,120 +08D7EBEC=2,37,0,3,13,0,120 +08D7E3EC=2,37,0,4,13,0,120 +08D7FF3C=2,37,0,5,13,0,120 +0D1FE81C=1,37,0,8 +0D18503C=2,13,0,120,37,0,1 +088703CC=2,13,0,60,57,0,329 +0C43BA4C=1,19,0,135 +08D7DCCC=3,57,0,135,36,0,8,37,0,7 +0C43CF3C=1,19,0,62 +0926703C=1,37,0,64 +08D7D2BC=3,57,0,62,36,0,8,37,0,6 +0C42981C=4,36,0,2,36,0,3,36,0,4,36,0,5 +0E69E72C=1,31,0,0 +0BC61C6C=1,1,0,-1 +0D10FEDC=2,13,0,60,37,0,9 +0E69DB4C=1,31,0,0 +0BC6785C=1,1,0,-1 +08E06BAC=2,13,0,60,37,0,10 +0E69BF3C=1,31,0,0 +0D10E5CC=2,13,0,60,37,0,11 +0D15DE1C=1,1,0,-1 +0E69CC1C=1,31,0,0 +0D0D603C=2,13,0,60,37,0,12 +0D10E9BC=1,1,0,-1 +06C3CCCC=1,13,0,1 +095D099C=1,6,0,0 +0958149C=1,13,0,0 +095D033C=1,13,0,1 +095FE79C=1,57,0,302 +0C89504C=1,48,0,0 +0963AA4C=1,36,0,15 +0460D72C=2,11,0,0,13,0,5 +097988CC=1,32,0,329 +094D821C=1,32,0,27 +10A9144C=1,13,0,1 +096169CC=1,59,0,0 +0EB68F3C=1,13,0,1 +0BCF2BEC=1,13,0,1 +096947BC=1,13,0,0 +0967DE9C=1,13,0,0 +09801C3C=1,48,0,0 +046049FC=1,48,0,0 +09D28AFC=1,48,0,0 +09DE003C=1,48,0,0 +0982574C=1,48,0,0 +04EB32BC=1,48,0,0 +0C829E5C=1,48,0,0 +04F34E4C=2,37,0,3,37,0,40 +04F35F3C=2,36,0,36,51,0,70 +04F2F1BC=2,37,0,3,37,0,43 +04F2D2DC=2,36,0,39,51,0,70 +04F2A42C=2,37,0,3,37,0,42 +04F2A25C=2,36,0,34,51,0,70 +04F3232C=2,37,0,3,37,0,41 +04F34F3C=2,36,0,35,51,0,70 +04F35D6C=2,37,0,3,37,0,45 +04F35B9C=2,36,0,37,51,0,70 +04F359CC=2,37,0,3,37,0,44 +04F3558C=2,36,0,38,51,0,70 +06C0703C=1,48,0,0 +06C0F03C=1,48,0,0 +06C0D03C=1,48,0,0 +06C0E03C=1,48,0,0 +06C0803C=1,48,0,0 +04E50E1C=2,37,0,57,37,0,5 +04E5153C=2,51,0,80,36,0,54 +04E50C4C=2,37,0,56,37,0,5 +04E5136C=2,51,0,80,36,0,47 +04E50A7C=2,37,0,55,37,0,5 +04E57F3C=2,51,0,80,36,0,49 +04E508AC=2,37,0,59,37,0,5 +04E57D6C=2,51,0,80,36,0,48 +04E5044C=2,37,0,60,37,0,5 +04E57B9C=2,51,0,80,36,0,50 +04E5027C=2,37,0,63,37,0,5 +04E506DC=2,51,0,80,36,0,46 +04E51E5C=2,37,0,62,37,0,5 +04E5770C=2,51,0,80,36,0,51 +04E5197C=2,37,0,61,37,0,5 +04E5753C=2,51,0,80,36,0,52 +04E517AC=2,37,0,58,37,0,5 +04E51C8C=2,51,0,80,36,0,53 +0981DF3C=1,48,0,0 +0981D97C=1,48,0,0 +0981D57C=1,48,0,0 +0981FF3C=1,48,0,0 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The information usually covers sprite +; animation and related characteristics. There is one section +; for each sprite data file. The sprite section names are unique +; within the system and are referred to by name in the RULES.INI +; control file. + +; *** Game Object Art *** +; Cameo = image to use if this object happens to appear in the sidebar (def=none) +; Voxel = Is this a voxel image (def=no)? +; Remapable = Can this object be remapped to owner's color (def=no)? +; Normalized = If its animation be regulated to appear constant speed (def=no)? +; Theater = Does it have theater specific imagery (def=no)? +; NewTheater = Does it have theater specific name (def=no)? This changes the second character of the name dependant on theater. +; RotCount = number of rotation stages [old system only] (def=32)? +; ShadowIndex = index of voxel piece to use for the shadow (def=0) [only needed for voxel hierarchies] +; TurretOffset = turret center offset along body centerline, in leptons (def=0) +; FireAngle = default angle to raise barrel above direct line to targe [in degrees] (def=10) +; BarrelLength = length of barrel expressed in 1.5 inch increments (def = 0 i.e., no independant barrel equipped) +; PrimaryFireFLH = lepton offset [Forward,Lateral,Height from turret center] for bullet start position (def=0,0,0) +; SecondaryFireFLH = alternate weapon offset for bullet start position (def=0,0,0) +; ElitePrimaryFireFLH = elite version of PrimaryFireFLH. +; EliteSecondaryFireFLH = elite version of SecondaryFireFLH. +; <<< applies only to artwork used for infantry >>> +; Sequence = infantry animation sequence name [required] +; Crawls = Does the infantry have crawling animation [else it is running] (def=yes)? +; FireUp = frame of projectile launch when firing standing [required if it has firing animation] (def=0) +; <<< applies only to vehicles >>> +; VisibleLoad = Does the unit have duplicate shape set for loaded with ammo state (def=no)? +; UseTurretShadow = use the turret of the object to cast shadow (def=no)? +; <<< applies only to turret changers >>> +; WeaponXFLH=like PrimaryFireFLH, but for Weapon X where X is an integer. (def=0) +; WeaponXBarrelLength=like PBarrelLength (def=0) +; WeaponXBarrelThickness=like PBarrelThickness (def=0) +; WeaponXTurretLocked=indicates that the turret does not rotate (used for non-weaponed turrets) (def=false) +; <<< applies only to building types >>> +; Foundation = the size of the building [width x height] (def=1x1) +; Height = height of the building [in levels] (def = 2) +; <<< 'behind building' stuff >>> +; OccupyHeight = visible height of the building [in levels] (def = 2). Used for behind building stuff. Defaults to same as 'Height' +; CanHideThings = true/false - specifies whether this building marks cells so other objects will be hidden on the cells it occupies +; CanBeHidden = true/false - specfies whether this building can be 'hidden' by others +; AddOccupy[1..4] = offsetX,offsetY - adds tiles to the 'hidden' occupancy list at offset from where building is placed +; RemoveOccupy[1..4] = offsetX,offsetY - removes tiles to the 'hidden' occupancy list at offset from where building is placed +; PrimaryFirePixelOffset = Pixel offset to apply to building when firing a bullet. Used when the building has no turret and so the offset is fixed. +; SecondaryFirePixelOffset = Pixel offset to apply to building when firing a bullet. Used when the building has no turretand so the offset is fixed. +; SimpleDamage = Does building have simple damage imagery (def=yes)? +; Buildup = graphic image to use when construction occurs (def=none) +; AuxAnim = Anim to use for overlaying animation states. +; AltImage = Is there an alternate image [frame #2] to use when viewed by enemy player (def=no)? +; ChargeAnim = SJM: I have disabled this system and replaced it with the DelayedFire system. Does this building have Tesla-coil like charge up anim (def=no)? +; SiloDamage = Is damage image based on base Tiberium storage level (def=no)? +; Flat = Is building flat on the ground [helps with drawing logic to know this] (def=no)? +; Recoilless = Does the building NOT have recoil anim even though it might have a turret (def=no)? +; ToOverlay = when placed down, actually convert into this overlay type (def=none) +; DamageLevels = how many levels of damage it can take [for walls only] +; PowerUp1Anim = The animation to add to this building when powered up by one level +; PowerUp1AnimDamaged = Damaged version of The animation to add to this building when powered up by one level +; PowerUp1LocX = The x offset from the buildings draw position for this powerup animation +; PowerUp1LocY = The x offset from the buildings draw position for this powerup animation +; PowerUp1LocZ = Adjustment to normal Z when rendering this animation. This could be used to make the animation appear behind the building. +; PowerUp1YSort= Amount to add to anims sorting position so that it renders in the correct order relative to other objects +; PowerUp2Anim = The animation to add to this building (in addition to the level 1 power up) when powered up by two levels +; PowerUp2AnimDamaged = Damaged version of The animation to add to this building when powered up by two level +; PowerUp2LocX = The x offset from the buildings draw position for this powerup animation +; PowerUp2LocY = The x offset from the buildings draw position for this powerup animation +; PowerUp2LocZ = Adjustment to normal Z when rendering this animation. This could be used to make the animation appear behind the building. +; PowerUp2YSort= Amount to add to anims sorting position so that it renders in the correct order relative to other objects +; PowerUp3Anim = The animation to add to this building (in addition to the level 1&2 power ups) when powered up by three levels +; PowerUp3AnimDamaged = Damaged version of The animation to add to this building when powered up by three level +; PowerUp3LocX = The x offset from the buildings draw position for this powerup animation +; PowerUp3LocY = The x offset from the buildings draw position for this powerup animation +; PowerUp3LocZ = Adjustment to normal Z when rendering this animation. This could be used to make the animation appear behind the building. +; PowerUp3YSort= Amount to add to anims sorting position so that it renders in the correct order relative to other objects +; ActiveAnim = Animation to use for building active animation +; ActiveAnimDamaged = Animation to use for building active animation when damaged +; ActiveAnimX = X offset from building position for active animation +; ActiveAnimY = Y offset from building position for active animation +; ActiveAnimYSort = Adjustment to position to use when sorting the layer prior to rendering. +; ActiveAnimZAdjust = Adjustment to normal Z when rendering this animation over the building. +; ActiveAnimPowered = Does the animation require that the building has power (def=yes) +; ActiveAnimTwo = Animation to use for building active animation +; ActiveAnimTwoDamaged = Animation to use for building active animation when damaged +; ActiveAnimTwoX = X offset from building position for active animation +; ActiveAnimTwoY = Y offset from building position for active animation +; ActiveAnimTwoYSort = Adjustment to position to use when sorting the layer prior to rendering. +; ActiveAnimTwoZAdjust = Adjustment to normal Z when rendering this animation over the building. +; ActiveAnimTwoPowered = Does the animation require that the building has power (def=yes) +; ActiveAnimThree = Animation to use for building active animation +; ActiveAnimThreeDamaged = Animation to use for building active animation when damaged +; ActiveAnimThreeX = X offset from building position for active animation +; ActiveAnimThreeY = Y offset from building position for active animation +; ActiveAnimThreeYSort = Adjustment to position to use when sorting the layer prior to rendering. +; ActiveAnimThreeZAdjust = Adjustment to normal Z when rendering this animation over the building. +; ActiveAnimThreePowered = Does the animation require that the building has power (def=yes) +; TerrainPalette = Draw this in the terrain palette not the building palette. (def=no) +; <<< applies on to vessels >>> +; Rotates = Does the vessel rotate [old system only] (def=yes)? +; <<< applies only to aircraft >>> +; Rotors = Does this aicraft have an attached rotor animation (def=no)? +; CustomRotor = Does it have custom rotor shapes according to facing (def=no)? +;6-1-00 GS I took out all of the blatantly old entries and left borderline cases commented out + +;GEF +; FireProne = frame of projectile launch when firing prone [required if it has firing animation] (def=0) ;GEF (This one was already in, but uncommented) +; SecondaryFire = frame of projectile launch when firing secondary weapon while standing [required if it has firing animation] (def=0) +; SecondaryProne = frame of projectile launch when firing secondary weapon while prone [required if it has firing animation] (def=0) + +;GEF DoubleThick = If this is part of a building/anim set that double overlaps, which means that you should make it extra transparent when it gets chronoed out since there are two layers of transparency to go through + +[ROCK] ; Rocketeer +Cameo=JJETICON +AltCameo=JJETUICO +Sequence=RocketeerSequence +Crawls=no +Remapable=yes +FireUp=2 +PrimaryFireFLH=100,0,120 + +[LUNR] ; Soviet Lunar Troops +Image=LUNR +Cameo=LUNRICON +AltCameo=LUNRUICO +Sequence=RocketeerSequence +Crawls=no +Remapable=yes +FireUp=2 +PrimaryFireFLH=75,-50,85 + +[SPY] ; Spy +Cameo=SPYICON +Sequence=SpySequence +Crawls=yes +Remapable=yes +FireUp=1 + +[CONS] ; Conscript +Cameo=E2ICON +AltCameo=E2UICO +Sequence=ConSequence +Crawls=yes +Remapable=yes +FireUp=6 +PrimaryFireFLH=60,0,100 + +[SLAV] ; Slave for slave miner +Cameo=E2ICON +AltCameo=E2UICO +Sequence=SlaveSequence +Crawls=no +Remapable=yes +FireUp=6 +PrimaryFireFLH=60,0,100 + +[INIT] ; Initiate +Cameo=INITICON +AltCameo=INITUICO +Sequence=LangIdleMDSequence +Crawls=yes +Remapable=yes +FireUp=6 +PrimaryFireFLH=60,0,100 + +[FLAKT] ; Flak Trooper +Cameo=FLKTICON +AltCameo=FLKTUICO +Sequence=FlakSequence +;Crawls=yes +Crawls=no +Remapable=yes +FireUp=3 +PrimaryFireFLH=90,0,175 +SecondaryFireFLH=90,0,175 + +[TRST] ; Terrorist +Cameo=TRSTICON +AltCameo=TRSTUICO +Sequence=TerroristSequence +;Crawls=yes +Crawls=no +Remapable=yes +FireUp=1 + +[CIVAN] ; Chrono Ivan +Cameo=IVNCICON +Sequence=CIvanSequence +Crawls=yes +Remapable=yes +FireUp=6 +PrimaryFireFLH=80,0,85 + +[SHK] ; Shock Trooper +Cameo=SHKICON +AltCameo=SHKUICO +Sequence=ConSequence +Crawls=yes +Remapable=yes +FireUp=2 +PrimaryFireFLH=100,-25,135 +SecondaryFireFLH=100,-25,135 + +[BRUTE] ; Brute +Cameo=BRUTICON +AltCameo=BRUTUICO +Sequence=BruteSequence +Crawls=no +Remapable=yes +FireUp=6 +PrimaryFireFLH=100,-25,135 +SecondaryFireFLH=100,-25,135 +SecondaryFire=7 + +[DESO] ; Desolator +Cameo=DESOICON +AltCameo=DESOUICO +Sequence=DesoSequence +Crawls=yes +Remapable=yes +FireUp=2 +PrimaryFireFLH=100,-25,135 + +[CLEG] ; Chrono Legion +Cameo=CLEGICON +AltCameo=CLEGUICO +Sequence=ClegSequence +Crawls=yes +Remapable=yes +FireUp=2 +PrimaryFireFLH=100,-25,135 + +[COW] ; Cow +;Sequence=COWSequence +Sequence=AnimalSequence +Crawls=no +Remapable=yes +FireUp=2 +PrimaryFireFLH=80,0,85 + +[ALL] ; Alligator +;Sequence=GatorSequence +Sequence=AnimalSequence +Crawls=no +Remapable=no +FireUp=5 + +[POLARB] ; Polar Bear +Sequence=AnimalSequence +Crawls=no +Remapable=no +FireUp=5 + +[JOSH] ; Monkey +Sequence=AnimalSequence +Crawls=no +Remapable=no +FireUp=5 + +[DNOA] ; T-Rex +Sequence=TrexSequence +Crawls=no +Remapable=no +FireUp=5 +SecondaryFire=5 + + +[DNOB] ; Brontosaurus +Image=DNOB +Sequence=BrontSequence +Crawls=no +Remapable=no +FireUp=5 + +[CAML] ; Camel +Image=JOSH +Sequence=AnimalSequence +Crawls=no +Remapable=no +FireUp=5 + +[GI] ; GI +Cameo=GIICON +AltCameo=GIUICO +Sequence=GISequence +Crawls=yes +Remapable=yes +FireUp=2 +PrimaryFireFLH=80,0,105 +SecondaryFireFLH=80,0,90 + +[GGI] ; Guardian GI +Cameo=GDGIICON +AltCameo=GDGIUICO +Sequence=GuardianGISequence +Crawls=yes +Remapable=yes +FireUp=2 +PrimaryFireFLH=80,0,105 +SecondaryFireFLH=80,0,90 + +[SNIPE] ; Sniper +Cameo=SNIPICON +AltCameo=SNIPUICO +Sequence=ConSequence ;Generic infantry that can paradrop +Crawls=yes +Remapable=yes +FireUp=5 +PrimaryFireFLH=80,0,85 + +[VIRUS] ; Virus +Cameo=VRUSICON +AltCameo=VRUSUICO +Sequence=GenericMDSequence ;Generic MD infantry that can't paradrop +Crawls=yes +Remapable=yes +FireUp=5 +PrimaryFireFLH=80,0,85 + +[YURI] ; Yuri +Cameo=YCLNICON;YURIICON +AltCameo=YCLNUICO +Sequence=YuriSequence +Crawls=yes +Remapable=yes +FireUp=6 +PrimaryFireFLH=15,0,140 +SecondaryFireFLH=15,0,140 ; SJM: brain blast should come from head, not feet + +;[YURIPR] ; Yuri Prime +;Cameo=YYPRICON;YURPICON +;AltCameo=YURPUICO +;Sequence=YuriPrSequence +;Crawls=yes +;Remapable=yes +;FireUp=6 +;PrimaryFireFLH=10,0,195 +;SecondaryFireFLH=10,0,195 ; SJM: brain blast should come from head, not feet + +[YURIX] ; Yuri Prime +Cameo=YYPRICON;YURPICON +AltCameo=YYPRUICO +Sequence=YuriXSequence +Crawls=yes +Remapable=yes +FireUp=6 +PrimaryFireFLH=10,0,195 +SecondaryFireFLH=10,0,195 ; SJM: brain blast should come from head, not feet + +[PTROOP] ; P Trooper +Cameo=PSICICON +AltCameo=PSICUICO +Sequence=PsiTroopSequence +Crawls=yes +Remapable=yes +FireUp=6 +PrimaryFireFLH=15,0,140 + +[IVAN] ; Crazy Ivan +Cameo=IVANICON +Sequence=IvanSequence +Crawls=yes +Remapable=yes +FireUp=6 +PrimaryFireFLH=80,0,85 + +[DOG] ; Soviet Attack Dog +Cameo=DOGICON +AltCameo=DOGUICO +Sequence=DogSequence +Crawls=no +Remapable=yes +FireUp=6 +PrimaryFireFLH=0,0,0 + +[ADOG] ; Allied Attack Dog +Cameo=ADOGICON +AltCameo=ADOGUICO +Sequence=DogSequence +Crawls=no +Remapable=yes +FireUp=6 +PrimaryFireFLH=0,0,0 + +[SEAL] ; Regular SEAL +Cameo=SEALICON +AltCameo=SEALUICO +Sequence=SealSequence +Crawls=yes +Remapable=yes +FireUp=3 +PrimaryFireFLH=100,0,100 + +[SEALA] ; Arctic Seal +Cameo=SEALICON +AltCameo=SEALUICO +Sequence=SealSequence +Crawls=yes +Remapable=yes +FireUp=3 +PrimaryFireFLH=100,0,100 + +[TANY] ; Tanya +Sequence=TanyaSequence +Cameo=TANYICON +AltCameo=TANYUICO +Crawls=yes +Remapable=yes +FireUp=3 +PrimaryFireFLH=100,0,100 + +[BORIS] ; Boris +Sequence=BorisSequence +Cameo=BRISICON +AltCameo=BRISUICO +Crawls=no +Remapable=yes +FireUp=3 +PrimaryFireFLH=100,0,100 + +[CCOMAND] ; Chrono Commando +Sequence=ComandoSequence +Cameo=CCOMICON +AltCameo=CCOMUICO +Crawls=yes +Remapable=yes +FireUp=3 +PrimaryFireFLH=100,0,100 + +[ENGINEER] ; Allied/Soviet Engineer +Cameo=ENGNICON +AltCameo=ENGNUICO +Sequence=EngineerSequence +Crawls=yes +Remapable=yes +FireUp=2 + +[YENGINEER] ; Yuri Engineer +Image=ENGINEER +Cameo=YENGICON +AltCameo=YENGUICO +Sequence=EngineerSequence +Crawls=yes +Remapable=yes +FireUp=2 + +[CIV1] +Sequence=Civ2Sequence +Crawls=no +FireUp=2 + +[CIV2] +Sequence=Civ2Sequence +Crawls=no +FireUp=2 + +[CIV3] +Sequence=TechSequence +Crawls=no +FireUp=2 + +[EINS] +Sequence=EinsSequence +Crawls=no +FireUp=2 + +[MUMY] +Sequence=MummySequence +Crawls=no +FireUp=2 + +[VLADIMIR] ; Vladimir +Cameo=SHKICON +AltCameo=SHKUICO +Sequence=E1Sequence +Crawls=yes +Remapable=yes +FireUp=2 +PrimaryFireFLH=100,-25,135 +SecondaryFireFLH=100,-25,135 + +[PENTGEN] ; Pentagon General +Cameo=SHKICON +AltCameo=SHKUICO +Sequence=GenSequence +Crawls=yes +Remapable=yes +FireUp=2 +PrimaryFireFLH=100,-25,135 +SecondaryFireFLH=100,-25,135 + +[PRES] ; President +Cameo=SHKICON +AltCameo=SHKUICO +Sequence=CivSequence +Crawls=yes +Remapable=yes +FireUp=2 +PrimaryFireFLH=100,-25,135 +SecondaryFireFLH=100,-25,135 + +[RMNV] ; President +Cameo=SHKICON +AltCameo=SHKUICO +Sequence=SpySequence +Crawls=yes +Remapable=yes +FireUp=2 +PrimaryFireFLH=100,-25,135 +SecondaryFireFLH=100,-25,135 + +[SSRV] ; Secret Service +Cameo=SHKICON +AltCameo=SHKUICO +Sequence=CivGunSequence +Crawls=yes +Remapable=yes +FireUp=2 +PrimaryFireFLH=100,-25,135 +SecondaryFireFLH=100,-25,135 + +[STLN] ; Stalone +Cameo=SHKICON +AltCameo=SHKUICO +Sequence=HeroOneSequence +Crawls=yes +Remapable=yes +FireUp=2 +PrimaryFireFLH=100,-25,135 +SecondaryFireFLH=100,-25,135 + +[ARND] ; Arnold +Cameo=SHKICON +AltCameo=SHKUICO +Sequence=HeroTwoSequence +Crawls=yes +Remapable=yes +FireUp=2 +PrimaryFireFLH=100,-25,135 +SecondaryFireFLH=100,-25,135 + +;GEF Poor Clint, he didn't get his own art. Look at CIVC, the old cowboy civ art +[CLNT] ; Clint Eastwood +Image=ARND +Cameo=SHKICON +AltCameo=SHKUICO +Sequence=ConSequence +Crawls=yes +Remapable=yes +FireUp=2 +PrimaryFireFLH=100,-25,135 +SecondaryFireFLH=100,-25,135 + +[CIVA] +Sequence=CivGunSequence +Crawls=yes +FireUp=2 + +[CIVB] +Sequence=CivGunSequence +Crawls=yes +FireUp=2 + +[CIVC] +Sequence=CivGunSequence +Crawls=yes +FireUp=2 + +[CIVBBP] +Sequence=CivSequence +Crawls=yes +FireUp=2 + +[CIVBFM] +Sequence=CivSequence +Crawls=yes +FireUp=2 + +[CIVBF] +Sequence=CivSequence +Crawls=yes +FireUp=2 + +[CIVBTM] +Sequence=CivSequence +Crawls=yes +FireUp=2 + +[CIVSFM] +Sequence=CivGunSequence +Crawls=yes +FireUp=2 + +[CIVSF] +Sequence=CivGunSequence +Crawls=yes +FireUp=2 + +[CIVSTM] +Sequence=CivGunSequence +Crawls=yes +FireUp=2 + +; Vehicle artwork follows + +[TRUCKA] +Voxel=yes +Cameo=TRKAICON +Remapable=yes +PrimaryFireFLH=40,32,96 +SecondaryFireFLH=-32,80,120 +PBarrelLength=192 + +[TRUCKB] +Voxel=yes +Remapable=yes +PrimaryFireFLH=40,32,96 +SecondaryFireFLH=-32,80,120 +PBarrelLength=192 + +[HORV] ; Soviet harvester without back +Voxel=yes +Remapable=yes + +[HARV] ; Soviet harvester +Cameo=HARVICON +AltCameo=HARVUICO +Voxel=yes +Remapable=yes +TurretOffset=50 +PrimaryFireFLH=75,0,150 + +[CMIN] ; Allied harvester +Cameo=AHRVICON +Voxel=yes +Remapable=yes + +[MIND] ; Mastermind +Cameo=MINDICON +AltCameo=MINDUICO +Voxel=yes +Remapable=yes +AlternateFLH0=0,25,90;gs scatter the mind control lines +AlternateFLH1=0,-25,90 +AlternateFLH2=-50,25,90 +AlternateFLH3=-50,-25,90 +AlternateFLH4=-25,0,90 + +[CMON] ; Allied harvester without back +Voxel=yes +Remapable=yes + +[SMIN] ; Yuri Slave Miner +Cameo=SMINICON +AltCameo=SMINUICO +Voxel=yes +Remapable=yes +TurretOffset=70 +PrimaryFireFLH=120,0,185 + +[SUB] ;soviet submarine +Cameo=SubICON +Voxel=yes +Remapable=yes +PrimaryFireFLH=150,0,0 + +[BSUB] ;Yuri Boomer submarine +Cameo=BSUBICON +Voxel=yes +Remapable=yes +PrimaryFireFLH=225,65,0 +SecondaryFireFLH=0,0,-40 +SecondSpawnOffset=-70,0,0 + +[DLPH] ;allied dolphin +Cameo=DLPHICON +Voxel=no +Remapable=yes +WalkFrames=6 +FiringFrames=6 + +[AEGIS] +Cameo=AGISICON +; TurretOffset=150 +Voxel=yes +Remapable=yes + +[CARRIER] +Cameo=CARRICON +;PrimaryFireFLH=240,0,20 ; offset for take off +Voxel=yes +Remapable=yes + +[DRED] +Cameo=DREDICON +Voxel=yes +Remapable=yes +PrimaryFireFLH=30,43,92 ; offset for take off -- position for missile voxels + +[VLAD] +Cameo=CARRICON +Voxel=yes +Remapable=yes +PrimaryFireFLH=30,43,92 ; offset for take off -- position for missile voxels + +[DEST] +Cameo=desticon +Voxel=yes +Remapable=yes +PrimaryFireFLH=280,0,120 + +[TELE] ; Telekenetic Tank +Cameo=TELEICON +AltCameo=TELEUICO +Voxel=yes +TurretOffset=-100 +Remapable=yes +PrimaryFireFLH=85,0,130;50,0,100 +SecondaryFireFLH=85,0,130; belonit - additions needed for Ares + +[V3] ; V3 +Cameo=V3ICON +AltCameo=V3UICO +Voxel=yes +Remapable=yes +PrimaryFireFLH=-160,0,75 + +[V3ROCKET] +;Trailer=DURASMOKE +SpawnDelay=2;1 +Voxel=yes +Remapable=no +CanBeHidden=no + +[DMISL] +SpawnDelay=2;1 +Voxel=yes +Remapable=no +CanBeHidden=no + +[BSUBMISL] +SpawnDelay=2;1 +Voxel=yes +Remapable=no +CanBeHidden=no + +[FALC] ; Intruder +Voxel=yes +Remapable=yes +Cameo=FALCICON +AltCameo=FALCUICO + +[BEAG] ; Black Eagle +Voxel=yes +Remapable=yes +Cameo=BEAGICON +AltCameo=BEAGICON + +[BPLN] ; Boris Attack Plane +Voxel=yes +Remapable=yes +Cameo=BPLNICON +AltCameo=BPLNICON +PrimaryFireFLH=25,100,0 + +[FORTRESS] +Voxel=yes +Remapable=yes +PrimaryFireFLH=25,100,0 + +;[ICBM] +;Voxel=yes +;Remapable=yes + +[MCV] ; Allied MCV +Cameo=MCVICON +Remapable=yes +Voxel=yes + +[SMCV] ; Soviet MCV +Cameo=SMCVICON +Remapable=yes +Voxel=yes + +[PCV] ; Yuri MCV +Cameo=YPCVICON +Remapable=yes +Voxel=yes + +[HYD] ; Sea Scorpion +Cameo=HOVRICON +Voxel=yes +Remapable=yes +PrimaryFireFLH=65,0,180 +SecondaryFireFLH=65,0,180 ;gs needs own listing + +[FV] ; IFV +Cameo=FVICON +AltCameo=FVUICO +Voxel=yes +Remapable=yes +Weapon1FLH=64,48,180 ; Missile -- missile turret +Weapon2FLH=88,0,176 ; Engineer's repair arm +Weapon3FLH=72,0,160 ; GI -- gun turret +Weapon4FLH=72,0,160 ; Flak Trooper -- gun turret +Weapon5FLH=72,0,160 ; SEAL -- gun turret +Weapon6FLH=72,0,160 ; Sniper -- gun turret +Weapon7FLH=72,0,160 ; Shock Trooper -- high-tech turret +Weapon8FLH=72,0,160 ; Crazy Ivan -- high-tech turret (he just blows up so offset not important) +Weapon9FLH=72,0,160 ; Yuri -- high-tech turret (he does brain blast) +Weapon10FLH=72,0,160 ; Desolator -- high-tech turret +Weapon11FLH=72,0,160 ; Chrono Legion -- high-tech turret +Weapon12FLH=72,0,160 ; Terrorist -- high-tech turret (he just blows up) +Weapon13FLH=72,0,160 ; Cow -- high-tech turret +Weapon14FLH=72,0,160 ; Initiate -- high-tech turret +Weapon15FLH=72,0,160 ; Virus -- high-tech turret +Weapon16FLH=72,0,160 ; Yuri Prime -- high-tech turret +Weapon17FLH=64,48,180 ; Guardian GI -- high-tech missile turret + +[HTK] ; Half Track +Cameo=HTKICON +AltCameo=HTKUICO +Voxel=yes +TurretOffset=-80 +Remapable=yes +PrimaryFireFLH=65,0,220 +SecondaryFireFLH=65,0,220 ;gs needs own listing + +[HTNK] ; Rhino heavy tank +Voxel=yes +Remapable=yes +Cameo=HTNKICON +AltCameo=HTNKUICO +PrimaryFireFLH=150,0,100 +;GEF;UseTurretShadow=yes +;GEF;PBarrelLength=250 +;GEF;SBarrelLength=250 +;GEF;TurretOffset=-16 +;GEF;WalkFrames=15 + +[UTNK] ; Lunar Tank +Image=HTNK +Voxel=yes +Remapable=yes +Cameo=HTNKICON +AltCameo=HTNKUICO +PrimaryFireFLH=150,0,100 + +[MTNK] ; Apocalypse tank +Voxel=yes +Remapable=yes +Cameo=MTNKICON +AltCameo=MTNKUICO +PrimaryFireFLH=190,25,120 + +[TTNK] ; Tesla tank +Voxel=yes +Remapable=yes +Cameo=TTNKICON +AltCameo=TTNKUICO +PrimaryFireFLH=60,0,100 +ElitePrimaryFireFLH=60,0,100 + +[YTNK] ; Yuri Gattling tank +Voxel=yes +Remapable=yes +Cameo=YTNKICON +AltCameo=YTNKUICO +PrimaryFireFLH=160,30,150 +SecondaryFireFLH=160,30,150 +ElitePrimaryFireFLH=160,30,150 +EliteSecondaryFireFLH=160,30,150 +Weapon1FLH=160,30,150 +Weapon2FLH=160,30,150 +Weapon3FLH=160,30,150 +Weapon4FLH=160,30,150 +Weapon5FLH=160,30,150 +Weapon6FLH=160,30,150 +EliteWeapon1FLH=160,30,150 +EliteWeapon2FLH=160,30,150 +EliteWeapon3FLH=160,30,150 +EliteWeapon4FLH=160,30,150 +EliteWeapon5FLH=160,30,150 +EliteWeapon6FLH=160,30,150 + + +[TNKD] ; Tank destroyer +Voxel=yes +Remapable=yes +Cameo=TNKDICON +AltCameo=TNKDUICO +PrimaryFireFLH=200,0,55 + +[HWTZ] ; Howitzer +Voxel=yes +Remapable=yes +;Cameo=TICKICON +PrimaryFireFLH=200,0,55 + +[GTNK] ; Grizzly Medium Tank +Voxel=yes +Remapable=yes +Cameo=GTNKICON +AltCameo=GTNKUICO +PrimaryFireFLH=150,0,100 + +[ROBO] ; Robot Tank +Image=ROBO +Voxel=yes +Remapable=yes +Cameo=ROBOICON +AltCameo=ROBOUICO +PrimaryFireFLH=150,0,100 + +[LTNK] ; Light Tank +Cameo=LTNKICON +Voxel=yes +Remapable=yes +AltCameo=LTNKUICO +PrimaryFireFLH=225,0,100 + +[RTNK] ; Mirage Tank +Voxel=yes +Remapable=yes +;DisableVoxelCache=yes ;gs ### TEMP +;DisableShadowCache=yes ;gs ### TEMP +Cameo=RTNKICON +AltCameo=RTNKUICO +PrimaryFireFLH=130,0,80 + +[SREF] ; prism tank +Voxel=yes +Remapable=yes +Cameo=SREFICON +AltCameo=SREFUICO +Weapon1FLH=48,0,184 + +[BFRT] ; Battle Fotress +Image=SREF +Voxel=yes +Remapable=yes +Cameo=BFRTICON +AltCameo=BFRTUICO +PrimaryFireFLH=220,0,130 +AlternateFLH0=45,190,90;gs the five gun ports +AlternateFLH1=45,-190,90 +AlternateFLH2=-120,200,80 +AlternateFLH3=-120,-200,80 +AlternateFLH4=220,0,130 + +[DRON] ; Terror Drone +Voxel=no +Remapable=yes +Cameo=DRONICON +PrimaryFireFLH=0,0,30 +WalkFrames=6 +FiringFrames=4 + +[CAOS] ; Chaos Drone +Cameo=CAOSICON +AltCameo=CAOSUICO +Voxel=yes +Remapable=yes + +[SQD] ; Squid +Voxel=no +Remapable=yes +Cameo=SQDICON +WalkFrames=20 +FiringFrames=16 + +[TRS] ; Armored Transport +Cameo=SAPCICON +Voxel=yes +Remapable=yes +PrimaryFireFLH=80,0,120 + +[YHVR] ; Yuri Hover Transport +Cameo=YHVRICON +Voxel=yes +Remapable=yes +PrimaryFireFLH=80,0,120 + +[LCRF] ; Landing craft +Cameo=LANDICON +Voxel=yes +Remapable=yes + +[SHAD] ; BlackHawk transport +Cameo=SHADICON +AltCameo=SHADUICO +Voxel=yes +UseBuffer=yes +DisableVoxelCache=yes ; SJM: this is a major cache hog +DisableShadowCache=yes ; SJM: this too +Remapable=yes +TurretOffset=50 +PrimaryFireFLH=175,0,10 +ShadowIndex=2 ;order of voxels got changed + +[HIND] ; new art for shadow transport +Cameo=HINDICON +Voxel=yes +UseBuffer=yes +Remapable=yes +;ShadowIndex=2 ;order of voxels got changed + +[SCHP] ; Soviet Siege Chopper +Cameo=SCHPICON +AltCameo=SCHPUICO +Voxel=yes +UseBuffer=yes +Remapable=yes +ShadowIndex=2 +PrimaryFireFLH=0,0,50 +SecondaryFireFLH=200,0,250 + +[SCHD] ; Soviet Siege Chopper +Cameo=SCHPICON +Voxel=yes +UseBuffer=yes +Remapable=yes +PrimaryFireFLH=200,0,250 +SecondaryFireFLH=200,0,250 + + +[BUS] +Voxel=yes + +[CIVP] +Voxel=yes + +[DDBX] +Voxel=yes + +[MONOCAR] +Voxel=yes + +[CARGOCAR] +Voxel=yes + +[MONOENG] +Voxel=yes + +[PICK] +Voxel=yes + +[CAR] +Voxel=yes + +[WINI] +Voxel=yes + +[PROPA] +Voxel=yes + +[CONA] +Voxel=yes + +[COP] +Voxel=yes + +[EUROC] +Voxel=yes + +[LIMO] +Voxel=yes + +[STANG] +Voxel=yes + +[SUVB] +Voxel=yes + +[SUVW] +Voxel=yes + +[JEEP] +Voxel=yes + +[TAXI] +Voxel=yes + +[BCAB] +Voxel=yes + +[YCAB] +Voxel=yes + +[PTRUCK] +Voxel=yes + +[CRUISE] +Voxel=yes + +[TUG] +Voxel=yes + +[CDEST] +Voxel=yes +Remapable=yes +PrimaryFireFLH=285,0,130 + +; Aircraft artwork follows + +[PDPLANE] ; Paradrop Plane +Cameo=OBMBICON +Voxel=yes +PrimaryFireFLH=0,32,0 +DisableVoxelCache=yes ; HY +DisableShadowCache=yes ; HY + +[SPYP] ; Soviet Spy Plane +Cameo=SPYPICON +Voxel=yes +ShadowIndex=3 ;draw plane body, not propellers +DisableVoxelCache=yes ; SJM: this is a major cache hog +DisableShadowCache=yes ; SJM: this too + +[ZEP] ; Kirov Airship +Cameo=ZEPICON +AltCameo=ZEPUICO +Voxel=yes +PrimaryFireFLH=-50,0,-140 + +[DISK] ; Yuri Flying Disk +Cameo=DISKICON +AltCameo=DISKUICO +Voxel=yes +TurretOffset=0 +PrimaryFireFLH=0,0,75 + +[HORNET] ; Carrier plane +Cameo=PROICON +Voxel=yes +PrimaryFireFLH=0,32,0 + +[ASW] ; Destroyer Plane +Cameo=PROICON +Voxel=yes +PrimaryFireFLH=0,32,0 + +;[APACHE] +;Cameo=APCHICON +;Voxel=yes +;PrimaryFireFLH=0,32,0 + +; Building artwork follows + +[GATECH] +Remapable=yes +Normalized=yes +Cameo=TECHICON +Height=12 +Foundation=3x2 +Buildup=GATECHMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=GATECH_A +ActiveAnimDamaged=GATECH_AD +ActiveAnimZAdjust=-120 +CanHideThings=True +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-26,27 +DamageFireOffset1=-2,-57 +DamageFireOffset2=22,50 + +[YATECH] +Image=YATECH +Remapable=yes +Normalized=yes +Cameo=YTCHICON +Height=10 +Foundation=3x2 +Buildup=YATECHMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=YATECH_A +ActiveAnimDamaged=YATECH_AD +ActiveAnimZAdjust=-50 +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=-9,43 +DamageFireOffset1=25,54 +DamageFireOffset2=21,-56 +AddOccupy1=-3,-2 +AddOccupy2=-3,-3 +AddOccupy3=-4,-4 +AddOccupy4=-2,-3 + +[YATECH_A] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=32 +LoopCount=-1 +Rate=200 +Layer=ground +;;DetailLevel=1 + +[YATECH_AD] +Image=YATECH_A +Normalized=yes +NewTheater=yes +LoopStart=33 +LoopEnd=63 +LoopCount=-1 +Rate=200 +Layer=ground +;;DetailLevel=1 + +[GAWEAP] +Remapable=yes +Cameo=gwepicon +;Foundation=3x5 +Foundation=5x3 +Height=4 +AnimActive=0,1,0 +ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 0,-25 +Buildup=GAWEAPMK +DemandLoadBuildup=true +FreeBuildup=true +DeployingAnim=GAWEAP_2 +ActiveAnim=GAWEAP_A +ActiveAnimDamaged=GAWEAP_AD +ActiveAnimZAdjust=-145 +ActiveAnimYSort=10 +;DoorAnim=GAWEAP_B +;DoorStages=10 +;DamagedDoor=yes +UnderDoorAnim=GAWEAP_1 +NewTheater=yes +BibShape=GAWEAPBB +ActiveAnimTwo=GAWEAP_B +ActiveAnimTwoDamaged=GAWEAP_BD +;ProductionAnimX=0 +;ProductionAnimY=0 +;ProductionAnimYSort=0 +ActiveAnimTwoZAdjust=-70 +RoofDeployingAnim=GAWEAP_3 +UnderRoofDoorAnim=GAWEAP_4 +DamageFireOffset0=-10,-10 +DamageFireOffset1=27,30 +DamageFireOffset2=0,70 +OccupyHeight=3 +RemoveOccupy1=0,-1 +RemoveOccupy2=1,-1 +RemoveOccupy3=2,-1 +RemoveOccupy4=3,-1 +RemoveOccupy5=2,0 +RemoveOccupy6=2,1 +RemoveOccupy7=3,1 +RemoveOccupy8=4,1 +CanBeHidden=False + +[YAWEAP] +Image=YAWEAP +Remapable=yes +Cameo=YWEPICON +;Foundation=3x5 +Foundation=5x3 +Height=5 +AnimActive=0,1,0 +ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 0,-25 +Buildup=YAWEAPMK +DemandLoadBuildup=true +FreeBuildup=true +DeployingAnim=YAWEAP_2 +ActiveAnim=YAWEAP_A +ActiveAnimDamaged=YAWEAP_AD +ActiveAnimZAdjust=-15 +ActiveAnimYSort=10 +;DoorAnim=GAWEAP_B +;DoorStages=10 +;DamagedDoor=yes +UnderDoorAnim=YAWEAP_1 +NewTheater=yes +BibShape=YAWEAPBB +;ActiveAnimTwo=GAWEAP_B +;ActiveAnimTwoDamaged=GAWEAP_BD +;ProductionAnimX=0 +;ProductionAnimY=0 +;ProductionAnimYSort=0 +;ActiveAnimTwoZAdjust=-70 +RoofDeployingAnim=YAWEAP_3 +UnderRoofDoorAnim=YAWEAP_4 +DamageFireOffset0=20,35 +DamageFireOffset1=50,101 +DamageFireOffset2=111,64 +OccupyHeight=0 +AddOccupy1=-1,0 +AddOccupy2=-1,1 +AddOccupy3=-2,-1 +AddOccupy4=0,-1 +CanBeHidden=False + +[YAWEAP_A] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=7 +LoopCount=-1 +Rate=200 +Layer=ground +;;DetailLevel=1 + +[YAWEAP_AD] +Image=YAWEAP_AD +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=7 +LoopCount=-1 +Rate=200 +Layer=ground +;;DetailLevel=1 + +[YAWEAP_1] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=0 +LoopCount=-1 +Rate=400 +Layer=ground +;;DetailLevel=1 + +[YAWEAP_1D] +Image=YAWEAP_1 +Normalized=yes +NewTheater=yes +Start=1 +LoopStart=1 +LoopEnd=1 +LoopCount=-1 +Rate=400 +Layer=ground +;;DetailLevel=1 + +[YAWEAP_2] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=0 +LoopCount=-1 +Rate=400 +Layer=ground +;;DetailLevel=1 + +[YAWEAP_2D] +Image=YAWEAP_2 +Normalized=yes +NewTheater=yes +Start=1 +LoopStart=1 +LoopEnd=1 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[YAWEAP_3] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=0 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[YAWEAP_3D] +Image=YAWEAP_3 +Normalized=yes +NewTheater=yes +Start=1 +LoopStart=1 +LoopEnd=1 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[YAWEAP_4] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=0 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[YAWEAP_4D] +Image=YAWEAP_4 +Normalized=yes +NewTheater=yes +Start=1 +LoopStart=1 +LoopEnd=1 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[NAWEAP] +Remapable=yes +Cameo=NWEPICON +;Foundation=3x5 +Foundation=5x3 +Height=6 +AnimActive=0,1,0 +ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 0,-25 +Buildup=NAWEAPMK +DemandLoadBuildup=true +FreeBuildup=true +ActiveAnim=NAWEAP_A +ActiveAnimZAdjust=-80 +;ActiveAnimDamaged=NAWEAP_AD +DeployingAnim=NAWEAP_2 +DeployingAnimDamaged=NAWEAP_2D +;DoorAnim=NAWEAP_B +;DoorStages=10 +;DamagedDoor=yes +UnderDoorAnim=NAWEAP_1 +UnderDoorAnimDamaged=NAWEAP_1D +UnderDoorAnimZAdjust=-45 +NewTheater=yes +BibShape=NAWEAPBB +;ProductionAnim=NAWEAP_A +;ProductionAnimX=0 +;ProductionAnimY=0 +;ProductionAnimYSort=0 +;ProductionAnimZAdjust=-119 +RoofDeployingAnim=NAWEAP_4 +RoofDeployingAnimDamaged=NAWEAP_4D +UnderRoofDoorAnim=NAWEAP_3 +UnderRoofDoorAnimDamaged=NAWEAP_3D +OccupyHeight=3 +AddOccupy1=-2,-1 +RemoveOccupy1=2,-2 +RemoveOccupy2=2,0 +RemoveOccupy3=2,1 +RemoveOccupy4=3,1 +RemoveOccupy5=4,1 +CanBeHidden=False +DamageFireOffset0=-32,35 +DamageFireOffset1=31,74 + +[NAWEAP_A] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=12 +LoopCount=-1 +Rate=200 +Layer=ground +;;DetailLevel=1 + +;[NAWEAP_AD] +;Image=NAWEAP_A +;Normalized=yes +;NewTheater=yes +;LoopStart=16 +;LoopEnd=29 +;LoopCount=-1 +;Rate=200 +;Layer=ground +;;;DetailLevel=1 + +[NAWEAP_1] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=0 +LoopCount=-1 +Rate=400 +Layer=ground +;;DetailLevel=1 + +[NAWEAP_1D] +Image=NAWEAP_1 +Normalized=yes +NewTheater=yes +Start=1 +LoopStart=1 +LoopEnd=1 +LoopCount=-1 +Rate=400 +Layer=ground +;;DetailLevel=1 + +[NAWEAP_2] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=0 +LoopCount=-1 +Rate=400 +Layer=ground +;;DetailLevel=1 + +[NAWEAP_2D] +Image=NAWEAP_2 +Normalized=yes +NewTheater=yes +Start=1 +LoopStart=1 +LoopEnd=1 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[NAWEAP_3] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=0 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[NAWEAP_3D] +Image=NAWEAP_3 +Normalized=yes +NewTheater=yes +Start=1 +LoopStart=1 +LoopEnd=1 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[NAWEAP_4] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=0 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[NAWEAP_4D] +Image=NAWEAP_4 +Normalized=yes +NewTheater=yes +Start=1 +LoopStart=1 +LoopEnd=1 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[YAROCK] +Remapable=yes +Normalized=yes +Height=8 +;Cameo=NRADICON +Foundation=3x3 +;Buildup=NARADRMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=YAROCK_A +;ActiveAnimDamaged=YAROCK_AD +ActiveAnimZAdjust=-40 +ActiveAnimYSort=543 +OccupyHeight=5 +CanBeHidden=False +;DamageFireOffset0=-16,31 +RemoveOccupy1=-3,-2 +RemoveOccupy2=-3,-1 +RemoveOccupy3=-2,0 +RemoveOccupy4=-1,1 +RemoveOccupy5=-2,-3 +RemoveOccupy6=0,-2 +RemoveOccupy7=-1,2 +RemoveOccupy=-1,-3 + +[YAROCK_A] +Image=YAROCK_A +NewTheater=yes +Normalized=yes +Start=0 +End=20 +LoopStart=19 +LoopEnd=20 +LoopCount=-1 +Rate=200 +Layer=ground + +[GACNST] +Remapable=yes +Foundation=4x4 +Height=4 +AnimActive=0,26,3 +Buildup=GACNSTMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=GACNST_A +ActiveAnimDamaged=GACNST_AD +ActiveAnimZAdjust=-130 +ActiveAnimYSort=362 +ProductionAnim=GACNST_B +ProductionAnimDamaged=GACNST_BD +ProductionAnimZAdjust=-10 +ProductionAnimYSort=543 +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=-24,-1 +DamageFireOffset1=64,36 + +[YACNST] +;Image=GACNST +Cameo=YCONICON +Remapable=yes +Foundation=4x4 +Height=4 +AnimActive=0,26,3 +Buildup=YACNSTMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=YACNST_A +ActiveAnimDamaged=YACNST_AD +ActiveAnimZAdjust=-130 +ActiveAnimYSort=650 +ProductionAnim=YACNST_B +ProductionAnimDamaged=YACNST_BD +ProductionAnimZAdjust=-15 +ProductionAnimYSort=650 +IdleAnim=YACNST_C +IdleAnimDamaged=YACNST_CD +IdleAnimZAdjust=-135 +IdleAnimYSort=650 +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=-24,-1 +DamageFireOffset1=64,36 + +[NACNST] +Remapable=yes +Foundation=4x4 +Height=6 +AnimActive=0,26,3 +Buildup=NACNSTMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=NACNST_A +ActiveAnimDamaged=NACNST_AD +ActiveAnimZAdjust=-77 +IdleAnim=NACNST_C +IdleAnimZAdjust=-35 +IdleAnimYSort=700 +IdleAnimDamaged=NACNST_CD +;IdleAnimDamagedZAdjust=-77 +;ActiveAnimTwo=NACNST_C +;ActiveAnimTwoDamaged=NACNST_CD +;ActiveAnimTwoZAdjust=-77 +;ActiveAnimThree=NACNST_B +;ActiveAnimThreeZAdjust=-27 +;PreProductionAnim=NACNST_B +;PreProductionAnimZAdjust=-15 +ProductionAnim=NACNST_B +ProductionAnimDamaged=NACNST_BD +ProductionAnimZAdjust=-5 +ProductionAnimYSort=700 +OccupyHeight=4 +CanHideThings=true +CanBeHidden=False +RemoveOccupy1=-2,-1 +RemoveOccupy2=2,-1 +RemoveOccupy3=1,-2 +RemoveOccupy4=0,-2 +RemoveOccupy5=-1,-2 +RemoveOccupy6=-2,-2 +RemoveOccupy7=-2,0 +RemoveOccupy8=-2,1 +DamageFireOffset0=-65,41 + +; Damaged Production animation for construction yard +[NACNST_BD] +Image=NACNST_B +Normalized=yes +Start=22 +LoopStart=22 +LoopEnd=42 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +[NAREFN] +Remapable=yes +Cameo=NREFICON +Foundation=4x3 +Height=6 +ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 24,-48 +Buildup=NAREFNMK +DemandLoadBuildup=true +FreeBuildup=true +BibShape=NAREFNBB +QueueingCell=4,1 ;gs A harvester will aim for this cell if it wasn't allowed to reserve the docking cell and therefore the refinery +;WaitingOffset0=512,-256,0 +;WaitingOffset1=512,256,0 +;WaitingOffset2=768,-256,0 +;WaitingOffset3=768,256,0 +;WaitingOffset4=1024,-256,0 +;WaitingOffset5=1024,256,0 +;WaitingOffset6=1280,-256,0 +;WaitingOffset7=1280,256,0 +;DockingOffset0=256,0,0 +NewTheater=yes +ActiveAnim=NAREFNL1 +ActiveAnimZAdjust=-5 +ActiveAnimDamaged=NAREFNL1D +ActiveAnimTwo=NAREFNL2 +ActiveAnimTwoZAdjust=-5 +ActiveAnimTwoDamaged=NAREFNL2D +ActiveAnimThree=NAREFNL3 +ActiveAnimThreeZAdjust=-5 +ActiveAnimThreeDamaged=NAREFNL3D +ActiveAnimFour=NAREFNL4 +ActiveAnimFourZAdjust=-5 +ActiveAnimFourDamaged=NAREFNL4D +SpecialAnim=NAREFNOR +SpecialAnimZAdjust=-50 +;SpecialAnimX=800 +;SpecialAnimY=800 +;ActiveAnim=NAREFN_C +;ActiveAnimZAdjust=-100 +;ActiveAnimTwo=NAREFN_B +;ActiveAnimTwoZAdjust=-250 +;ActiveAnimTwoPowered=no +;PreProductionAnim=NAREFN_A +;ProductionAnim=NAREFN_AR +OccupyHeight=4 +CanBeHidden=False +CanHideThings=true +RemoveOccupy1=0,-2 +RemoveOccupy2=1,-1 +RemoveOccupy3=1,-2 +RemoveOccupy4=2,-1 +RemoveOccupy5=-2,0 +RemoveOccupy6=-2,-1 +RemoveOccupy7=-2,-2 +RemoveOccupy8=3,1 +DamageFireOffset0=30,30 + +[GAREFN] +Remapable=yes +Cameo=REFICON +Foundation=4x3 +Height=4 +ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 24,-48 +Buildup=GAREFNMK +DemandLoadBuildup=true +FreeBuildup=true +BibShape=GAREFNBB +QueueingCell=4,1 ;gs A harvester will aim for this cell if it wasn't allowed to reserve the docking cell and therefore the refinery +NewTheater=yes +ActiveAnim=GAREFNL1 +ActiveAnimZAdjust=-40 +ActiveAnimYSort=724 +ActiveAnimTwo=GAREFNL2 +ActiveAnimTwoZAdjust=-40 +ActiveAnimTwoYSort=724 +ActiveAnimThree=GAREFNL3 +ActiveAnimThreeZAdjust=-40 +ActiveAnimThreeYSort=724 +ActiveAnimFour=GAREFNL4 +ActiveAnimFourZAdjust=-40 +ActiveAnimFourYSort=724 +SpecialAnim=GAREFNOR +SpecialAnimZAdjust=-40 +SpecialAnimYSort=724 +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +AddOccupy1=-1,0 +AddOccupy2=-1,-1 +RemoveOccupy1=3,1 +DamageFireOffset0=-33,31 +DamageFireOffset1=-3,48 + +[YAREFN] +;Image=GAREFN +Remapable=yes +Cameo=SMINICON +AltCameo=SMINUICO +Foundation=2x2 +Height=3 +ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 24,-48 +Buildup=YAREFNMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +IdleAnim=YAREFN_A +IdleAnimZAdjust=0 +;IdleAnimYSort=700 +CanHideThings=False +CanBeHidden=True +OccupyHeight=2 +PrimaryFireFLH=120,0,185 + +[YAREFN_A] +Image=YAREFN_A +Normalized=yes +LoopStart=0 +LoopEnd=2 +LoopCount=-1 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +[GAREFNL4] +Normalized=yes +LoopStart=0 +LoopEnd=3 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +[GAOREP] +Remapable=yes +Cameo=gorep +Foundation=3x3 +Height=4 +Buildup=GAOREPMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=GAOREP_A +ActiveAnimDamaged=GAOREP_AD +ActiveAnimZAdjust=-50 +ActiveAnimYSort=543 +CanHideThings=True +CanBeHidden=False +OccupyHeight=1 +DamageFireOffset0=-20,23 +DamageFireOffset1=-12,34 +DamageFireOffset2=6,25 +DamageFireOffset3=-24,53 + +[GAROBO] +;Image=GAOREP +Remapable=yes +Cameo=RBCCICON +Foundation=2x2 +Height=4 +Buildup=GAROBOMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=GAROBO_A +ActiveAnimDamaged=GAROBO_AD +ActiveAnimZAdjust=-50 +ActiveAnimYSort=543 +CanHideThings=True +CanBeHidden=False +OccupyHeight=1 +DamageFireOffset0=-20,23 +DamageFireOffset1=-12,34 +DamageFireOffset2=6,25 +DamageFireOffset3=-24,53 +AddOccupy1=-1,0 +AddOccupy2=0,-1 +AddOccupy3=-1,-1 + +[NAINDP] +Remapable=yes +Cameo=INDPICON +Foundation=3x3 +Height=8 +AnimActive=0,26,3 +Buildup=NAINDPMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +IdleAnim=NAINDP_A +IdleAnimDamaged=NAINDP_AD +IdleAnimZAdjust=-30 +IdleAnimYSort=543 +;IdleAnim=YACOMD_C +;IdleAnimZAdjust=-35 +;IdleAnimYSort=700 +;IdleAnimDamaged=YACOMD_CD +;IdleAnimDamagedZAdjust=-77 +;IdleAnimTwo=NAINDP_B +;IdleAnimTwoDamaged=NAINDP_BD +;IdleAnimTwoZAdjust=-150 +;IdleAnimTwoYSort=543 +;ActiveAnimThree=NACNST_B +;ActiveAnimThreeZAdjust=-27 +;PreProductionAnim=NACNST_B +;PreProductionAnimZAdjust=-15 +;ProductionAnim=NACNST_B +;ProductionAnimDamaged=NACNST_BD +;ProductionAnimZAdjust=-5 +;ProductionAnimYSort=700 +OccupyHeight=4 +CanHideThings=true +CanBeHidden=False +AddOccupy1=-3,-3 +;RemoveOccupy1=-2,-1 +;RemoveOccupy2=2,-1 +;RemoveOccupy3=1,-2 +;RemoveOccupy4=0,-2 +;RemoveOccupy5=-1,-2 +;RemoveOccupy6=-2,-2 +;RemoveOccupy7=-2,0 +;RemoveOccupy8=-2,1 +DamageFireOffset0=-40,41 + +[NAINDP_A] ; Industrial Plant Idle Anim +Image=NAINDP_A +Normalized=yes +LoopStart=0 +LoopEnd=12 +LoopCount=-1 +Rate=450 +Layer=ground +NewTheater=yes +Shadow=yes + +[NAINDP_AD] ; Industrial Plant Damaged Idle Anim +Image=NAINDP_A +Normalized=yes +Start=13 +LoopStart=13 +LoopEnd=26 +LoopCount=-1 +Rate=450 +Layer=ground +NewTheater=yes +Shadow=yes + +;[NAINDP_B] ; Industrial Plant Idle Anim Two +;Image=NAINDP_B +;Normalized=yes +;LoopStart=0 +;LoopEnd=12 +;LoopCount=-1 +;Rate=450 +;Layer=ground +;NewTheater=yes +;Shadow=yes + +;[NAINDP_BD] ; Industrial Plant Damaged Idle Anim Two +;Image=NAINDP_B +;Normalized=yes +;Start=13 +;LoopStart=13 +;LoopEnd=26 +;LoopCount=-1 +;Rate=450 +;Layer=ground +;NewTheater=yes +;Shadow=yes + +; Ore Purifier active animation +[GAOREP_A] +Normalized=yes +NewTheater=yes +Layer=ground +Start=0 +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=220 +;DetailLevel=1 + +; Ore Purifier active animation +[GAOREP_AD] +Image=GAOREP_A +Normalized=yes +;NewTheater=yes +Layer=ground +Start=8 +LoopStart=8 +LoopEnd=16 +LoopCount=-1 +Rate=220 +;DetailLevel=1 + +[GASILO] +Remapable=yes +Cameo=SILOICON +Foundation=2x2 +Buildup=GASILOMK +DemandLoadBuildup=true +FreeBuildup=true +SiloDamage=yes +NewTheater=yes +ActiveAnim=GASILO_B +ActiveAnimDamaged=GASILO_BD +SpecialAnim=GASILO_A +SpecialAnimDamaged=GASILO_AD +SpecialAnimZAdjust=-32 + +[GAHPAD] +Remapable=yes +Cameo=HELIICON +Foundation=2x2 +Height=1 +Flat=yes +Buildup=GAHPADMK +BibShape=GAHPADBB +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=GAHPAD_A +ActiveAnimY=-12 +ActiveAnimZAdjust=-32 +ActiveAnimDamaged=GAHPAD_AD + +[GAAIRC] +Remapable=yes +Cameo=HELIICON +Foundation=3x2 +Height=7 +Flat=yes ; while this is a valid BuilType flag, it does nothing. +Buildup=GAAIRCMK +BibShape=GAAIRCBB +ZShapePointMove=60,30 ; SJM is fixing zshape/zshapelocky problems, changed from 0,0 +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +DockingOffset0=0,-128,0 ;-80,80,0 +DockingOffset1=0,128,0 ;-80,-208,0 +DockingOffset2=256,-128,0 ;208,80,0 +DockingOffset3=256,128,0 ;208,-208,0 +ActiveAnim=GAAIRC_A +ActiveAnimDamaged=GAAIRC_AD +ActiveAnimZAdjust=0 +ActiveAnimYSort=362 +ActiveAnimTwo=GAAIRC_B +ActiveAnimTwoDamaged=GAAIRC_BD +ActiveAnimTwoZAdjust=0 +ActiveAnimTwoYSort=362 +ActiveAnimThree=GAAIRC_C +ActiveAnimThreeDamaged=GAAIRC_CD +ActiveAnimThreeZAdjust=-80 +ActiveAnimThreeYSort=543 +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +AddOccupy1=-1,-1 +AddOccupy2=-1,0 +AddOccupy3=-2,-1 +AddOccupy4=-3,-2 +RemoveOccupy1=1,0 +RemoveOccupy2=2,0 +RemoveOccupy3=1,1 +RemoveOccupy4=2,2 +DamageFireOffset0=-36,23 +DamageFireOffset1=-21,6 + +[GAAIRCBB] +Layer=ground + +[NAHPAD] +Remapable=yes +Cameo=NHPDICON +Foundation=2x2 +Height=1.5 +Flat=yes +Buildup=NAHPADMK +BibShape=NAHPADBB +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=NAHPAD_A +ActiveAnimZAdjust=-32 +ActiveAnimDamaged=NAHPAD_AD + +[NARADR] +Remapable=yes +Normalized=yes +Height=6 +Cameo=NRADICON +Foundation=2x2 +Buildup=NARADRMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=NARADR_A +ActiveAnimDamaged=NARADR_AD +ActiveAnimZAdjust=-50 +ActiveAnimYSort=360 +OccupyHeight=5 +CanBeHidden=False +DamageFireOffset0=-16,31 +RemoveOccupy1=-1,0 +RemoveOccupy2=-3,-3 + + +[YAGNTC] +Image=YAGNTC +Remapable=yes +Normalized=yes +Height=8 +Cameo=GTNCICON +Foundation=3x3 +Buildup=YAGNTCMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +SuperAnim=YAGNTC_E ;idle +SuperAnimDamaged=YAGNTC_ED +SuperAnimZAdjust=-200 +SuperAnimTwo=YAGNTC_F +SuperAnimTwoDamaged=YAGNTC_FD ;powerup +SuperAnimTwoZAdjust=-50 +SuperAnimThree=YAGNTC_G ;power idle +SuperAnimThreeDamaged=YAGNTC_GD +SuperAnimThreeZAdjust=-50 +SuperAnimFour=YAGNTC_H ;power down +SuperAnimFourDamaged=YAGNTC_HD +SuperAnimFourZAdjust=-50 +SuperAnimPowered=false +SuperAnimTwoPowered=false +SuperAnimThreePowered=false +SuperAnimFourPowered=false + +;SuperAnimPoweredEffect=true +;SuperAnimTwoPoweredEffect=true +SuperAnimThreePoweredEffect=true +;SuperAnimFourPoweredEffect=true +SuperLowPower=YAGNTC_P +SuperLowPowerDamaged=YAGNTC_PD +SuperLowPowerPowered=false + +OccupyHeight=2 +CanBeHidden=False +DamageFireOffset0=-2,59 +AddOccupy1=-1,-1 + +;Idle +[YAGNTC_E] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=1 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Idle +[YAGNTC_ED] +Image=YAGNTC_E +Normalized=yes +Start=1 +LoopStart=1 +LoopEnd=2 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;powerup +[YAGNTC_F] +Image=YAGNTC_F +NewTheater=yes +Normalized=yes +Start=0 +End=31 +Rate=200 +Layer=ground +StartSound=GeneticMutatorOpen +Shadow=yes + +;powerup +[YAGNTC_FD] +Image=YAGNTC_F +NewTheater=yes +Normalized=yes +Start=31 +End=62 +Rate=200 +Layer=ground +StartSound=GeneticMutatorOpen +Shadow=yes + +;power idle +[YAGNTC_G] +Image=YAGNTC_F +NewTheater=yes +Normalized=yes +Start=15 +LoopStart=15 +LoopEnd=31 +LoopCount=-1 +Rate=400 +Layer=ground +StartSound=GeneticMutatorReadyLoop +Shadow=yes + +;power idle +[YAGNTC_GD] +Image=YAGNTC_F +NewTheater=yes +Normalized=yes +Start=47 +LoopStart=47 +LoopEnd=62 +LoopCount=-1 +Rate=400 +Layer=ground +StartSound=GeneticMutatorReadyLoop +Shadow=yes + +;power down +[YAGNTC_H] +Image=YAGNTC_H +NewTheater=yes +Normalized=yes +Start=0 +End=31 +Rate=200 +Layer=ground +Shadow=yes + +;power down +[YAGNTC_HD] +Image=YAGNTC_H +NewTheater=yes +Normalized=yes +Start=32 +End=62 +Rate=200 +Layer=ground +Shadow=yes + +[YAGNTC_P] +Image=YAGNTC_H +NewTheater=yes +Normalized=yes +Start=15 +LoopStart=15 +LoopEnd=16 +LoopCount=-1 +Rate=400 +Layer=ground +Shadow=yes + +[YAGNTC_PD] +Image=YAGNTC_H +NewTheater=yes +Normalized=yes +Start=47 +LoopStart=47 +LoopEnd=48 +LoopCount=-1 +Rate=400 +Layer=ground +Shadow=yes + +; --- IRON CURTAIN DEVICE --- +[NAIRON] +Remapable=yes +Normalized=yes +Height=6 +Cameo=IRONICON +Foundation=3x3 +Buildup=NAIRONMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +SuperAnim=NAIRON_A ; SJM changed from E, which is blank +SuperAnimDamaged=NAIRON_AD ; SJM changed from ED, which is blank +SuperAnimZAdjust=-7 +SuperAnimTwo=NAIRON_F +SuperAnimTwoDamaged=NAIRON_FD +SuperAnimTwoZAdjust=-7 +SuperAnimThree=NAIRON_G +SuperAnimThreeDamaged=NAIRON_GD +SuperAnimThreeZAdjust=-7 +SuperAnimFour=NAIRON_H +SuperAnimFourDamaged=NAIRON_HD +SuperAnimFourZAdjust=-7 +OccupyHeight=2 +CanBeHidden=False +DamageFireOffset0=-2,59 + +[NAIRON_A] +Image=NAIRON_A +NewTheater=yes +Normalized=yes +LoopStart=0 +LoopEnd=10 +LoopCount=-1 +Rate=200 +Layer=ground + +[NAIRON_AD] +Image=NAIRON_A +NewTheater=yes +Normalized=yes +Start=11 +LoopStart=11 +LoopEnd=21 +LoopCount=-1 +Rate=200 +Layer=ground + +[NAIRON_E] +Image=NAIRON_E +NewTheater=yes +Normalized=yes +Start=0 +;LoopStart=13 +End=1 +;LoopCount=-1 +Rate=200 +Layer=ground + +[NAIRON_ED] +Image=NAIRON_E +NewTheater=yes +Normalized=yes +Start=1 +;LoopStart=36 +End=2 +;LoopCount=-1 +Rate=200 +Layer=ground + +[NAIRON_F] +Image=NAIRON_F +NewTheater=yes +Normalized=yes +Start=0 +End=10 +Rate=200 +Layer=ground +StartSound=IronCurtainReady + + +[NAIRON_FD] +Image=NAIRON_F +NewTheater=yes +Normalized=yes +Start=21 +End=31 +Rate=200 +Layer=ground +StartSound=IronCurtainReady + +[NAIRON_G] +Image=NAIRON_F +NewTheater=yes +Normalized=yes +Start=11 +LoopStart=11 +LoopEnd=20 +LoopCount=-1 +Rate=200 +Layer=ground +StartSound=IronCurtainReadyLoop + +[NAIRON_GD] +Image=NAIRON_F +NewTheater=yes +Normalized=yes +Start=32 +LoopStart=32 +LoopEnd=41 +LoopCount=-1 +Rate=200 +Layer=ground +StartSound=IronCurtainReadyLoop + +[NAIRON_H] +Image=NAIRON_H +NewTheater=yes +Normalized=yes +Start=0 +End=11 +Rate=200 +Layer=ground + +[NAIRON_HD] +Image=NAIRON_H +NewTheater=yes +Normalized=yes +Start=12 +End=23 +Rate=200 +Layer=ground + + +; --- CHRONOSPHERE --- +[GACSPH] ;[GACHRO] +Remapable=yes +Normalized=yes +Height=3 +Cameo=csphicon +Foundation=4x3 +Buildup=GACSPHMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +SuperAnim=GACSPH_E +SuperAnimDamaged=GACSPH_ED +SuperAnimZAdjust=-20 +SuperAnimYSort=724 +SuperAnimTwo=GACSPH_F +SuperAnimTwoDamaged=GACSPH_FD +SuperAnimTwoZAdjust=-20 +SuperAnimTwoYSort=724 +SuperAnimThree=GACSPH_G +SuperAnimThreeDamaged=GACSPH_GD +SuperAnimThreeZAdjust=-20 +SuperAnimThreeYSort=724 +SuperAnimFour=GACSPH_H +SuperAnimFourDamaged=GACSPH_HD +SuperAnimFourZAdjust=-20 +SuperAnimFourYSort=724 +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +AddOccupy1=-1,0 +DamageFireOffset0=-19,50 + +;ActiveAnimTwo=GACSPH_E +;ActiveAnimTwoZAdjust=-40 +;ActiveAnimThree=GACSPH_C +;ActiveAnimThreeZAdjust=-40 +;ActiveAnimThreeDamaged=GACSPH_CD +;ActiveAnimFour=GACSPH_D +;ActiveAnimFourZAdjust=-40 + + +; --- WEATHER CONTROLLER --- +[GAWETH] +Remapable=yes +Normalized=yes +Height=5 +Cameo=wethicon +Foundation=3x3 +Buildup=GAWETHMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +SuperAnim=GAWETH_E +SuperAnimDamaged=GAWETH_ED +SuperAnimZAdjust=-20 +SuperAnimYSort=543 +SuperAnimTwo=GAWETH_F +SuperAnimTwoDamaged=GAWETH_FD +SuperAnimTwoZAdjust=-20 +SuperAnimTwoYSort=543 +SuperAnimThree=GAWETH_G +SuperAnimThreeDamaged=GAWETH_GD +SuperAnimThreeZAdjust=-20 +SuperAnimThreeYSort=543 +SuperAnimFour=GAWETH_H +SuperAnimFourDamaged=GAWETH_HD +SuperAnimFourZAdjust=-20 +SuperAnimFourYSort=543 +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +AddOccupy1=-1,0 +AddOccupy2=-1,-1 +AddOccupy3=0,-1 +DamageFireOffset0=2,50 +DamageFireOffset1=38,63 + +[YAGRND] +Image=YAGRND +Remapable=yes +Normalized=yes +Cameo=GRNDICON +Foundation=3x3 +Buildup=YAGRNDMK +Height=5 +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=YAGRND_D +ActiveAnimDamaged=YAGRND_DD +ActiveAnimZAdjust=-30 +SpecialAnim=YAGRND_B +SpecialAnimDamaged=YAGRND_BD +SpecialAnimZAdjust=-30 +IdleAnim=YAGRND_A +IdleAnimDamaged=YAGRND_AD +IdleAnimZAdjust=-50 +IdleAnimTwo=YAGRND_C +IdleAnimTwoDamaged=YAGRND_CD +IdleAnimTwoZAdjust=-30 +OccupyHeight=5 +DamageFireOffset0=-29,44 +CanBeHidden=False + +; Yuri Grinder Idle animation +[YAGRND_A] +Image=YAGRND_A +Normalized=yes +;NewTheater=yes +Layer=ground +LoopStart=0 +LoopEnd=11 +LoopCount=-1 +Rate=300 +;DetailLevel=1 + +; Yuri Grinder Idle animation Damaged +[YAGRND_AD] +Image=YAGRND_A +Normalized=yes +;NewTheater=yes +Layer=ground +LoopStart=0 +LoopEnd=11 +LoopCount=-1 +Rate=400 +;DetailLevel=1 + +; Yuri Grinder Special grinding animation +[YAGRND_B] +Image=YAGRND_B +Normalized=yes +;NewTheater=yes +Layer=ground +Start=0 +LoopStart=0 +LoopEnd=48 +LoopCount=1 ;looping on purpose so people can see the animation until Geoff fixes this, set to 1 later +Rate=400 +;DetailLevel=1 +Shadow=yes + +; Yuri Grinder Special grinding animation Damaged +[YAGRND_BD] +Image=YAGRND_B +Normalized=yes +;NewTheater=yes +Layer=ground +Start=49 +LoopStart=49 +LoopEnd=96 +LoopCount=1 +Rate=400 +;DetailLevel=1 +Shadow=yes + +; Second Idle animation for Yuri Grinder. +[YAGRND_C] +Image=YAGRND_C +Normalized=yes +LoopStart=0 +LoopEnd=1 +LoopCount=-1 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes +Rate=20 + +; Second Idle animation for Yuri Grinder. +[YAGRND_CD] +Image=YAGRND_C +Normalized=yes +LoopStart=1 +LoopEnd=2 +LoopCount=-1 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes +Rate=20 + +; Yuri Grinder Active animation +[YAGRND_D] +Image=YAGRND_B +Normalized=yes +;NewTheater=yes +Layer=ground +Start=0 +LoopStart=0 +LoopEnd=1 +LoopCount=-1 +Rate=400 +;DetailLevel=1 +Shadow=yes + +; Yuri Grinder Active animation Damaged +[YAGRND_DD] +Image=YAGRND_B +Normalized=yes +;NewTheater=yes +Layer=ground +Start=49 +LoopStart=49 +LoopEnd=50 +LoopCount=-1 +Rate=400 +;DetailLevel=1 +Shadow=yes + +; --- PSYCHIC DOMINATOR --- +[YAPPET] +Remapable=yes +Normalized=yes +Height=5 +Cameo=PUPTICON +Foundation=3x3 +Buildup=YAPPETMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +SuperAnim=YAPPET_E +SuperAnimDamaged=YAPPET_ED +SuperAnimZAdjust=-20 +SuperAnimYSort=543 +SuperAnimTwo=YAPPET_F +SuperAnimTwoDamaged=YAPPET_FD +SuperAnimTwoZAdjust=-20 +SuperAnimTwoYSort=543 +SuperAnimThree=YAPPET_G +SuperAnimThreeDamaged=YAPPET_GD +SuperAnimThreeZAdjust=-20 +SuperAnimThreeYSort=543 +SuperAnimFour=YAPPET_H +SuperAnimFourDamaged=YAPPET_HD +SuperAnimFourZAdjust=-20 +SuperAnimFourYSort=543 +ActiveAnim=YAPPET_A +ActiveAnimDamaged=YAPPET_AD +ActiveAnimZAdjust=-5000 +;ActiveAnimYSort=362 +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +AddOccupy1=-1,0 +AddOccupy2=-1,-1 +AddOccupy3=0,-1 +AddOccupy4=-2,-2 +DamageFireOffset0=2,50 +DamageFireOffset1=38,63 + +[NAPSIS] +Remapable=yes +Normalized=yes +Height=8 +Cameo=PSISICON +Foundation=2x2 +Buildup=NAPSISMK +DemandLoadBuildup=true +FreeBuildup=true +ActiveAnim=NAPSIS_A +ActiveAnimDamaged=NAPSIS_AD +ActiveAnimZAdjust=-5 +ActiveAnimYSort=100 +CanBeHidden=False +OccupyHeight=2 +AddOccupy1=-2,-2 +AddOccupy2=-3,-3 +AddOccupy3=-1,-1 +DamageFireOffset0=-23,34 + +[NAYARD] +Remapable=yes +Normalized=yes +Height=10 +Cameo=YARDICON +Foundation=4x4 +Buildup=NAYARDMK +DemandLoadBuildup=true +IdleAnim=NAYARD_A +IdleAnimDamaged=NAYARD_AD +IdleAnimZAdjust=-77 +IdleAnimYSort=543 +IdleAnimPowered=no +ActiveAnimTwo=NAYARD_B +ActiveAnimTwoDamaged=NAYARD_BD +ActiveAnimTwoZAdjust=-80 +ActiveAnimTwoYSort=543 +ActiveAnimThree=NAYARD_C +ActiveAnimThreeDamaged=NAYARD_CD +ActiveAnimThreeZAdjust=-77 +ActiveAnimThreeYSort=543 +ActiveAnimThreePowered=no +ProductionAnim=NAYARD_D +ProductionAnimDamaged=NAYARD_DD +ProductionAnimZAdjust=-80 +ProductionAnimYSort=543 +SpecialAnim=NAYARD_S1 +SpecialAnimDamaged=NAYARD_S1D +SpecialAnimZAdjust=-77 +SpecialAnimYSort=543 +SpecialAnimTwo=NAYARD_S2 +SpecialAnimTwoDamaged=NAYARD_S2D +SpecialAnimTwoZAdjust=-77 +SpecialAnimTwoYSort=543 +SpecialAnimThree=NAYARD_S3 +SpecialAnimThreeDamaged=NAYARD_S3D +SpecialAnimThreeZAdjust=-77 +SpecialAnimThreeYSort=543 +DockingOffset0=384,-128,0 +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +AddOccupy1=-3,-1 +AddOccupy2=-3,-2 +AddOccupy3=-3,-3 +AddOccupy4=-2,-3 +AddOccupy5=-4,-2 +AddOccupy6=-4,-3 +DamageFireOffset0=25,45 +DamageFireOffset1=-37,42 +DamageFireOffset2=-57,-6 + +;Active Animation for Shipyard +[NAYARD_S1] +Image=NAYARD_S +Normalized=yes +Start=1 +LoopStart=1 +LoopEnd=6 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Damaged Animation for Shipyard +[NAYARD_S1D] +Image=NAYARD_S +Normalized=yes +Start=19 +LoopStart=19 +LoopEnd=24 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Animation for Shipyard +[NAYARD_S2] +Image=NAYARD_S +Normalized=yes +Start=6 +LoopStart=6 +LoopEnd=13 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Damaged Animation for Shipyard +[NAYARD_S2D] +Image=NAYARD_S +Normalized=yes +Start=24 +LoopStart=24 +LoopEnd=31 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Animation for Shipyard +[NAYARD_S3] +Image=NAYARD_S +Normalized=yes +Start=13 +LoopStart=13 +LoopEnd=18 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Damaged Animation for Shipyard +[NAYARD_S3D] +Image=NAYARD_S +Normalized=yes +Start=31 +LoopStart=31 +LoopEnd=36 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +[GAYARD] +Remapable=yes +Normalized=yes +Height=10 +Cameo=ayaricon +Foundation=4x4 +Buildup=GAYARDMK +DemandLoadBuildup=true +IdleAnim=GAYARD_A +IdleAnimDamaged=GAYARD_AD +IdleAnimZAdjust=-77 +IdleAnimYSort=543 +IdleAnimPowered=no +ActiveAnimThree=GAYARD_C +ActiveAnimThreeDamaged=GAYARD_CD +ActiveAnimThreeZAdjust=-77 +ActiveAnimThreeYSort=543 +ActiveAnimThreePowered=no +ProductionAnim=GAYARD_D +ProductionAnimDamaged=GAYARD_DD +ProductionAnimZAdjust=-77 +ProductionAnimYSort=543 +SpecialAnim=GAYARD_S1 +SpecialAnimDamaged=GAYARD_S1D +SpecialAnimZAdjust=-77 +SpecialAnimYSort=543 +SpecialAnimTwo=GAYARD_S2 +SpecialAnimTwoDamaged=GAYARD_S2D +SpecialAnimTwoZAdjust=-77 +SpecialAnimTwoYSort=543 +SpecialAnimThree=GAYARD_S3 +SpecialAnimThreeDamaged=GAYARD_S3D +SpecialAnimThreeZAdjust=-77 +SpecialAnimThreeYSort=543 +DockingOffset0=384,-128,0 +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +RemoveOccupy1=-1,2 +RemoveOccupy2=-2,1 +RemoveOccupy3=2,-1 +RemoveOccupy4=1,-2 +RemoveOccupy5=-2,0 +RemoveOccupy6=0,-2 +AddOccupy1=-3,-2 +AddOccupy2=-3,-3 +DamageFireOffset0=-40,21 +DamageFireOffset1=-7,8 +DamageFireOffset2=32,36 + +[YAYARD] +Image=YAYARD +Remapable=yes +Normalized=yes +Height=8 +Cameo=YYRDICON +Foundation=4x4 +Buildup=YAYARDMK +DemandLoadBuildup=true +IdleAnim=YAYARD_A +IdleAnimDamaged=YAYARD_AD +IdleAnimZAdjust=-77 +IdleAnimYSort=543 +IdleAnimPowered=no +ActiveAnimThree=YAYARD_C +ActiveAnimThreeDamaged=YAYARD_CD +ActiveAnimThreeZAdjust=-77 +ActiveAnimThreeYSort=543 +ActiveAnimThreePowered=no +ProductionAnim=YAYARD_D +ProductionAnimDamaged=YAYARD_DD +ProductionAnimZAdjust=-77 +ProductionAnimYSort=543 +SpecialAnim=YAYARD_S +SpecialAnimDamaged=YAYARD_SD +SpecialAnimZAdjust=-77 +SpecialAnimYSort=543 +SpecialAnimTwo=YAYARD_S2 +SpecialAnimTwoDamaged=YAYARD_S2D +SpecialAnimTwoZAdjust=-77 +SpecialAnimTwoYSort=543 +SpecialAnimThree=YAYARD_S3 +SpecialAnimThreeDamaged=YAYARD_S3D +SpecialAnimThreeZAdjust=-77 +SpecialAnimThreeYSort=543 +DockingOffset0=384,-128,0 +CanHideThings=True +CanBeHidden=False +OccupyHeight=0 +RemoveOccupy1=-1,2 +RemoveOccupy2=-2,1 +RemoveOccupy3=2,-1 +RemoveOccupy4=1,-2 +RemoveOccupy5=-2,0 +RemoveOccupy6=0,-2 +AddOccupy1=-3,-2 +AddOccupy2=-3,-3 +DamageFireOffset0=-37,58 +DamageFireOffset1=-8,64 +DamageFireOffset2=23,18 + +;Active Animation for Shipyard +[YAYARD_A] +Image=YAYARD_A +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=16 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Damaged Animation for Shipyard +[YAYARD_AD] +Image=YAYARD_A +Normalized=yes +Start=17 +LoopStart=17 +LoopEnd=32 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Animation for Shipyard +[YAYARD_S] +Image=YAYARD_S +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=16 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Damaged Animation for Shipyard +[YAYARD_SD] +Image=YAYARD_S +Normalized=yes +Start=17 +LoopStart=17 +LoopEnd=32 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Animation for Shipyard +[YAYARD_S2] +Image=YAYARD_S +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=16 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Damaged Animation for Shipyard +[YAYARD_S2D] +Image=YAYARD_S +Normalized=yes +Start=17 +LoopStart=17 +LoopEnd=32 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Animation for Shipyard +[YAYARD_S3] +Image=YAYARD_S +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=16 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Damaged Animation for Shipyard +[YAYARD_S3D] +Image=YAYARD_S +Normalized=yes +Start=17 +LoopStart=17 +LoopEnd=32 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Animation for Shipyard +[YAYARD_C] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=16 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +;Active Damaged Animation for Shipyard +[YAYARD_CD] +Image=YAYARD_C +Normalized=yes +Start=17 +LoopStart=17 +LoopEnd=32 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;Shadow=yes + +; Production anim for Shipyard +[YAYARD_D] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=16 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +;Production Damaged Animation for Shipyard +[YAYARD_DD] +Image=YAYARD_D +Normalized=yes +Start=17 +LoopStart=17 +LoopEnd=32 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Animation for Shipyard +[GAYARD_S1] +Image=GAYARD_S +Normalized=yes +Start=1 +LoopStart=1 +LoopEnd=6 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Damaged Animation for Shipyard +[GAYARD_S1D] +Image=GAYARD_S +Normalized=yes +Start=19 +LoopStart=19 +LoopEnd=24 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Animation for Shipyard +[GAYARD_S2] +Image=GAYARD_S +Normalized=yes +Start=6 +LoopStart=6 +LoopEnd=13 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Damaged Animation for Shipyard +[GAYARD_S2D] +Image=GAYARD_S +Normalized=yes +Start=24 +LoopStart=24 +LoopEnd=31 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Animation for Shipyard +[GAYARD_S3] +Image=GAYARD_S +Normalized=yes +Start=13 +LoopStart=13 +LoopEnd=18 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Damaged Animation for Shipyard +[GAYARD_S3D] +Image=GAYARD_S +Normalized=yes +Start=31 +LoopStart=31 +LoopEnd=36 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +[GAPLUG] +Remapable=yes +Normalized=yes +Cameo=PLUGICON +Foundation=2x3 +Height=2 +Buildup=GAPLUGMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=GAPLUG_A +ActiveAnimZAdjust=-60 +ActiveAnimPowered=yes +ActiveAnimTwo=GAPLUG_B +ActiveAnimTwoDamaged=GAPLUG_BD +ActiveAnimTwoZAdjust=-100 +ActiveAnimTwoPowered=no +ActiveAnimTwoPoweredLight=yes +ActiveAnimThree=GAPLUG_C +ActiveAnimThreeZAdjust=-60 +ActiveAnimThreePowered=no +ActiveAnimThreePoweredLight=yes +PowerUp1LocXX=0 +PowerUp1LocYY=0 +PowerUp1LocZZ=-30 +PowerUp1YSort=-5 +PowerUp2LocXX=-24 +PowerUp2LocYY=-12 +PowerUp2LocZZ=-42 +PowerUp2YSort=50 + +[GARADR] +Remapable=yes +Normalized=yes +Cameo=RADRICON +Foundation=2x2 +Height=4 +Buildup=GARADRMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=GARADR_A +ActiveAnimDamaged=GARADR_AD +ActiveAnimZAdjust=-60 +ActiveAnimPowered=yes + +[NASTLH] +Cameo=CLCKICON +Remapable=yes +Normalized=yes +Foundation=3x2 +Buildup=NASTLHMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=NASTLH_A +ActiveAnimDamaged=NASTLH_AD +ActiveAnimZAdjust=-40 + +[GAPOWR] +Normalized=yes +Remapable=yes +Cameo=POWRICON +Foundation=2x2 +Buildup=GAPOWRMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +Height=4 +ActiveAnim=GAPOWR_A +ActiveAnimDamaged=GAPOWR_AD +ActiveAnimZAdjust=-32 +ActiveAnimYSort=362 +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=-20,32 +DamageFireOffset1=3,12 +ActiveAnimPoweredSpecial=true +ActiveAnimPowered=false + +[YAPOWR] +Image=YAPOWR +Normalized=yes +Remapable=yes +Cameo=YPWRICON +Foundation=2x2 +Buildup=YAPOWRMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +Height=4 +ActiveAnim=YAPOWR_A +ActiveAnimDamaged=YAPOWR_AD +ActiveAnimZAdjust=-20 +ActiveAnimYSort=362 +ActiveAnimTwo=YAPOWR_B +ActiveAnimTwoDamaged=YAPOWR_BD +ActiveAnimTwoZAdjust=-20 +ActiveAnimTwoYSort=362 +IdleAnim=YAPOWR_C +IdleAnimDamaged=YAPOWR_CD +IdleAnimZAdjust=-150 +IdleAnimYSort=362 +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=-20,32 +DamageFireOffset1=3,12 + +;Tesla PowerPlant +[NAPOWR] +Normalized=yes +Remapable=yes +Cameo=NPWRICON +Foundation=3x2 +Height=3 +Buildup=NAPOWRMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=NAPOWR_A +ActiveAnimDamaged=NAPOWR_AD +ActiveAnimZAdjust=-5 +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=-12,30 +ActiveAnimPoweredSpecial=true +ActiveAnimPowered=false + +[NAAPWR] +Normalized=yes +Remapable=yes +Cameo=tpwricon +Foundation=2x3 +Height=2 +Buildup=NAAPWRMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=NAAPWR_A +ActiveAnimDamaged=NAAPWR_AD +ActiveAnimZAdjust=-100 + +[NANRCT] +Normalized=yes +Remapable=yes +Cameo=NRCTICON +Foundation=4x4 +Height=4 +Buildup=NANRCTMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=NANRCT_A +ActiveAnimDamaged=NANRCT_AD +ActiveAnimZAdjust=-10 +CanBeHidden=False +OccupyHeight=3 +RemoveOccupy1=0,-1 +RemoveOccupy2=-1,1 +RemoveOccupy3=-1,2 +RemoveOccupy4=0,2 +RemoveOccupy5=0,3 +DamageFireOffset0=72,15 +DamageFireOffset1=-44,71 +ActiveAnimPoweredSpecial=true +ActiveAnimPowered=false +LowPower=NANRCT_P +LowPowerDamaged=NANRCT_PD +LowPowerPowered=false + +[CAHOSP] +Normalized=yes +Remapable=no +Foundation=6x4 +Height=7 +Buildup=CAHOSP +NewTheater=yes +ActiveAnimDamaged=CAHOSP_AD +ActiveAnim=CAHOSP_A +ActiveAnimZAdjust=-200 +ActiveAnimYSort=724 +ActiveAnimTwo=CAHOSP_F +ActiveAnimTwoZAdjust=-200 +ActiveAnimTwoYSort=724 +ActiveAnimTwoPowered=no +DemandLoad=true +DamageFireOffset0=70,50 +DamageFireOffset1=94,83 +DamageFireOffset2=42,-9 +DamageFireOffset3=-16,-11 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +AddOccupy1=-2,0 +AddOccupy2=-2,-1 +AddOccupy3=0,-2 +AddOccupy4=1,-2 +AddOccupy5=1,-3 + +; Tech Hospital +[CATHOSP] +Normalized=yes +Remapable=no +Foundation=6x4 +Height=7 +Buildup=CAHOSP +NewTheater=yes +ActiveAnimDamaged=CAHOSP_AD +ActiveAnim=CAHOSP_A +ActiveAnimZAdjust=-200 +ActiveAnimYSort=724 +ActiveAnimTwo=CAHOSP_F +ActiveAnimTwoZAdjust=-200 +ActiveAnimTwoYSort=724 +ActiveAnimTwoPowered=no +DemandLoad=true +DamageFireOffset0=70,50 +DamageFireOffset1=94,83 +DamageFireOffset2=42,-9 +DamageFireOffset3=-16,-11 +CanHideThings=true +CanBeHidden=true +OccupyHeight=3 +AddOccupy1=-2,0 +AddOccupy2=-2,-1 +AddOccupy3=0,-2 +AddOccupy4=1,-2 +AddOccupy5=1,-3 + +[CAOILD] +Normalized=yes +Remapable=no +Foundation=2x2 +Height=5 +;Buildup=CAHOSP +NewTheater=yes +ActiveAnim=CAOILD_A +ActiveAnimDamaged=CAOILD_AD +ActiveAnimZAdjust=0 +ActiveAnimYSort=362 +ActiveAnimTwo=CAOILD_F +ActiveAnimTwoZAdjust=-50 +ActiveAnimTwoYSort=362 +ActiveAnimTwoPowered=no +DemandLoad=true +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=-2,34 +DamageFireOffset1=7,-21 +DamageFireOffset2=29,10 + +[CAMACH] +Image=CAMACH +Normalized=yes +Remapable=no +Foundation=3x3 +Height=5 +;Buildup=CAHOSP +NewTheater=yes +ActiveAnim=CAMACH_F +ActiveAnimZAdjust=-50 +ActiveAnimYSort=362 +ActiveAnimPowered=no +DemandLoad=true +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=-2,34 +;DamageFireOffset0=7,-21 +DamageFireOffset1=29,10 + +[CAPOWR] +Normalized=yes +Remapable=no +Foundation=2x2 +Height=6 +;Buildup=CAAIRPMK +NewTheater=yes +DemandLoad=true +ActiveAnim=CAPOWR_A +ActiveAnimZAdjust=-40 +ActiveAnimDamaged=CAPOWR_AD +;ActiveAnimTwo=CAAIRP_F +;ActiveAnimTwoZAdjust=-100 +;ActiveAnimTwoYSort=362 +;ActiveAnimTwoPowered=no +DamageFireOffset0=-3,5 +;DamageFireOffset1=-65,32 +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 + +; Civilian Power Plant IDLE animations +[CAPOWR_A] +Image=CAPOWR_A +Layer=ground +NewTheater=yes +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=300 +DemandLoad=true + +; Civilian Power Plant IDLE animations +[CAPOWR_AD] +Image=CAPOWR_A +Layer=ground +NewTheater=yes +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=300 +DemandLoad=true + +[CAAIRP] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=6 +;Buildup=CAAIRPMK +NewTheater=yes +DemandLoad=true +ActiveAnim=CAAIRP_A +ActiveAnimZAdjust=5 +ActiveAnimDamaged=CAAIRP_AD +ActiveAnimTwo=CAAIRP_F +ActiveAnimTwoZAdjust=-100 +ActiveAnimTwoYSort=362 +ActiveAnimTwoPowered=no +DamageFireOffset0=-3,5 +DamageFireOffset1=-65,32 + +; AIRPORT IDLE animations +[CAAIRP_A] +Image=CAAIRP_A +Layer=ground +NewTheater=yes +LoopStart=0 +LoopEnd=9 +LoopCount=-1 +Rate=50 +DemandLoad=true + +; AIRPORT IDLE animations +[CAAIRP_AD] +Image=CAAIRP_A +Layer=ground +NewTheater=yes +LoopStart=0 +LoopEnd=9 +LoopCount=-1 +Rate=50 +DemandLoad=true + +; AIRPORT IDLE animations +[CAAIRP_F] +Image=CAAIRP_F +Normalized=yes +NewTheater=yes +Layer=ground +Start=0 +LoopStart=0 +LoopEnd=16 +LoopCount=-1 +Rate=300 +;DetailLevel=1 +DemandLoad=true +Shadow=yes + +[CAARMR] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=1 +Buildup=CAARMR +NewTheater=yes +ActiveAnim=CAARMR_A +ActiveAnimZAdjust=-100 +ActiveAnimPowered=no +DemandLoad=true + +[CAPYR01] +Normalized=yes +Remapable=no +Foundation=2x2 +Height=2 +NewTheater=yes +TerrainPalette=yes +ExtraDamageStage=no +DemandLoad=true + +[CAPYR02] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=4 +NewTheater=yes +TerrainPalette=yes +ExtraDamageStage=no +DemandLoad=true + +[CAPYR03] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=4 +NewTheater=yes +TerrainPalette=yes +ExtraDamageStage=no +DemandLoad=true + +[CACRSH01] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=1 +NewTheater=yes +TerrainPalette=yes +ExtraDamageStage=no +DemandLoad=true + +[CACRSH02] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=1 +NewTheater=yes +TerrainPalette=yes +ExtraDamageStage=no +DemandLoad=true + +[CACRSH03] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=1 +NewTheater=yes +TerrainPalette=yes +ExtraDamageStage=no +DemandLoad=true + +[CACRSH04] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=1 +NewTheater=yes +TerrainPalette=yes +ExtraDamageStage=no +DemandLoad=true + +[CACRSH05] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=1 +NewTheater=yes +TerrainPalette=yes +ExtraDamageStage=no +DemandLoad=true + +[CAARAY] +Cameo= +Normalized=yes +Remapable=no +Foundation=2x2 +Buildup= +Height=3 +NewTheater=yes +ActiveAnim=CAARAY_A +ActiveAnimZAdjust=-100 +ActiveAnimTwo=CAARAY_B +ActiveAnimTwoZAdjust=-100 +ActiveAnimThree=CAARAY_C +ActiveAnimThreeDamaged=CAARAY_CD +ActiveAnimThreeZAdjust=-100 +ActiveAnimFour=CAARAY_D +ActiveAnimFourDamaged=CAARAY_DD +ActiveAnimFourZAdjust=-100 +DemandLoad=true + +[GASPOT] +Cameo=SPOTICON +Normalized=yes +Remapable=yes +Foundation=1x1 +Buildup=GASPOTMK +DemandLoadBuildup=true +Height=3 +NewTheater=yes +ActiveAnim=GASPOT_A +ActiveAnimDamaged=GASPOT_AD +ActiveAnimZAdjust=-100 + +[GADPSA] +Normalized=yes +Remapable=yes +Foundation=1x1 +Buildup=GADPSAMK +Height=2 +NewTheater=yes +ActiveAnim=GADPSA_A +ActiveAnimZAdjust=-100 +ExtraLight=-100 + +[GAICBM] +Normalized=yes +Remapable=yes +Foundation=1x1 +Buildup=GAICBMMK +DemandLoadBuildup=true +FreeBuildup=true +Height=2 +NewTheater=yes +ActiveAnim=GAICBM_A +ActiveAnimZAdjust=-100 +ExtraLight=-100 + +[GATICK] +Normalized=yes +Remapable=yes +Foundation=1x1 +Buildup=GATICKMK +Height=1 +NewTheater=yes +ExtraLight=-100 +PrimaryFireFLH=48,0,64 +PBarrelLength=136 + +[GAARTY] +Normalized=yes +Remapable=yes +Foundation=1x1 +Buildup=GAARTYMK +Height=1 +NewTheater=yes +ExtraLight=350 +PBarrelLength=224 +PrimaryFireFLH=-0,0,64 +TurretNotExportedOnGround=yes + +[NATECH] +Remapable=yes +Normalized=yes +Cameo=NTCHICON +Foundation=3x3 +Buildup=NATECHMK +Height=8 +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +AddOccupy1=-2,-2 +DamageFireOffset0=-27,37 +DamageFireOffset1=24,25 +DamageFireOffset2=5,-13 + +[NAHAND] +Remapable=yes +Normalized=yes +Cameo=HANDICON +Foundation=2x2 +Buildup=NAHANDMK +Height=9 +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 +AddOccupy1=-3,-3 +RemoveOccupy1=-2,-1 +RemoveOccupy2=-1,-2 +DamageFireOffset0=-8,-7 +DamageFireOffset1=17,40 + +[NACLON] +Remapable=yes +Normalized=yes +Cameo=CLONICON +Foundation=2x2 +Buildup=NACLONMK +Height=6 +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=NACLON_A +ActiveAnimDamaged=NACLON_AD +ActiveAnimZAdjust=-5 +;ActiveAnimTwo=NAHAND_B +;ActiveAnimTwoDamaged=NAHAND_BD +;ActiveAnimTwoZAdjust=-50 +OccupyHeight=4 +DamageFireOffset0=23,27 +CanBeHidden=False +DoubleThick=true + +; Clone factory active animation Damaged +[NACLON_AD] +Image=NACLON_A +Normalized=yes +;NewTheater=yes +Layer=ground +Start=11 +LoopStart=11 +LoopEnd=21 +LoopCount=-1 +Rate=200 +;DetailLevel=1 +DoubleThick=true + +[GAPILE] +Remapable=yes +Normalized=yes +Cameo=BRRKICON +Foundation=3x2 +Buildup=GAPILEMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +Height=4 +ActiveAnim=GAPILE_A +ActiveAnimDamaged=GAPILE_AD +ActiveAnimZAdjust=-130 +ActiveAnimPowered=no +;ActiveAnimTwo=GAPILE_A +;ActiveAnimTwoZAdjust=-39 +;ActiveAnimThree=GAPILE_B +;ActiveAnimThreeZAdjust=-39 +OccupyHeight=2 +AddOccupy1=-1,-1 +DamageFireOffset0=18,9 +DamageFireOffset1=42,55 +CanBeHidden=False + +[YABRCK] +Image=YABRCK +Remapable=yes +Normalized=yes +Cameo=BRCKICON +Foundation=2x3 +Buildup=YABRCKMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +Height=7 +ActiveAnim=YABRCK_A +ActiveAnimDamaged=YABRCK_AD +ActiveAnimZAdjust=-35 +ActiveAnimPowered=no +;ActiveAnimTwo=GAPILE_A +;ActiveAnimTwoZAdjust=-39 +;ActiveAnimThree=GAPILE_B +;ActiveAnimThreeZAdjust=-39 +OccupyHeight=2 +AddOccupy1=-1,0 +AddOccupy2=-2,0 +AddOccupy3=-2,-1 +AddOccupy4=-1,1 +DamageFireOffset0=-36,-33 +DamageFireOffset1=-16,52 +CanBeHidden=False + + +[YABRCK_A] +Image=YABRCK_A +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=7 +LoopCount=-1 +Rate=150 +Layer=ground +;;DetailLevel=1 + +[YABRCK_AD] +Image=YABRCK_A +Normalized=yes +NewTheater=yes +LoopStart=8 +LoopEnd=15 +LoopCount=-1 +Rate=150 +Layer=ground +;;DetailLevel=1 + +[GADEPT] +Remapable=yes +Normalized=yes +Cameo=FIXICON +Foundation=3x3 +ZShapePointMove=60,30 ; SJM is fixing zshape/zshapelocky problems, changed from 0,0 +Height=3 +AnimActive=0,7,2 +Flat=yes +Buildup=GADEPTMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +BibShape=GADEPTBB +SpecialAnim=GADEPT_A +SpecialAnimDamaged=GADEPT_AD +SpecialAnimZAdjust=0 +SpecialAnimYSort=543 +SpecialAnimTwo=GADEPT_B +SpecialAnimTwoDamaged=GADEPT_BD +SpecialAnimTwoZAdjust=0 +SpecialAnimTwoYSort=543 +SpecialAnimThree=GADEPT_C +SpecialAnimThreeDamaged=GADEPT_CD +SpecialAnimThreeZAdjust=0 +SpecialAnimThreeYSort=543 +IdleAnim=GADEPT_D +IdleAnimDamaged=GADEPT_DD +IdleAnimZAdjust=0 +IdleAnimYSort=543 +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +AddOccupy1=-1,0 +AddOccupy2=-1,1 +DamageFireOffset0=-67,22 + +[CAOUTP] +Image=CAOUTP +DemandLoad=true +Remapable=yes +Normalized=yes +Foundation=4x3 +Height=6 +AnimActive=0,7,2 +PrimaryFireFLH=64,70,520 ; SJM +Flat=yes +NewTheater=yes +DockingOffset0=384,0,0 +BibShape=CAOUTPBB +SpecialAnim=CAOUTP_A +SpecialAnimDamaged=CAOUTP_AD +SpecialAnimZAdjust=0 +SpecialAnimYSort=543 +SpecialAnimTwo=CAOUTP_B +SpecialAnimTwoDamaged=CAOUTP_BD +SpecialAnimTwoZAdjust=0 +SpecialAnimTwoYSort=543 +SpecialAnimThree=CAOUTP_C +SpecialAnimThreeDamaged=CAOUTP_CD +SpecialAnimThreeZAdjust=0 +SpecialAnimThreeYSort=543 +IdleAnim=CAOUTP_D +IdleAnimDamaged=CAOUTP_DD +IdleAnimZAdjust=0 +IdleAnimYSort=543 +ActiveAnim=CAOUTP_F +ActiveAnimZAdjust=-200 +ActiveAnimYSort=543 +ActiveAnimPowered=no +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +RemoveOccupy1=2,-1 +AddOccupy1=-2,-1 +DamageFireOffset0=-32,-1 +DamageFireOffset1=-43,28 + +; Outpost flag animations +[CAOUTP_F] +Image=CAOUTP_F +Layer=ground +NewTheater=yes +Start=0 +LoopStart=0 +LoopEnd=16 +LoopCount=-1 +Rate=300 +DemandLoad=true + +; Outpost arm extending. +[CAOUTP_A] +Normalized=yes +Layer=ground +Start=1 +End=10 +Rate=200 +NewTheater=yes +DemandLoad=true +Shadow=yes + +; Outpost arm extending. +[CAOUTP_AD] +Image=CAOUTP_A +Normalized=yes +Layer=ground +Start=11 +End=20 +Rate=200 +NewTheater=yes +DemandLoad=true +Shadow=yes + +; Outpost arm working +[CAOUTP_B] +Normalized=yes +Layer=ground +Start=1 +LoopStart=1 +LoopEnd=20 +LoopCount=-1 +Rate=200 +NewTheater=yes +DemandLoad=true +Shadow=yes + +; Outpost arm working +[CAOUTP_BD] +Image=CAOUTP_B +Normalized=yes +Layer=ground +Start=21 +LoopStart=21 +LoopEnd=40 +LoopCount=-1 +Rate=200 +NewTheater=yes +DemandLoad=true +Shadow=yes + +; Outpost arm retracting +[CAOUTP_C] +Normalized=yes +Layer=ground +Start=1 +End=10 +Rate=200 +NewTheater=yes +DemandLoad=true +Shadow=yes + +; Outpost arm retracting +[CAOUTP_CD] +Image=CAOUTP_C +Normalized=yes +Layer=ground +Start=11 +End=20 +Rate=200 +NewTheater=yes +DemandLoad=true +Shadow=yes + +; Outpost arm retracted +[CAOUTP_D] +Normalized=yes +Layer=ground +Start=0 +LoopStart=0 +LoopEnd=1 +LoopCount=-1 +Rate=200 +NewTheater=yes +DemandLoad=true +Shadow=yes + +; Outpost arm retracted +[CAOUTP_DD] +Image=CAOUTP_D +Normalized=yes +Layer=ground +Start=1 +LoopStart=1 +LoopEnd=2 +LoopCount=-1 +Rate=200 +NewTheater=yes +DemandLoad=true +Shadow=yes + +; Civilian Hospital Tech Flag Animation +[CAHOSP_F] +Image=CAHOSP_F +Normalized=yes +NewTheater=yes +Layer=ground +Start=0 +LoopStart=0 +LoopEnd=16 +LoopCount=-1 +Rate=300 +;DetailLevel=1 +DemandLoad=true + +[GAPAVE] +Foundation=4x4 +Cameo=PAVEICON +;IsNewTheater=yes + +[GAGREEN] +;Cameo=WALLICON +Foundation=2x2 + +[GASAND] +Cameo=SBAGICON +Foundation=1x1 +ToOverlay=GASAND +DamageLevels=2 +NewTheater=yes + +[CAFNCB] +Cameo=SBAGICON +Foundation=1x1 +ToOverlay=CAFNCB +DamageLevels=2 +NewTheater=yes +DemandLoad=true + +[CAFNCW] +Cameo=SBAGICON +Foundation=1x1 +ToOverlay=CAFNCW +DamageLevels=2 +NewTheater=yes +DemandLoad=true + +;Mayan Castillo +[CAMEX02] +Foundation=6x4 +Height=6 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=103,38 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-34,7 +MuzzleFlash2=39,-8 +MuzzleFlash3=41,98 +MuzzleFlash4=4,45 +MuzzleFlash5=88,68 +MuzzleFlash6=86,-4 +MuzzleFlash7=78,36 +MuzzleFlash8=-9,67 +MuzzleFlash9=122,55 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=25,45 +RemoveOccupy1=-2,-1 +RemoveOccupy2=-2,0 +RemoveOccupy3=-2,1 +RemoveOccupy4=-2,-2 +AddOccupy1=0,-3 +AddOccupy2=-1,-3 + +;Mayan minor temple +[CAMEX03] +Foundation=3x3 +Height=3 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +OccupyHeight=3 +CanBeHidden=False +DamageFireOffset0=3,30 + +[GAWALL] +Cameo=WALLICON +Foundation=1x1 +ToOverlay=GAWALL +DamageLevels=3 +NewTheater=yes + +[GAFWLL] +Cameo=CITWICON +Foundation=1x1 +ToOverlay=GAFWLL +DamageLevels=3 +NewTheater=yes + +[NAWALL] +Cameo=NWALICON +Foundation=1x1 +ToOverlay=NAWALL +DamageLevels=3 +NewTheater=yes + +[CABHUT] +Foundation=1x1 +NewTheater=yes +Height=1 +CanHideThings=False +CanBeHidden=False + +[CTDAM] +Foundation=2x5 +NewTheater=yes +;ActiveAnim=CTDAM_A WST 7/16/99 commented out to minimize bad palette problem +;ActiveAnimY=-1 +;ActiveAnimDamaged=CTDAM_AD +;ActiveAnimTwo=CTDAM_B +;ActiveAnimTwoDamaged=CTDAM_BD +TerrainPalette=yes +ExtraDamageStage=false +DemandLoad=true + +[UFO] +Foundation=6x4 +TerrainPalette=yes +ExtraDamageStage=false +DemandLoad=true +Theater=yes +Height=6 + +[AMMO01] +Foundation=1x1 +TerrainPalette=no +ExtraDamageStage=false +DemandLoad=false +Theater=no +Height=1 + +[NAPULS] +Cameo=EMPICON +Remapable=yes +Normalized=yes +Foundation=2x2 +PrimaryFireFLH=0,0,80 +TurretNotExportedOnGround=yes +PBarrelLength=110 +Buildup=NAPULSMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes + +[GACTWR] +Image=GACTWR +Remapable=yes +Normalized=yes +Cameo=TOWRICON +Foundation=1x1 +Buildup=GACTWRMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=GACTWR_A +ActiveAnimZAdjust=-39 + +[GAGATE_A] +Image=GAGATE_A +Remapable=yes +Cameo=GATEICON +Foundation=3x1 +Height=2 +Buildup=GAGATE_A +SpecialZOverlay=GAGATEZA +GateStages=9 +NewTheater=yes +CanHideThings=False +CanBeHidden=False + +[GAGATE_B] +Image=GAGATE_B +Remapable=yes +Cameo=GAT2ICON +Foundation=1x3 +Buildup=GAGATE_B +SpecialZOverlay=GAGATEZB +GateStages=9 +NewTheater=yes + +[NAGATE_A] +Image=NAGATE_A +Remapable=yes +Cameo=NGATICON +Foundation=3x1 +Buildup=NAGATE_A +SpecialZOverlay=NAGATEZA +GateStages=6 +NewTheater=yes + +[NAGATE_B] +Image=NAGATE_B +Remapable=yes +Cameo=NGA2ICON +Foundation=1x3 +Buildup=NAGATE_B +SpecialZOverlay=NAGATEZB +GateStages=6 +NewTheater=yes + +; Nuclear power plant active animation +[NANRCT_A] +Image=NANRCT_A +Normalized=yes +NewTheater=yes +Layer=ground +Start=0 +LoopStart=0 +LoopEnd=10 +LoopCount=-1 +Rate=220 +DetailLevel=2 +DoubleThick=true + +; Nuclear power plant damaged active animation +[NANRCT_AD] +Image=NANRCT_A +Normalized=yes +;NewTheater=yes +Layer=ground +Start=11 +LoopStart=11 +LoopEnd=21 +LoopCount=-1 +Rate=220 +DetailLevel=2 +DoubleThick=true + +; Nuclear power plant active animation +[NANRCT_P] +Image=NANRCT_A +Normalized=yes +NewTheater=yes +Layer=ground +Start=0 +LoopStart=0 +LoopEnd=1 +LoopCount=-1 +Rate=220 +DetailLevel=2 +DoubleThick=true + +; Nuclear power plant damaged active animation +[NANRCT_PD] +Image=NANRCT_A +Normalized=yes +;NewTheater=yes +Layer=ground +Start=11 +LoopStart=11 +LoopEnd=12 +LoopCount=-1 +Rate=220 +DetailLevel=2 +DoubleThick=true + +; Clone factory active animation +[NACLON_A] +Image=NACLON_A +Normalized=yes +NewTheater=yes +Layer=ground +Start=0 +LoopEnd=10 +LoopCount=-1 +Rate=200 +;DetailLevel=1 +DoubleThick=true + +[GALITE] +Cameo=LITEICON +Image=GALITE +Remapable=yes +Foundation=1x1 +TerrainPalette=yes +NewTheater=yes +ExtraDamageStage=false +;DemandLoad=yes +;Theater=yes +CanBeHidden=False + +[NATMPL] +Image=NATMPL +Cameo=TMPLICON +Height=2.5 +Foundation=4x3 +Buildup=NATMPLMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=NATMPL_A +ActiveAnimZAdjust=-127 + +[NTPYRA] +Image=NTPYRA +Remapable=yes +Foundation=4x4 +NewTheater=yes +Height=3 +ActiveAnim=NTPYRA_A +ActiveAnimDamaged=NTPYRA_AD +ActiveAnimZAdjust=-127 +DemandLoad=true + +[GAKODK] +Image=GAKODK +Remapable=yes +Foundation=4x2 +NewTheater=yes +Height=1 +ActiveAnim=GAKODK_A +ActiveAnimDamaged=GAKODK_AD +ActiveAnimZAdjust=-127 +ActiveAnimTwo=GAKODK_B +ActiveAnimTwoZAdjust=-127 +ActiveAnimThree=GAKODK_C +ActiveAnimThreeDamaged=GAKODK_CD +ActiveAnimThreeZAdjust=-127 +DemandLoad=true + +[NAMNTK] +Image=NAMNTK +Remapable=yes +Foundation=1x3 +NewTheater=yes +Height=1.5 +ActiveAnim=NAMNTK_A +ActiveAnimZAdjust=-127 +DemandLoad=true + +[GAFSDF_A] +Image=GAFSDF_A +;Remapable=yes +NewTheater=yes +LoopStart=0 +LoopEnd=4 +LoopCount=-1 +Rate=250 + +[FSIDLE] +Image=FSIDLE +LoopStart=0 +LoopEnd=20 +Rate=800 +ShouldUseCellDrawer=false +Report=FIRSTRM1 + +[FSAIR] +Image=FSAIR +LoopStart=0 +LoopEnd=20 +Rate=800 +Report=FIRSTRM1 + +[FSGRND] +Image=FSGRND +LoopStart=0 +LoopEnd=20 +Rate=800 +Report=FIRSTRM1 +YDrawOffset=-20 + +;[NAWAST] +;Cameo=WASTICON +;Image=NAWAST +;Remapable=yes +;Foundation=3x3 +;Buildup=NAWASTMK +;DemandLoadBuildup=true +;FreeBuildup=true +;NewTheater=yes +;BibShape=NAWASTBB +;ActiveAnim=NAWAST_A +;ActiveAnimDamaged=NAWAST_AD +;ActiveAnimZAdjust=-127 +;ActiveAnimTwo=NAWAST_B +;ActiveAnimTwoDamaged=NAWAST_BD +;ActiveAnimTwoZAdjust=-127 + +[NAOBEL] +Cameo=OBLIICON +Image=NAOBEL +Remapable=yes +Foundation=2x2 +ChargeAnim=yes +Buildup=NAOBELMK +DemandLoadBuildup=true +FreeBuildup=true +;PrimaryFirePixelOffset=10,-51 +PrimaryFirePixelOffset=11,-26 +NewTheater=yes +ActiveAnim=NAOBEL_A +ActiveAnimZAdjust=-100 + +[NATSLA] +Cameo=TSLAICON +Image=NATSLA +Remapable=no +Foundation=1x1 +Height=5 +Buildup=NATSLAMK +DemandLoadBuildup=true +FreeBuildup=true +PrimaryFireFLH=50,0,300 +SecondaryFireFLH=50,0,300 +NewTheater=yes +ActiveAnim=NATSLA_A +ActiveAnimDamaged=NATSLA_AD +ActiveAnimZAdjust=-30 +ActiveAnimPowered=no ; SJM: This means anim goes away when underpowered +ActiveAnimPoweredLight=yes ; SJM: This means anim goes away when underpowered +SpecialAnim=NATSLA_B +SpecialAnimDamaged=NATSLA_BD +SpecialAnimZAdjust=-30 +SpecialAnimPowered=no ; SJM: This means anim goes away when underpowered +SpecialAnimPoweredLight=yes ; SJM: This means anim goes away when underpowered +IsAnimDelayedFire=yes ; SJM: Firing anim (SpecialAnim) delays firing of weapon +DelayedFireDelay=28 ; SJM: Must match playback of anim, and ideally audio too +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=0,14 + +[NATSLA_A] ; Tesla Coil Active Anim +Image=NATSLA_A +Normalized=yes +LoopStart=0 +LoopEnd=9 +LoopCount=-1 +Rate=450 +Layer=ground +NewTheater=yes +Shadow=yes + +[NATSLA_AD] ; Tesla Coil Damaged Active Anim +Image=NATSLA_A +Normalized=yes +Start=10 +LoopStart=10 +LoopEnd=19 +LoopCount=-1 +Rate=450 +Layer=ground +NewTheater=yes +Shadow=yes + +[NATSLA_B] ; Tesla Coil Firing Anim +Image=NATSLA_B +Normalized=no ; SJM: Must match a hard frame delay in Tesla Coil above. No scaling by frame rate. +Start=0 +End=9 +Rate=300 +Layer=ground +NewTheater=yes +Report=TeslaCoilPowerUp +Shadow=yes + +[NATSLA_BD] ; Tesla Coil Damaged Firing Anim +Image=NATSLA_B +Normalized=no ; SJM: Must match a hard frame delay in Tesla Coil above. No scaling by frame rate. +Start=10 +End=19 +Rate=300 +Layer=ground +NewTheater=yes +Report=TeslaCoilPowerUp +Shadow=yes + +; natsla destroy animation +;[NATSLADM] +;Image=NATSLADM +;Layer=ground +;NewTheater=yes +;Rate=200 +;DemandLoad=true +;Shadow=yes +;AltPalette=yes ; use the unit palete + +[NABNKR] +Image=NABNKR +Cameo=BNKRICON +Foundation=2x2 +Height=3 +NewTheater=yes +MuzzleFlash0=5,18 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-14,15 +MuzzleFlash2=21,9 +MuzzleFlash3=-21,10 +MuzzleFlash4=11,17 +;MuzzleFlash5=-20,25 +;MuzzleFlash6=26,25 +;MuzzleFlash7=24,25 +DamageFireOffset0=-11,37 +DamageFireOffset1=-6,-1 +CanHideThings=true +CanBeHidden=false +OccupyHeight=0 +AltPalette=yes ; use the unit palete +Buildup=NABNKRMK +DemandLoadBuildup=true +FreeBuildup=true + +[GAPRIS] +Cameo=prisicon +Remapable=no +Foundation=1x1 +Height=6 +Buildup=GAPRISMK +DemandLoadBuildup=true +FreeBuildup=true +;PrimaryFirePixelOffset=-6,-60 +PrimaryFireDualOffset=true +PrimaryFirePixelOffset=0,-4 +PrimaryFireFLH=0,0,378 +NewTheater=yes +ActiveAnim=GAPRIS_B +ActiveAnimDamaged=GAPRIS_BD +ActiveAnimZAdjust=-83 +SpecialAnim=GAPRIS_A +SpecialAnimDamaged=GAPRIS_AD +SpecialAnimZAdjust=-35 +SpecialAnimPowered=no ; SJM: This means anim goes away when underpowered +SpecialAnimPoweredLight=yes ; SJM: This means anim goes away when underpowered +IsAnimDelayedFire=yes ; SJM: Firing anim (SpecialAnim) delays firing of weapon +DelayedFireDelay=28 ; SJM: Must match playback of anim, and ideally audio too +DamageFireOffset0=-1,16 +CanBeHidden=False +OccupyHeight=4 + +[GAPRIS_A] ; Prism Cannon Firing Anim +Image=GAPRIS_A +Normalized=no ; SJM: Must match a hard frame delay in Prism Cannon above. No scaling by frame rate. +Start=0 +End=9 +Rate=300 +Layer=ground +NewTheater=yes +Report=PrismTowerPowerUp +Shadow=yes + +[GAPRIS_AD] ; Prism Cannon Damaged Firing Anim +Image=GAPRIS_A +Normalized=no ; SJM: Must match a hard frame delay in Prism Cannon above. No scaling by frame rate. +Start=10 +End=19 +Rate=300 +Layer=ground +NewTheater=yes +Report=PrismTowerPowerUp +Shadow=yes + +[GAPRIS_B] ; Prism Cannon Active Anim +Image=GAPRIS_B +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +[GAPRIS_BD] ; Prism Cannon Damaged Active Anim +Image=GAPRIS_B +Normalized=yes +Start=9 +LoopStart=9 +LoopEnd=17 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +; gapris destroy animation +;[GAPRISDM] +;Image=GAPRISDM +;Layer=ground +;NewTheater=yes +;Rate=200 +;DemandLoad=true +;Shadow=yes +;AltPalette=yes ; use the unit palete + +[YAPSYT] +Image=YAPSYT +Cameo=PSYTICON +Remapable=no +Foundation=1x1 +Height=8 +Buildup=YAPSYTMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=YAPSYT_A +ActiveAnimDamaged=YAPSYT_AD +ActiveAnimZAdjust=-50 +ActiveAnimPowered=yes +;Below are the settings for the active animation for when the tower mind controls a unit Needs programming to work +;ActiveAnim=YAPSYT_B +;ActiveAnimDamaged=YAPSYT_BD +;ActiveAnimZAdjust=-50 +;ActiveAnimYSort=362 +CanHideThings=True +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-5,5 + +[YAPSYT_A] +Image=YAPSYT_A +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=26 +LoopCount=-1 +Rate=400 +Layer=ground +NewTheater=yes +Shadow=yes + +[YAPSYT_AD] +Image=YAPSYT_A +Normalized=yes +Start=26 +LoopStart=26 +LoopEnd=52 +LoopCount=-1 +Rate=400 +Layer=ground +NewTheater=yes +Shadow=yes + +[YAPSYT_B] +Image=YAPSYT_B +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=26 +LoopCount=-1 +Rate=400 +Layer=ground +NewTheater=yes + +[YAPSYT_BD] +Image=YAPSYT_B +Normalized=yes +Start=26 +LoopStart=26 +LoopEnd=52 +LoopCount=-1 +Rate=400 +Layer=ground +NewTheater=yes + +[GAGAP] +Cameo=Gapicon +Remapable=no +Foundation=1x1 +Height=6 +Buildup=GAGAPMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=GAGAP_A +ActiveAnimDamaged=GAGAP_AD +ActiveAnimZAdjust=-120 +ActiveAnimYSort=362 +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=-5,11 + +[GAGAP_A] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +[GAGAP_AD] +Image=GAGAP_A +Normalized=yes +Start=8 +LoopStart=8 +LoopEnd=16 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +[GASPST] +Image=GASPST +Remapable=yes +Normalized=yes +Cameo=asaticon +Foundation=2x2 +Height=5 +Buildup=GASPSTMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=GASPST_A +ActiveAnimDamaged=GASPST_AD +ActiveAnimZAdjust=-32 +ActiveAnimYSort=362 +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +AddOccupy1=-2,-1 +DamageFireOffset0=25,37 +DamageFireOffset1=-26,25 + +; Active animation for Spy Sat +[GASPST_A] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=16 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +; Damaged active animation for Spy Sat +[GASPST_AD] +Image=GASPST_A +Normalized=yes +Start=16 +LoopStart=16 +LoopEnd=32 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +[GAORE] +Remapable=yes +Cameo=REFICON +Foundation=4x3 +Height=3 +Buildup=GAOREMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes + +[NAMISL] +Cameo=MSSLICON +Image=NAMISL +Remapable=yes +Foundation=3x3 +Buildup=NAMISLMK +Height=8 +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +PrimaryFirePixelOffset=0,44 ; aim for center of pad to align with anim +SuperAnim=NAMISL_E +SuperAnimYSort=543 +SuperAnimZAdjust=-2 +SuperAnimTwo=NAMISL_F +SuperAnimTwoYSort=543 +SuperAnimTwoZAdjust=-3 +SuperAnimThree=NAMISL_G +SuperAnimThreeYSort=543 +SuperAnimThreeZAdjust=-4 +SuperAnimFour=NAMISL_H +SuperAnimFourYSort=543 +SuperAnimFourZAdjust=-5 +SuperAnimDamaged=NAMISL_ED +SuperAnimTwoDamaged=NAMISL_FD +SuperAnimThreeDamaged=NAMISL_GD +SuperAnimFourDamaged=NAMISL_HD +CanBeHidden=False +OccupyHeight=4 +RemoveOccupy1=1,-1 +RemoveOccupy2=0,-2 +RemoveOccupy3=-1,-2 +RemoveOccupy4=-2,-2 +RemoveOccupy5=-2,-1 +RemoveOccupy6=-2,0 +RemoveOccupy7=-1,1 + +[GAVULC] +Cameo=TWR1ICON +Image=GACTWR_B +Remapable=yes +Foundation=1x1 +PrimaryFireFLH=162,30,90 +SecondaryFireFLH=162,-30,90 +NewTheater=yes + +[GAROCK] +Cameo=TWR2ICON +Image=GACTWR_C +Remapable=yes +Foundation=1x1 +PrimaryFireFLH=152,50,192 +SecondaryFireFLH=152,-50,192 +NewTheater=yes + +; SAM addon for component tower +[GACSAM] +Image=GACTWR_D +Remapable=yes +Cameo=TWR3ICON +Foundation=1x1 +MidPoint=66 +PrimaryFireFLH=152,50,192 +SecondaryFireFLH=152,-50,192 +NewTheater=yes + +; SAM site turret +[NASAM_A] +Image=GACTWR_D +;Remapable=yes +;PrimaryFireFLH=90,50,100 +;SecondaryFireFLH=90,-50,100 +;NewTheater=yes + +;[GAFIRE] +;Cameo=FSDICON +;Image=GAFIRE +;Remapable=yes +;Foundation=3x2 +;Buildup=GAFIREMK +;DemandLoadBuildup=true +;FreeBuildup=true +;NewTheater=yes +;ActiveAnim=GAFIRE_C +;ActiveAnimZAdjust=-100 +;ActiveAnimTwo=GAFIRE_B +;ActiveAnimTwoZAdjust=-100 + +[GAFSDF] +Image=GAFSDF +Remapable=yes +Foundation=1x1 +NewTheater=yes +NormalZAdjust=-10 +Cameo=FSPICON + +[NAPOST] +Cameo=LASRICON +Image=NAPOST +Remapable=yes +Foundation=1x1 +Buildup=NAPOSTMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=NAPOST_A +;ActiveAnimDestroyed=NAPOST_AD +ActiveAnimZAdjust=-100 +ActiveAnimTwo=NAPOST_B +ActiveAnimTwoZAdjust=-100 + +[NAFNCE] +Image=NAFNCE +Remapable=yes +Foundation=1x1 +NewTheater=yes + +[NALASR] +Cameo=PLTICON +Image=NALASR +Remapable=yes +Foundation=1x1 +Buildup=NALASRMK +Height=2 +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +PrimaryFireFLH=100,20,100 +Recoilless=yes +PBarrelLength=200 +PBarrelThickness=48 +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +DamageFireOffset0=-5,15 + +[YAGGUN] +Cameo=GGUNICON +Remapable=yes +Foundation=1x1 +Buildup=YAGGUNMK +Height=3 +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +PrimaryFireFLH=150,60,200 +SecondaryFireFLH=150,60,200 +ElitePrimaryFireFLH=150,60,200 +EliteSecondaryFireFLH=150,60,200 +Weapon1FLH=150,60,200 +Weapon2FLH=150,60,200 +Weapon3FLH=150,60,200 +Weapon4FLH=150,60,200 +Weapon5FLH=150,60,200 +Weapon6FLH=150,60,200 +EliteWeapon1FLH=150,60,200 +EliteWeapon2FLH=150,60,200 +EliteWeapon3FLH=150,60,200 +EliteWeapon4FLH=150,60,200 +EliteWeapon5FLH=150,60,200 +EliteWeapon6FLH=150,60,200 +Recoilless=yes +PBarrelLength=200 +PBarrelThickness=48 +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +DamageFireOffset0=-5,15 + +[YACOMD] +Remapable=yes +Foundation=4x4 +Height=12 +AnimActive=0,26,3 +Buildup=YACOMDMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +;ActiveAnim=YACOMD_A +;ActiveAnimDamaged=YACOMDT_AD +;ActiveAnimZAdjust=-77 +;IdleAnim=YACOMD_C +;IdleAnimZAdjust=-35 +;IdleAnimYSort=700 +;IdleAnimDamaged=YACOMD_CD +;IdleAnimDamagedZAdjust=-77 +;ActiveAnimTwo=NACNST_C +;ActiveAnimTwoDamaged=NACNST_CD +;ActiveAnimTwoZAdjust=-77 +;ActiveAnimThree=NACNST_B +;ActiveAnimThreeZAdjust=-27 +;PreProductionAnim=NACNST_B +;PreProductionAnimZAdjust=-15 +;ProductionAnim=NACNST_B +;ProductionAnimDamaged=NACNST_BD +;ProductionAnimZAdjust=-5 +;ProductionAnimYSort=700 +OccupyHeight=0 +CanHideThings=true +CanBeHidden=False +AddOccupy1=0,-1 +AddOccupy2=-1,-1 +AddOccupy3=-2,-3 +AddOccupy4=-1,-2 +DamageFireOffset0=-44,25 +DamageFireOffset1=19,95 +DamageFireOffset2=25,-48 + +[GAPILL] +Cameo=pillicon +Image=GAPILL +Remapable=yes +Foundation=1x1 +Height=1 +Buildup=GAPILLMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +PrimaryFirePixelOffset=0,10 +PrimaryFireFLH=90,0,40 +PrimaryFireDualOffset=true +Recoilless=yes + +[NATBNK];Tank Bunker +Cameo=TBNKICON +Remapable=yes +Foundation=2x2 +Height=3 +Buildup=NATBNKMK +BibShape=NATBNKBB +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +Normalized=yes +;ZShapePointMove=65,35 +Flat=yes +DockingOffset0=-1,-1,0;unused, but must be present. Doocking offset depends on the direction ou are coming from +CanHideThings=False +CanBeHidden=False +OccupyHeight=2 +;DoubleThick=yes ;GEF it's too light if you do it on both bulding and anim, so only do it on anim + +SpecialAnim=NATBNK_A;Anim in front of tank +SpecialAnimDamaged=NATBNK_AD +SpecialAnimZAdjust=10 +SpecialAnimYSort=750 + +SpecialAnimTwo=NATBNK_B; anim behind +SpecialAnimTwoDamaged=NATBNK_BD +SpecialAnimTwoZAdjust=-10 + +SpecialAnimThree=NATBNK_A2;In front going down +SpecialAnimThreeDamaged=NATBNK_A2D +SpecialAnimThreeZAdjust=-500 +SpecialAnimThreeYSort=750 + +SpecialAnimFour=NATBNK_B2;behind going down +SpecialAnimFourDamaged=NATBNK_B2D +SpecialAnimFourZAdjust=0 + +[NATBNK_A];half of anim in front of tank +Normalized=yes +Start=0 +LoopStart=9 +LoopEnd=10 +LoopCount=-1 +Rate=220 +Layer=ground +NewTheater=yes +Shadow=yes +DoubleThick=yes + +[NATBNK_AD];and damaged +Image=NATBNK_A +Normalized=yes +Start=10 +LoopStart=19 +LoopEnd=20 +LoopCount=-1 +Rate=220 +Layer=ground +NewTheater=yes +Shadow=yes +DoubleThick=yes + +[NATBNK_A2];and in reverse +Image=NATBNK_A +Normalized=yes +Start=0 +End=10 +LoopEnd=9 +Rate=440 +Layer=ground +NewTheater=yes +Shadow=yes +Reverse=yes;These numbers are not explicit frame numbers (as Steve points out) declare a reverse anim +;as normal (Start = 0) Once you get over the "That doesn't make any sense" hurdle, it almost makes sense +;(Ah! Code of Cthulu infecting my mind!) +DoubleThick=yes + +[NATBNK_A2D];and in reverse damaged +Image=NATBNK_A +Normalized=yes +Start=10 +End=9 +LoopEnd=9 +Rate=440 +Layer=ground +NewTheater=yes +Shadow=yes +Reverse=yes +DoubleThick=yes + +[NATBNK_B];half of anim behind tank +Normalized=yes +Start=0 +LoopStart=9 +LoopEnd=10 +LoopCount=-1 +Rate=220 +Layer=ground +NewTheater=yes +Shadow=yes +DoubleThick=yes + +[NATBNK_BD];and damaged +Image=NATBNK_B +Normalized=yes +Start=10 +LoopStart=19 +LoopEnd=20 +LoopCount=-1 +Rate=220 +Layer=ground +NewTheater=yes +Shadow=yes +DoubleThick=yes + +[NATBNK_B2];and in reverse +Image=NATBNK_B +Normalized=yes +Start=0 +End=10 +LoopEnd=9 +Rate=440 +Layer=ground +NewTheater=yes +Shadow=yes +Reverse=yes +DoubleThick=yes + +[NATBNK_B2D];and reverse damaged +Image=NATBNK_B +Normalized=yes +Start=10 +End=9 +LoopEnd=9 +Rate=440 +Layer=ground +NewTheater=yes +Shadow=yes +Reverse=yes +DoubleThick=yes + +[NASAM] +Cameo=SAMICON +Image=NASAM +Remapable=yes +Foundation=1x1 +Buildup=NASAMMK +Height=3 +DemandLoadBuildup=true +FreeBuildup=true +PrimaryFireFLH=90,50,100 +SecondaryFireFLH=90,-50,100 +NewTheater=yes +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=1,20 + +[ABAN01] +Foundation=2x6 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +Height=3 +DemandLoad=true + +[ABAN02] +Foundation=5x3 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +Height=2 +DemandLoad=true + +[ABAN03] +Foundation=2x5 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +Height=2 +DemandLoad=true + +[ABAN04] +Foundation=4x2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[ABAN05] +Foundation=3x2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[ABAN06] +Foundation=2x2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[ABAN07] +Foundation=2x2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[ABAN08] +Foundation=2x2 +ExtraDamageStage=false +NewTheater=yes +TerrainPalette=true +DemandLoad=true + +[ABAN09] +Foundation=2x2 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[ABAN10] +NewTheater=yes +Foundation=2x2 +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[ABAN11] +NewTheater=yes +Foundation=2x2 +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[ABAN12] +NewTheater=yes +Foundation=2x2 +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[ABAN13] +NewTheater=yes +Foundation=1x1 +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[ABAN14] +NewTheater=yes +Foundation=1x1 +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[ABAN15] +NewTheater=yes +Foundation=1x1 +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[ABAN16] +Foundation=2x2 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[ABAN17] +NewTheater=yes +Foundation=1x1 +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[ABAN18] +Foundation=1x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CA0001] +Foundation=3x3 +Height=1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CA0002] +Foundation=3x3 +Height=1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CA0003] +Foundation=2x2 +NewTheater=yes +Height=1 +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CA0004] +Foundation=2x2 +Height=1 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0005] +Foundation=1x2 +Height=1 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0006] +Foundation=1x2 +Height=1 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0007] +Foundation=1x2 +Height=1 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0008] +Foundation=2x3 +Height=1 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0009] +Foundation=2x3 +Height=1 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0010] +Foundation=2x2 +Height=1 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0011] +Foundation=1x2 +Height=1 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0012] +Foundation=1x2 +Height=1.5 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0013] +Foundation=2x1 +Height=2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0014] +Foundation=1x1 +Height=2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0015] +Foundation=1x1 +Height=1 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0016] +Foundation=1x1 +Height=2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0017] +Foundation=1x1 +Height=2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0018] +Foundation=1x2 +Height=2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0019] +Foundation=1x2 +Height=2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0020] +Foundation=1x2 +Height=2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0021] +Foundation=1x2 +Height=2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +; Ruined C&C con yard +[GAOLDCC1] +Foundation=2x2 +Height=1 +ExtraDamageStage=false +NewTheater=yes +Remapable=yes +DemandLoad=true + +; Ruined C&C Temple of NOD +[GAOLDCC2] +Foundation=2x2 +Height=1.5 +ExtraDamageStage=false +NewTheater=yes +Remapable=yes +DemandLoad=true + +; Ruined C&C Weapons factory. +[GAOLDCC3] +Foundation=2x2 +Height=1.5 +ExtraDamageStage=false +NewTheater=yes +Remapable=yes +DemandLoad=true + +; Ruined C&C Refinery. +[GAOLDCC4] +Foundation=2x2 +Height=1.5 +ExtraDamageStage=false +NewTheater=yes +Remapable=yes +DemandLoad=true + +; Ruined C&C Advanced Power. +[GAOLDCC5] +Foundation=2x2 +Height=1 +ExtraDamageStage=false +NewTheater=yes +Remapable=yes +DemandLoad=true + +; Ruined C&C Silos (2) +[GAOLDCC6] +Foundation=2x2 +Height=1 +ExtraDamageStage=false +NewTheater=yes +Remapable=yes +DemandLoad=true + +[CITY01] +Foundation=3x3 +Height=3 +NewTheater=yes +ExtraDamageStage=false +;Palette=city +DemandLoad=true + +[CITY02] +Foundation=4x3 +Height=3 +NewTheater=yes +ExtraDamageStage=false +;Palette=city +DemandLoad=true + +[CITY03] +Foundation=3x3 +Height=2 +NewTheater=yes +ExtraDamageStage=false +;Palette=city +DemandLoad=true + +[CITY04] +Foundation=4x4 +Height=3 +NewTheater=yes +ExtraDamageStage=false +;Palette=city +DemandLoad=true + +[CITY05] +Foundation=4x4 +Height=4 +NewTheater=yes +ExtraDamageStage=false +;Palette=city +DemandLoad=true + +[CITY06] +Foundation=4x4 +Height=3 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY07] +Foundation=4x2 +Height=2.5 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY08] +Foundation=2x2 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY09] +Foundation=2x2 +Height=2 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY10] +Foundation=2x2 +Height=2 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY11] +Foundation=2x2 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +Height=4 +DemandLoad=true + +[CITY12] +Foundation=2x2 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +Height=4 +DemandLoad=true + +[CITY13] +Foundation=2x2 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +Height=4 +DemandLoad=true + +[CITY14] +Foundation=1x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +Height=4 +DemandLoad=true + +[CITY15] +Foundation=4x2 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY16] +Foundation=4x2 +Height=3 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY17] +Foundation=4x3 +Height=4.5 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY18] +Foundation=3x5 +Height=3 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY19] +Foundation=2x2 +Height=1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY20] +Foundation=1x1 +Height=1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY21] +Foundation=1x1 +Height=1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY22] +Foundation=2x2 +Height=3 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CTVEGA] +Foundation=4x4 +Height=3 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD01] +Foundation=1x1 +NewTheater=yes +TerrainPalette=true +ExtraDamageStage=false +DemandLoad=true + +[BBOARD02] +Foundation=1x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD03] +Foundation=1x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD04] +Foundation=1x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD05] +Foundation=1x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD06] +Foundation=1x2 +NewTheater=yes +TerrainPalette=true +ExtraDamageStage=false +DemandLoad=true + +[BBOARD07] +Foundation=1x2 +NewTheater=yes +TerrainPalette=true +ExtraDamageStage=false +DemandLoad=true + +[BBOARD08] +Foundation=1x2 +NewTheater=yes +TerrainPalette=true +ExtraDamageStage=false +DemandLoad=true + +[BBOARD09] +Foundation=1x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD10] +Foundation=1x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD11] +Foundation=1x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD12] +Foundation=1x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD13] +Foundation=1x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD14] +Foundation=2x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD15] +Foundation=2x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD16] +Foundation=2x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +; New RA2 + +[CAPARS01] ; RA2 Paris Tower +Foundation=4x4 +NewTheater=yes +DemandLoad=true +Height=20 +;Palette=City +PrimaryFireFLH=0,0,1566 ; eez a big buildan, no? +DamageFireOffset0=-14,-56 +DamageFireOffset1=62,40 +CanHideThings=true +CanBeHidden=false +OccupyHeight=0 +AddOccupy1=0,-1 +AddOccupy2=-1,0 +AddOccupy3=-1,-1 +AddOccupy4=-2,-2 + +; CAPARS01 destroy animation +[CAPR01DM] +Layer=ground +NewTheater=yes +Rate=300 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +[CACITY01] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 + +[CACITY02] +Foundation=5x4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 + +[CACITY03] +Foundation=3x3 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 + +[CACITY04] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 + +[CANEWY01] +Height=10 +Foundation=4x4 +NewTheater=yes +DemandLoad=true +;Palette=City +DamageFireOffset0=50,56 +MuzzleFlash0=-11,42 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-73,12 +MuzzleFlash2=-8,-47 +MuzzleFlash3=75,15 +MuzzleFlash4=34,3 +MuzzleFlash5=59,-77 +MuzzleFlash6=-50,-50 +MuzzleFlash7=33,5 +MuzzleFlash8=0,90 +MuzzleFlash9=-42,62 +OccupyHeight=6 +AddOccupy1=-3,-5 +AddOccupy2=-4,-5 + +;STATUE OF LIBERTY +[CANEWY04] +Foundation=3x3 +Height=15 +NewTheater=yes +DemandLoad=true +Palette=lib +CanBeHidden=false + +; CANEWY04 destroy animation +[CANY04DM] +Layer=ground +NewTheater=yes +Rate=300 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +[CANEWY05] +Foundation=2x2 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 + +[CASWST01] +Height=13 +Foundation=2x3 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=6,1 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-57,-5 +MuzzleFlash2=26,-60 +MuzzleFlash3=-23,-44 +MuzzleFlash4=-23,13 +MuzzleFlash5=-48,-43 +MuzzleFlash6=29,-2 +MuzzleFlash7=3,-56 +MuzzleFlash8=1,-99 +MuzzleFlash9=-44,89 +CanBeHidden=False +DamageFireOffset0=-34,24 +DamageFireOffset1=1,-83 +OccupyHeight=8 + +[CATECH01] +Height=5 +Foundation=3x3 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=32,14 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-43,40 +MuzzleFlash2=-69,26 +MuzzleFlash3=53,20 +MuzzleFlash4=0,11 +MuzzleFlash5=29,24 +MuzzleFlash6=9,30 +MuzzleFlash7=-29,41 +MuzzleFlash8=6,-26 +MuzzleFlash9=-43,4 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=-2,20 +RemoveOccupy1=0,-2 +RemoveOccupy2=-1,-2 +RemoveOccupy3=-2,-2 + +[CATEXS01] +Height=9 +Foundation=2x2 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=0,26 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=25,-7 +MuzzleFlash2=-26,-44 +MuzzleFlash3=24,-55 +MuzzleFlash4=-26,13 +MuzzleFlash5=2,-69 +MuzzleFlash6=1,-28 +MuzzleFlash7=30,7 +MuzzleFlash8=0,9 +MuzzleFlash9=3,-45 +CanBeHidden=False +DamageFireOffset0=19,10 +DamageFireOffset1=-21,-23 +OccupyHeight=7 +RemoveOccupy1=-5,-5 +RemoveOccupy2=-5,-4 +RemoveOccupy3=-4,-3 + +;THE ALAMO +[CATEXS02] +Height=3 +Foundation=4x4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-55,39 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-27,68 +MuzzleFlash2=-84,40 +MuzzleFlash3=-28,56 +MuzzleFlash4=0,76 +MuzzleFlash5=-83,28 +MuzzleFlash6=-68,33 +MuzzleFlash7=-44,44 +MuzzleFlash8=-6,14 +MuzzleFlash9=-34,16 +OccupyHeight=2 +CanBeHidden=False +DamageFireOffset0=-25,30 +DamageFireOffset1=19,27 +AddOccupy1=-1,0 +AddOccupy2=-1,1 +AddOccupy3=-1,2 + +;European Cottage 1 +[CAEUR1] +Foundation=2x2 +Height=3 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +DamageFireOffset0=19,24 +DamageFireOffset1=-4,-9 +MuzzleFlash0=9,32 +MuzzleFlash1=25,25 +MuzzleFlash2=12,23 + +;European Cottage 2 +[CAEUR2] +Foundation=2x2 +Height=3 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +DamageFireOffset0=20,22 +DamageFireOffset1=1,-7 +MuzzleFlash0=-2,30 +MuzzleFlash1=-11,30 +MuzzleFlash2=-16,19 + +;WHITE HOUSE +[CAWASH01] +Height=4 +Foundation=4x4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=55,69 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-80,31 +MuzzleFlash2=-25,63 +MuzzleFlash3=16,43 +MuzzleFlash4=-63,3 +MuzzleFlash5=4,59 +MuzzleFlash6=78,60 +MuzzleFlash7=12,78 +MuzzleFlash8=-41,31 +MuzzleFlash9=-37,61 +OccupyHeight=3 +CanBeHidden=False +DamageFireOffset0=-22,14 +DamageFireOffset1=55,73 + +; CAWASH01 destroy animation +[CAWS01DM] +Image=CAWS01DM +Layer=ground +NewTheater=yes +Rate=200 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +;Washington Civ Building +[CAWASH05] +Foundation=4x2 +Height=6 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-32,-24 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=54,42 +MuzzleFlash2=10,34 +MuzzleFlash3=92,12 +MuzzleFlash4=52,56 +MuzzleFlash5=12,36 +MuzzleFlash6=94,50 +MuzzleFlash7=-10,24 +MuzzleFlash8=52,18 +MuzzleFlash9=94,38 +DamageFireOffset0=-36,-12 +DamageFireOffset1=110,8 +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 + +;Washington Civ Building +[CAWASH06] +Foundation=4x4 +Height=4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +CanBeHidden=false + +;Washington Civ Building +[CAWASH04] +Foundation=4x4 +Height=5 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=8,43 +MuzzleFlash1=46,27 +MuzzleFlash2=36,76 +MuzzleFlash3=-89,6 +MuzzleFlash4=-64,41 +MuzzleFlash5=-14,43 +MuzzleFlash6=33,60 +MuzzleFlash7=82,6 +MuzzleFlash8=68,41 +MuzzleFlash9=88,31 +DamageFireOffset0=-85,33 +CanBeHidden=false + + +;Washington Civ Building +[CAWASH03] +Height=4 +Foundation=4x3 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-8,48 +MuzzleFlash1=-32,36 +MuzzleFlash2=10,46 +MuzzleFlash3=59,53 +MuzzleFlash4=85,41 +MuzzleFlash5=50,45 +MuzzleFlash6=10,68 +MuzzleFlash7=-23,52 +MuzzleFlash8=-58,35 +MuzzleFlash9=-41,20 +DamageFireOffset0=7,1 +DamageFireOffset1=90,49 +CanBeHidden=false + +;Washington Civ Building +[CAWASH07] +Foundation=3x3 +Height=6 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-64,-18 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-50,18 +MuzzleFlash2=-64,24 +MuzzleFlash3=62,10 +MuzzleFlash4=10,8 +MuzzleFlash5=-38,38 +MuzzleFlash6=-24,2 +MuzzleFlash7=62,-18 +MuzzleFlash8=22,44 +MuzzleFlash9=-12,22 +DamageFireOffset0=-38,4 +DamageFireOffset1=36,-70 +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 +AddOccupy1=-3,-1 +AddOccupy2=-3,-2 + +;Washington Civ Building +[CAWASH11] +Foundation=4x4 +Height=6 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-48,32 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-48,14 +MuzzleFlash2=12,52 +MuzzleFlash3=24,68 +MuzzleFlash4=24,50 +MuzzleFlash5=50,51 +MuzzleFlash6=50,44 +MuzzleFlash7=88,24 +MuzzleFlash8=88,40 +MuzzleFlash9=50,58 +DamageFireOffset0=4,-58 +DamageFireOffset1=90,52 +DamageFireOffset2=2,6 +DamageFireOffset3=30,64 +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 +RemoveOccupy1=-1,2 +RemoveOccupy2=-2,1 + +[CAWSH12] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=11 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=0,-127 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=6,-76 +MuzzleFlash2=-6,32 +MuzzleFlash3=-4,-37 +MuzzleFlash4=10,20 +MuzzleFlash5=8,-45 +MuzzleFlash6=-4,-99 +MuzzleFlash7=8,-2 +MuzzleFlash8=-8,0 +MuzzleFlash9=5,-105 +CanBeHidden=False +OccupyHeight=2 +DamageFireOffset0=0,24 +AddOccupy1=-1,-1 +AddOccupy2=-2,-2 +AddOccupy3=-3,-3 +AddOccupy4=-4,-4 +AddOccupy5=-5,-5 + +; CAWSH12 idle animations +[CAWSH12A] +Image=CAWSH12A +Layer=ground +NewTheater=yes +LoopEnd=5 +LoopCount=-1 +Rate=220 +DemandLoad=true + +; CAWSH12 destroy animation +[CAWSH12D] +Image=CAWSH12D +Layer=ground +NewTheater=yes +Rate=320 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +;Washington Civ Building +[CAWASH08] +Foundation=3x4 +NewTheater=yes +DemandLoad=true +Height=8 +;Palette=City +MuzzleFlash0=-44,-40 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-48,46 +MuzzleFlash2=-12,78 +MuzzleFlash3=32,16 +MuzzleFlash4=-96,54 +MuzzleFlash5=-108,16 +MuzzleFlash6=20,40 +MuzzleFlash7=32,18 +MuzzleFlash8=46,-22 +MuzzleFlash9=-28,-4 +DamageFireOffset0=-64,36 +DamageFireOffset1=64,2 +DamageFireOffset2=-92,-8 +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 + +;Washington Civ Building +[CAWASH09] +Foundation=3x3 +Height=6 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-58,8 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-58,20 +MuzzleFlash2=18,36 +MuzzleFlash3=18,52 +MuzzleFlash4=32,36 +MuzzleFlash5=50,38 +MuzzleFlash6=68,18 +MuzzleFlash7=32,48 +MuzzleFlash8=76,24 +MuzzleFlash9=76,14 +DamageFireOffset0=-28,18 +DamageFireOffset1=62,4 +DamageFireOffset2=-2,-26 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 + +;Washington Civ Building +[CAWASH10] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +MuzzleFlash0=-14,-23 +MuzzleFlash1=10,-18 +MuzzleFlash2=-55,69 +MuzzleFlash3=-32,79 +MuzzleFlash4=45,74 +MuzzleFlash5=0,-15 +MuzzleFlash6=-9,-16 +MuzzleFlash7=66,64 +MuzzleFlash8=16,-22 +MuzzleFlash9=-65,63 +DamageFireOffset0=36,17 +DamageFireOffset1=58,-6 +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 + +;Washington Civ Building +[CAWASH13] +Foundation=3x4 +NewTheater=yes +DemandLoad=true +Height=4 +;Palette=City +MuzzleFlash0=13,35 +MuzzleFlash1=-42,5 +MuzzleFlash2=44,50 +MuzzleFlash3=60,13 +MuzzleFlash4=44,33 +MuzzleFlash5=68,29 +MuzzleFlash6=-48,3 +MuzzleFlash7=-42,25 +MuzzleFlash8=0,28 +MuzzleFlash9=29,49 +DamageFireOffset0=13,-12 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +RemoveOccupy1=-2,1 + +[CAWASH14] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=3 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +CanBeHidden=false + +; CAWSH14 destroy animation +[CAWA14DM] +Layer=ground +NewTheater=yes +Rate=300 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +[CAMIAM02] +Foundation=4x2 +NewTheater=yes +DemandLoad=true +;Palette=City +Height=12 +MuzzleFlash0=-6,-58 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=20,-8 +MuzzleFlash2=-46,-16 +MuzzleFlash3=52,-48 +MuzzleFlash4=70,8 +MuzzleFlash5=86,-78 +MuzzleFlash6=68,20 +MuzzleFlash7=86,-28 +MuzzleFlash8=-48,-54 +MuzzleFlash9=-34,4 +DamageFireOffset0=44,-52 +DamageFireOffset1=-2,46 +CanHideThings=true +CanBeHidden=false +OccupyHeight=7 +RemoveOccupy1=-5,-5 +RemoveOccupy2=-5,-6 +RemoveOccupy3=-5,-4 + +[CAPRS03] +Normalized=yes +Remapable=no +Foundation=6x4 +Height=3 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=11,89 +MuzzleFlash1=104,97 +MuzzleFlash2=-103,39 +MuzzleFlash3=-58,71 +MuzzleFlash4=138,73 +MuzzleFlash5=64,130 +MuzzleFlash6=73,126 +MuzzleFlash7=114,105 +MuzzleFlash8=-66,52 +MuzzleFlash9=-83,50 +DamageFireOffset0=-38,23 +DamageFireOffset1=63,113 + +[CANWY05] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=17 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=46,2 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-70,-2 +MuzzleFlash2=74,12 +MuzzleFlash3=-40,44 +MuzzleFlash4=-12,18 +MuzzleFlash5=44,-18 +MuzzleFlash6=-66,-58 +MuzzleFlash7=74,-28 +MuzzleFlash8=18,68 +MuzzleFlash9=-10,-32 +CanBeHidden=False +OccupyHeight=10 +DamageFireOffset0=0,30 + +[CAEUR04] +Normalized=yes +Remapable=no +Foundation=4x3 +Height=3 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-19,6 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=54,4 +MuzzleFlash2=9,25 +MuzzleFlash3=-27,33 +MuzzleFlash4=28,51 +MuzzleFlash5=-20,8 +MuzzleFlash6=-29,31 +MuzzleFlash7=8,23 +MuzzleFlash8=54,6 +MuzzleFlash9=28,48 +DamageFireOffset0=-56,21 +OccupyHeight=3 +CanHideThings=True +CanBeHidden=False + +[CAUSFGL] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=6 +NewTheater=no +ActiveAnim=CAUSFGL_A +ActiveAnimZAdjust=-100 +DemandLoad=true + +;Guard house +[CAGARD01] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=4 +NewTheater=no +ActiveAnim=CAGRD1_A +ActiveAnimZAdjust=-100 +DemandLoad=true +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=-1,-4 + +; US Flag Idle animations +[CAUSFGL_A] +Image=CAUSFGL_A +Layer=ground +NewTheater=yes +LoopEnd=15 +LoopCount=-1 +;Rate=150 +Rate=250 +DemandLoad=true +Shadow=yes + +; Guard Shack Idle animations +[CAGRD1_A] +Layer=ground +NewTheater=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +;Rate=150 +Rate=220 +DemandLoad=true +Shadow=yes + +[CAFARM01] +Foundation=2x2 +Height=4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=2,32 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=18,24 +MuzzleFlash2=33,17 +MuzzleFlash3=-22,13 +MuzzleFlash4=-26,34 +MuzzleFlash5=-18,36 +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=20,9 + +[CAFARM02] ;Silo +Foundation=1x1 +Height=5 +NewTheater=yes +DemandLoad=true +;Palette=City +CanBeHidden=False +DamageFireOffset0=0,19 +OccupyHeight=4 + +[CAFRMA] +Foundation=2x2 +Height=4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-40,0 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=42,26 +MuzzleFlash2=-33,24 +MuzzleFlash3=-16,31 +MuzzleFlash4=-11,2 +MuzzleFlash5=-47,15 +MuzzleFlash6=12,27 +MuzzleFlash7=-19,6 +MuzzleFlash8=-1,34 +MuzzleFlash9=-8,0 +OccupyHeight=3 +CanBeHidden=False +DamageFireOffset0=-28,28 +AddOccupy1=-1,1 + +[CAFRMB] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=1,1 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=4,4 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +OccupyHeight=2 +CanBeHidden=False +DamageFireOffset0=1,1 + +;Washington Army Tent +[CAARMY01] +Foundation=3x2 +NewTheater=yes +DemandLoad=true +;;Palette=city +MuzzleFlash0=46,46 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=15,49 +MuzzleFlash2=-20,30 +MuzzleFlash3=39,50 +MuzzleFlash4=0,44 +MuzzleFlash5=60,42 +MuzzleFlash6=-13,38 +MuzzleFlash7=25,56 +MuzzleFlash8=54,46 +MuzzleFlash9=-6,43 +CanBeHidden=False + +;Washington Army Tent +[CAARMY02] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;;Palette=city +MuzzleFlash0=10,16 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,13 +MuzzleFlash2=-15,7 +MuzzleFlash3=18,13 +MuzzleFlash4=-11,11 +MuzzleFlash5=-16,4 +MuzzleFlash6=14,15 +MuzzleFlash7=2,16 +MuzzleFlash8=-9,12 +MuzzleFlash9=22,10 +CanBeHidden=False + +;Washington Army Tent +[CAARMY03] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;;Palette=city +MuzzleFlash0=10,16 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,13 +MuzzleFlash2=-15,7 +MuzzleFlash3=18,13 +MuzzleFlash4=-11,11 +MuzzleFlash5=-16,4 +MuzzleFlash6=14,15 +MuzzleFlash7=2,16 +MuzzleFlash8=-9,12 +MuzzleFlash9=22,10 +CanBeHidden=False +DamageFireOffset0=0,9 + +;Washington Army Tent +[CAARMY04] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;;Palette=city +MuzzleFlash0=7,13 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-5,18 +MuzzleFlash2=18,6 +MuzzleFlash3=-16,14 +MuzzleFlash4=12,9 +MuzzleFlash5=0,17 +MuzzleFlash6=-11,17 +MuzzleFlash7=4,15 +MuzzleFlash8=15,7 +MuzzleFlash9=-8,18 +CanBeHidden=False +DamageFireOffset0=0,12 + +[CAKRMW] +Cameo=SBAGICON +Foundation=1x1 +ToOverlay=CAKRMW +DamageLevels=2 +NewTheater=yes +DemandLoad=true + +[CARUFGL] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=8 +NewTheater=no +ActiveAnim=CARUFGL_A +ActiveAnimZAdjust=-100 +DemandLoad=true +OccupyHeight=2 + +[CAFRFGL] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=8 +NewTheater=no +ActiveAnim=CAFRFGL_A +ActiveAnimZAdjust=-100 +DemandLoad=true +OccupyHeight=2 + +[CAIRFGL] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=8 +NewTheater=no +ActiveAnim=CAIRFGL_A +ActiveAnimZAdjust=-100 +DemandLoad=true +OccupyHeight=2 + +[CAPOFGL] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=8 +NewTheater=no +ActiveAnim=CAPOFGL_A +ActiveAnimZAdjust=-100 +DemandLoad=true +OccupyHeight=2 + +; PO Flag Idle animations +[CAPOFGL_A] +Image=CAPOFGL_A +Layer=ground +NewTheater=yes +LoopEnd=15 +LoopCount=-1 +;Rate=150 +Rate=250 +DemandLoad=true +Shadow=yes + +[CACUFGL] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=8 +NewTheater=no +ActiveAnim=CACUFGL_A +ActiveAnimZAdjust=-100 +DemandLoad=true +OccupyHeight=2 + +[CASKFGL] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=8 +NewTheater=no +ActiveAnim=CASKFGL_A +ActiveAnimZAdjust=-100 +DemandLoad=true +OccupyHeight=2 + +[CALBFGL] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=8 +NewTheater=no +ActiveAnim=CALBFGL_A +ActiveAnimZAdjust=-100 +DemandLoad=true +OccupyHeight=2 + +[CAGEFGL] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=8 +NewTheater=no +ActiveAnim=CAGEFGL_A +ActiveAnimZAdjust=-100 +DemandLoad=true +OccupyHeight=2 + +[CAUKFGL] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=8 +NewTheater=no +ActiveAnim=CAUKFGL_A +ActiveAnimZAdjust=-100 +DemandLoad=true +OccupyHeight=2 + +; GE Flag Idle animations +[CAGEFGL_A] +Image=CAGEFGL_A +Layer=ground +NewTheater=yes +LoopEnd=15 +LoopCount=-1 +;Rate=150 +Rate=250 +DemandLoad=true +Shadow=yes + +; UK Flag Idle animations +[CAUKFGL_A] +Image=CAUKFGL_A +Layer=ground +NewTheater=yes +LoopEnd=15 +LoopCount=-1 +;Rate=150 +Rate=250 +DemandLoad=true +Shadow=yes + +; RU Flag Idle animations +[CARUFGL_A] +Image=CARUFGL_A +Layer=ground +NewTheater=yes +LoopEnd=15 +LoopCount=-1 +;Rate=150 +Rate=250 +DemandLoad=true +Shadow=yes + +; FR Flag Idle animations +[CAFRFGL_A] +Image=CAFRFGL_A +Layer=ground +NewTheater=yes +LoopEnd=15 +LoopCount=-1 +;Rate=150 +Rate=250 +DemandLoad=true +Shadow=yes + +; IR Flag Idle animations +[CAIRFGL_A] +Image=CAIRFGL_A +Layer=ground +NewTheater=yes +LoopEnd=15 +LoopCount=-1 +;Rate=150 +Rate=250 +DemandLoad=true +Shadow=yes + + ; CU Flag Idle animations +[CACUFGL_A] +Image=CACUFGL_A +Layer=ground +NewTheater=yes +LoopEnd=15 +LoopCount=-1 +;Rate=150 +Rate=250 +DemandLoad=true +Shadow=yes + +; SK Flag Idle animations +[CASKFGL_A] +Image=CASKFGL_A +Layer=ground +NewTheater=yes +LoopEnd=15 +LoopCount=-1 +;Rate=150 +Rate=250 +DemandLoad=true +Shadow=yes + +; LB Flag Idle animations +[CALBFGL_A] +Image=CALBFGL_A +Layer=ground +NewTheater=yes +LoopEnd=15 +LoopCount=-1 +;Rate=150 +Rate=250 +DemandLoad=true +Shadow=yes + +; Arizona Memorial +[CAMIAM08] +Foundation=3x1 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +DamageFireOffset0=62,40 +CanHideThings=true +CanBeHidden=false + +[CALIT01E] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CALIT01N] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CALIT01S] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CALIT01W] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CALIT03S] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CALIT03W] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CALIT03E] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CALIT03N] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CALIT02R] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CALIT02L] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +;American House 01 +[CAHSE01] +Foundation=3x2 +NewTheater=yes +DemandLoad=true +Height=4 +;Palette=City +MuzzleFlash0=-30,26 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=40,34 +MuzzleFlash2=24,-4 +MuzzleFlash3=-4,30 +MuzzleFlash4=10,45 +DamageFireOffset0=-2,-10 +DamageFireOffset1=30,30 +CanHideThings=true +CanBeHidden=false +OccupyHeight=2 +AddOccupy1=0,-1 +AddOccupy2=-1,-1 +AddOccupy3=-1,0 + +;Water Tower +[CAWT01] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +Height=5 +;Palette=City +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=9,-34 + +;Twin Silos +[CATS01] +Foundation=2x2 +NewTheater=yes +DemandLoad=true +Height=3 +CanHideThings=true +OccupyHeight=3 +;RemoveOccupy1=-1,0 +;RemoveOccupy2=-1,-1 +;RemoveOccupy3=0,-1 +CanBeHidden=False +DamageFireOffset0=30,19 +;Palette=City + +;Barn 02 +[CABARN02] +Foundation=2x2 +NewTheater=yes +DemandLoad=true +Height=3 +;Palette=City +MuzzleFlash0=-28,8 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-40,24 +MuzzleFlash2=32,20 +MuzzleFlash3=12,32 +MuzzleFlash4=-18,34 +DamageFireOffset0=16,-2 + +;Washington Civ Building +[CAWA2A] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-12,79 +MuzzleFlash1=11,85 +MuzzleFlash2=11,96 +MuzzleFlash3=-12,90 +MuzzleFlash4=-5,77 +MuzzleFlash5=18,82 +MuzzleFlash6=2,75 +MuzzleFlash7=3,86 +MuzzleFlash8=-4,88 +MuzzleFlash9=18,94 +DamageFireOffset0=-103,52 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +RemoveOccupy1=0,-1 +RemoveOccupy2=1,-1 +RemoveOccupy3=2,-1 +RemoveOccupy4=3,-1 + +;Washington Civ Building +[CAWA2B] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-23,65 +MuzzleFlash1=7,47 +MuzzleFlash2=-64,40 +MuzzleFlash3=-45,72 +MuzzleFlash4=99,23 +MuzzleFlash5=66,59 +MuzzleFlash6=27,68 +MuzzleFlash7=-16,75 +MuzzleFlash8=-102,34 +MuzzleFlash9=-64,52 +DamageFireOffset0=-35,58 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +RemoveOccupy1=3,0 +RemoveOccupy2=3,1 +RemoveOccupy3=3,2 +RemoveOccupy4=3,3 +RemoveOccupy5=2,3 +RemoveOccupy6=1,3 +RemoveOccupy7=0,3 + +;Washington Civ Building +[CAWA2C] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-46,59 +MuzzleFlash1=-21,60 +MuzzleFlash2=-22,83 +MuzzleFlash3=-39,74 +MuzzleFlash4=0,86 +MuzzleFlash5=-11,92 +MuzzleFlash6=6,102 +MuzzleFlash7=-34,65 +MuzzleFlash8=-27,80 +MuzzleFlash9=-5,90 +DamageFireOffset0=35,8 +DamageFireOffset1=32,86 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +RemoveOccupy1=-1,0 +RemoveOccupy2=-1,1 +RemoveOccupy3=-1,2 +RemoveOccupy4=-1,3 +RemoveOccupy5=0,3 + +;Washington Civ Building +[CAWA2D] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-21,76 +MuzzleFlash1=-4,86 +MuzzleFlash2=12,76 +MuzzleFlash3=12,87 +MuzzleFlash4=-19,96 +MuzzleFlash5=-22,102 +MuzzleFlash6=-13,85 +MuzzleFlash7=-21,88 +MuzzleFlash8=4,87 +MuzzleFlash9=-86,40 +DamageFireOffset0=39,51 +DamageFireOffset1=74,68 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +RemoveOccupy1=-1,-1 + +[CAMEX01] +Normalized=yes +Remapable=no +Foundation=3x2 +Height=9 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +;MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +;MuzzleFlash1=10,10 +;MuzzleFlash2=0,5 +;MuzzleFlash3=20,-10 +;MuzzleFlash4=-10,5 +;MuzzleFlash5=0,20 +;MuzzleFlash6=10,15 +;MuzzleFlash7=-20,30 +;MuzzleFlash8=5,35 +;MuzzleFlash9=35,-5 +;PrimaryFirePixelOffset=-6,-60 +PrimaryFirePixelOffset=0,-80 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=-10,16 +RemoveOccupy1=0,-2 +RemoveOccupy2=-2,-1 +RemoveOccupy3=-1,-2 +RemoveOccupy4=1,-1 +AddOccupy1=-3,-3 + + +;Russian Kremlin Tower Large +[CARUS02A] +Height=11 +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +OccupyHeight=6 + +;Russian Kremlin Tower Small +[CARUS02B] +Height=8 +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +OccupyHeight=5 + +;Russian Kremlin Wall North +[CARUS02C] +Height=1 +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +;Russian Kremlin Wall East +[CARUS02D] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +;Russian Kremlin Wall South +[CARUS02E] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +;Russian Kremlin Wall West +[CARUS02F] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CANEWY06] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=15 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-30,-53 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=64,7 +MuzzleFlash2=-21,-37 +MuzzleFlash3=-8,43 +MuzzleFlash4=-29,-94 +MuzzleFlash5=24,-72 +MuzzleFlash6=-70,20 +MuzzleFlash7=25,-142 +MuzzleFlash8=30,53 +MuzzleFlash9=-44,31 +CanBeHidden=False +OccupyHeight=9 +DamageFireOffset0=52,35 +;DamageFireOffset1=-6,-151 +AddOccupy1=2,-1 +AddOccupy2=1,-2 + +[CANEWY07] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=12 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-43,33 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=74,21 +MuzzleFlash2=-2,-26 +MuzzleFlash3=-1,43 +MuzzleFlash4=54,-31 +MuzzleFlash5=-55,-19 +MuzzleFlash6=-69,4 +MuzzleFlash7=34,-8 +MuzzleFlash8=39,21 +MuzzleFlash9=-29,-24 +CanBeHidden=False +OccupyHeight=6 +DamageFireOffset0=35,-10 +DamageFireOffset1=-54,6 +AddOccupy1=-4,-5 +AddOccupy2=-5,-5 +AddOccupy3=-6,-6 +AddOccupy4=-5,-4 +AddOccupy5=2,-1 +AddOccupy6=1,-2 + +[CANEWY08] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=12 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=33,-23 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=6,43 +MuzzleFlash2=-59,12 +MuzzleFlash3=55,14 +MuzzleFlash4=-21,-36 +MuzzleFlash5=25,42 +MuzzleFlash6=-24,-8 +MuzzleFlash7=31,43 +MuzzleFlash8=0,28 +MuzzleFlash9=24,-2 +OccupyHeight=8 +CanBeHidden=False +DamageFireOffset0=58,21 +DamageFireOffset1=-37,-33 +AddOccupy1=2,-1 +AddOccupy2=1,-2 +AddOccupy3=-1,2 +AddOccupy4=-2,1 +RemoveOccupy1=-4,-6 +RemoveOccupy2=-6,-4 + +[CAPARS02] +Normalized=yes +Remapable=no +Foundation=6x4 +Height=12 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-43,64 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-58,-7 +MuzzleFlash2=78,14 +MuzzleFlash3=83,69 +MuzzleFlash4=-59,17 +MuzzleFlash5=-19,63 +MuzzleFlash6=33,60 +MuzzleFlash7=-28,-40 +MuzzleFlash8=-6,55 +MuzzleFlash9=-58,-44 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=-49,20 +DamageFireOffset1=20,13 +RemoveOccupy1=4,-1 +RemoveOccupy2=3,-2 +RemoveOccupy3=2,-2 +RemoveOccupy4=-1,-2 +AddOccupy1=-3,-2 +AddOccupy2=-3,-1 +AddOccupy3=-3,0 +AddOccupy4=-4,-2 +AddOccupy5=-4,-3 + +[CAPARS08] +Normalized=yes +Remapable=no +Foundation=6x4 +Height=10 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=67,71 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-95,38 +MuzzleFlash2=-27,-40 +MuzzleFlash3=106,26 +MuzzleFlash4=-25,32 +MuzzleFlash5=-46,-41 +MuzzleFlash6=-70,36 +MuzzleFlash7=-15,80 +MuzzleFlash8=104,60 +MuzzleFlash9=27,-12 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=20,24 +DamageFireOffset1=-56,7 +AddOccupy1=-3,-2 +AddOccupy2=-3,-1 +AddOccupy3=-3,0 +AddOccupy4=-1,3 +AddOccupy5=-4,-3 +RemoveOccupy1=4,-1 +RemoveOccupy2=3,-2 +RemoveOccupy3=0,-20 + +[CAPARS09] +Normalized=yes +Remapable=no +Foundation=6x4 +Height=6 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-96,36 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=72,100 +MuzzleFlash2=127,28 +MuzzleFlash3=-21,74 +MuzzleFlash4=145,76 +MuzzleFlash5=-19,-45 +MuzzleFlash6=-6,-7 +MuzzleFlash7=-55,43 +MuzzleFlash8=115,91 +MuzzleFlash9=53,124 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=-65,30 +DamageFireOffset1=75,98 + +[CARUS03] +Normalized=yes +Remapable=no +Foundation=2x5 +Height=9 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CARUS03A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-5,15 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-44,-15 +MuzzleFlash2=-115,50 +MuzzleFlash3=-72,36 +MuzzleFlash4=-66,-41 +MuzzleFlash5=-109,25 +MuzzleFlash6=-29,-14 +MuzzleFlash7=-56,40 +MuzzleFlash8=-16,-26 +MuzzleFlash9=-131,31 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-60,55 +DamageFireOffset1=15,-11 +AddOccupy1=-1,4 +AddOccupy2=-2,3 +AddOccupy3=-4,-2 +RemoveOccupy1=-2,-3 +RemoveOccupy2=-3,-3 + +[CANEWY10] +Foundation=3x2 +Height=14 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-24,-70 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-24,-114 +MuzzleFlash2=44,-88 +MuzzleFlash3=64,-40 +MuzzleFlash4=44,-6 +MuzzleFlash5=12,-28 +MuzzleFlash6=-24,-34 +MuzzleFlash7=64,-28 +MuzzleFlash8=12,-76 +MuzzleFlash9=44,-68 +DamageFireOffset0=-36,-88 +DamageFireOffset1=-12,-142 +DamageFireOffset2=64,-98 +CanHideThings=true +CanBeHidden=false +OccupyHeight=7 +AddOccupy1=-4,-6 +AddOccupy2=-5,-6 +AddOccupy3=-6,-6 +AddOccupy4=-6,-5 + +;New York Civ Building +[CANEWY11] +Foundation=3x2 +Height=10 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-32,-70 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,-26 +MuzzleFlash2=-32,-36 +MuzzleFlash3=18,-44 +MuzzleFlash4=44,-40 +MuzzleFlash5=64,-16 +MuzzleFlash6=44,-6 +MuzzleFlash7=-18,20 +MuzzleFlash8=64,-50 +MuzzleFlash9=64,34 +DamageFireOffset0=24,-42 +DamageFireOffset1=-34,-48 +CanHideThings=true +CanBeHidden=false +OccupyHeight=5 +AddOccupy1=-2,-4 +AddOccupy2=-3,-4 +AddOccupy3=-4,-4 +AddOccupy4=-4,-3 + +;New York Civ Building +[CANEWY12] +Foundation=2x3 +Height=10 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-66,-48 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-48,6 +MuzzleFlash2=-14,-28 +MuzzleFlash3=22,-32 +MuzzleFlash4=-14,22 +MuzzleFlash5=-46,18 +MuzzleFlash6=30,-68 +MuzzleFlash7=-48,18 +MuzzleFlash8=-20,-44 +MuzzleFlash9=-14,-26 +DamageFireOffset0=28,-72 +DamageFireOffset1=-38,-4 +CanHideThings=true +CanBeHidden=false +OccupyHeight=5 +AddOccupy1=-3,-4 +AddOccupy2=-4,-4 +AddOccupy3=-4,-3 + +;New York Civ Building +[CANEWY13] +Foundation=3x3 +Height=13 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=56,-70 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-12,-22 +MuzzleFlash2=-58,-18 +MuzzleFlash3=-12,-74 +MuzzleFlash4=-14,28 +MuzzleFlash5=56,-6 +MuzzleFlash6=56,-108 +MuzzleFlash7=-14,16 +MuzzleFlash8=12,30 +MuzzleFlash9=-56,8 +DamageFireOffset0=55,-94 +DamageFireOffset1=-44,-44 +CanHideThings=true +CanBeHidden=false +OccupyHeight=8 +RemoveOccupy1=-4,-6 +RemoveOccupy2=-5,-6 +RemoveOccupy3=-6,-4 +RemoveOccupy4=-6,-5 +RemoveOccupy5=-6,-6 + +;New York Civ Building +[CANEWY14] +Foundation=3x3 +Height=13 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=56,-70 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-12,-22 +MuzzleFlash2=-58,-18 +MuzzleFlash3=-12,-74 +MuzzleFlash4=-14,28 +MuzzleFlash5=56,-6 +MuzzleFlash6=56,-108 +MuzzleFlash7=-14,16 +MuzzleFlash8=12,30 +MuzzleFlash9=-56,8 +DamageFireOffset0=46,-92 +DamageFireOffset1=-44,-44 +CanHideThings=true +CanBeHidden=false +OccupyHeight=8 +RemoveOccupy1=-4,-6 +RemoveOccupy2=-5,-6 +RemoveOccupy3=-6,-4 +RemoveOccupy4=-6,-5 +RemoveOccupy5=-6,-6 + +;New York Civ Building +[CANEWY15] +Foundation=3x3 +Height=10 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-60,-32 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-14,-34 +MuzzleFlash2=56,-30 +MuzzleFlash3=40,16 +MuzzleFlash4=-18,28 +MuzzleFlash5=-58,-4 +MuzzleFlash6=10,30 +MuzzleFlash7=32,-6 +MuzzleFlash8=54,22 +MuzzleFlash9=-16,-18 +DamageFireOffset0=-32,-92 +DamageFireOffset1=-48,-45 +CanHideThings=true +CanBeHidden=false +OccupyHeight=6 + +;New York Civ Building +[CANEWY16] +Foundation=2x2 +Height=14 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-30,-94 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-32,-60 +MuzzleFlash2=14,-42 +MuzzleFlash3=38,-18 +MuzzleFlash4=40,-124 +MuzzleFlash5=40,-66 +MuzzleFlash6=-44,-42 +MuzzleFlash7=-30,0 +MuzzleFlash8=14,-112 +MuzzleFlash9=38,-66 +DamageFireOffset0=16,-166 +DamageFireOffset1=-26,-66 +DamageFireOffset2=20,-42 +CanHideThings=true +CanBeHidden=false +OccupyHeight=9 +RemoveOccupy1=-6,-7 +RemoveOccupy2=-7,-6 +RemoveOccupy3=-7,-7 + +;New York Civ Building +[CANEWY17] +Foundation=2x2 +Height=7 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-44,-8 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=30,-2 +MuzzleFlash2=14,34 +MuzzleFlash3=-32,-14 +MuzzleFlash4=28,-2 +MuzzleFlash5=-20,34 +MuzzleFlash6=26,30 +MuzzleFlash7=32,-2 +MuzzleFlash8=44,8 +MuzzleFlash9=-18,34 +DamageFireOffset0=36,-52 +DamageFireOffset1=-24,-4 +CanHideThings=true +CanBeHidden=false +OccupyHeight=6 +RemoveOccupy1=-3,-4 +RemoveOccupy2=-4,-3 +RemoveOccupy3=-4,-4 + +;New York Civ Building +[CANEWY18] +Foundation=2x2 +Height=8 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-30,-14 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=28,-4 +MuzzleFlash2=42,-44 +MuzzleFlash3=-42,-8 +MuzzleFlash4=30,-2 +MuzzleFlash5=-42,-10 +MuzzleFlash6=30,-4 +MuzzleFlash7=-28,-38 +MuzzleFlash8=-42,-22 +MuzzleFlash9=42,-8 +DamageFireOffset0=25,-43 +CanHideThings=true +CanBeHidden=false +OccupyHeight=6 +RemoveOccupy1=-3,-4 +RemoveOccupy2=-4,-3 +RemoveOccupy3=-4,-4 + +;Drive In Movie Theatre Screen +[CAMOV01] +Foundation=1x4 +Height=6 +NewTheater=yes +DemandLoad=true +;Palette=City +ActiveAnim=CAMOV01_A +ActiveAnimDamaged=CAMOV01_AD +ActiveAnimZAdjust=-60 +ActiveAnimYSort=724 +;ActiveAnimPowered=yes +DamageFireOffset0=-85,-2 +DamageFireOffset1=-4,-56 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +AddOccupy1=-2,0 +AddOccupy2=-2,1 +AddOccupy3=-2,-1 +AddOccupy4=-2,-2 + +[CAMOV01_A] +;Image=CAMOV01_A +NewTheater=yes +Normalized=yes +LoopStart=0 +LoopEnd=30 +LoopCount=-1 +Rate=220 +Layer=ground +Shadow=yes +DemandLoad=true + +[CAMOV01_AD] +Image=CAMOV01_A +;NewTheater=yes +Normalized=yes +Start=31 +LoopStart=31 +LoopEnd=61 +LoopCount=-1 +Rate=200 +Layer=ground +Shadow=yes +DemandLoad=true + +;Drive In Movie Concession Stand +[CAMOV02] +Foundation=2x2 +Height=4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=14,41 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-17,35 +MuzzleFlash2=-3,40 +MuzzleFlash3=-33,25 +MuzzleFlash4=25,36 +ActiveAnim=CAMOV02_A +ActiveAnimDamaged=CAMOV02_AD +ActiveAnimZAdjust=-200 +ActiveAnimYSort=362 +;ActiveAnimPowered=yes +DamageFireOffset0=23,18 +DamageFireOffset1=-29,14 +CanHideThings=true +CanBeHidden=false +OccupyHeight=0 + +[CAMOV02_A] +;Image=CAMOV02_A +NewTheater=yes +Normalized=yes +LoopStart=0 +LoopEnd=2 +LoopCount=-1 +Rate=100 +Layer=ground +Shadow=yes +DemandLoad=true + +[CAMOV02_AD] +Image=CAMOV02_A +;NewTheater=yes +Normalized=yes +Start=2 +LoopStart=2 +LoopEnd=4 +LoopCount=-1 +Rate=100 +Layer=ground +Shadow=yes +DemandLoad=true + +;Paris Civ Building +[CAPARS04] +Foundation=3x3 +Height=6 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-64,28 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-48,18 +MuzzleFlash2=-8,14 +MuzzleFlash3=-68,-16 +MuzzleFlash4=-42,-4 +MuzzleFlash5=24,24 +MuzzleFlash6=48,46 +MuzzleFlash7=-72,38 +MuzzleFlash8=-14,68 +MuzzleFlash9=4,68 +DamageFireOffset0=-24,-20 +DamageFireOffset1=24,22 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +AddOccupy1=-2,0 +AddOccupy2=-2,-1 +AddOccupy3=-1,-2 +AddOccupy4=0,-2 + +;Paris Civ Building +[CAPARS05] +Foundation=3x3 +Height=7 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-64,28 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-48,18 +MuzzleFlash2=-8,14 +MuzzleFlash3=-68,-16 +MuzzleFlash4=-42,-4 +MuzzleFlash5=24,24 +MuzzleFlash6=48,46 +MuzzleFlash7=-72,38 +MuzzleFlash8=-14,68 +MuzzleFlash9=4,68 +DamageFireOffset0=-24,-20 +DamageFireOffset1=54,-12 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +AddOccupy1=-2,0 +AddOccupy2=-2,-1 +AddOccupy3=-1,-2 +AddOccupy4=0,-2 + +;Paris Civ Building +[CAPARS06] +Foundation=3x3 +Height=5 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-16,2 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-30,24 +MuzzleFlash2=64,-16 +MuzzleFlash3=30,0 +MuzzleFlash4=-8,66 +MuzzleFlash5=18,30 +MuzzleFlash6=68,38 +MuzzleFlash7=60,28 +MuzzleFlash8=42,18 +MuzzleFlash9=18,48 +DamageFireOffset0=30,-24 +DamageFireOffset1=40,50 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +AddOccupy1=-2,0 +AddOccupy2=-2,-1 +AddOccupy3=-1,-2 +AddOccupy4=0,-2 + +;Paris Civ Building +[CAPARS07] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City +CanBeHidden=false + +[CAWASH15] +Normalized=yes +Remapable=no +Foundation=3x4 +Height=4 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +CanBeHidden=false + +; CAWASH15 destroy animation +[CAWA15DM] +Layer=ground +NewTheater=yes +Rate=300 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +[CAPARS10] +Normalized=yes +Remapable=no +Foundation=4x3 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-29,40 +DamageFireOffset1=85,48 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +RemoveOccupy1=-3,-3 +RemoveOccupy2=-3,-1 + +[CAPARS13] +Normalized=yes +Remapable=no +Foundation=3x4 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-78,-10 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=6,40 +MuzzleFlash2=-81,57 +MuzzleFlash3=43,-6 +MuzzleFlash4=-39,67 +MuzzleFlash5=-1,-21 +MuzzleFlash6=-45,17 +MuzzleFlash7=-96,3 +MuzzleFlash8=-8,32 +MuzzleFlash9=31,-36 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=23,36 +DamageFireOffset1=-90,4 +AddOccupy1=-1,3 +AddOccupy2=-2,2 +RemoveOccupy1=-1,-3 +RemoveOccupy2=-3,-3 + +[CAPARS14] +Normalized=yes +Remapable=no +Foundation=4x3 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +DamageFireOffset0=26,74 +DamageFireOffset1=5,-19 + +[CAGAS01] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=4 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=53,31 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-42,32 +MuzzleFlash2=-7,23 +MuzzleFlash3=27,33 +MuzzleFlash4=12,61 +MuzzleFlash5=6,22 +MuzzleFlash6=-53,38 +MuzzleFlash7=61,30 +MuzzleFlash8=-24,18 +MuzzleFlash9=41,44 +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=-5,28 + +[CAPARS11] +Normalized=yes +Remapable=no +Foundation=3x4 +Height=10 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CARUS03A +;ActiveAnimZAdjust=-100 +DemandLoad=true +DamageFireOffset0=10,66 +DamageFireOffset1=-68,-38 +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 +AddOccupy1=-3,-1 +AddOccupy2=-3,-2 +AddOccupy3=-2,-3 +RemoveOccupy1=-1,2 +RemoveOccupy2=-2,1 +RemoveOccupy3=1,-1 +RemoveOccupy4=0,-2 + +; CAPR11DM destroy animation +[CAPR11DM] +Image=CAPR11DM +NewTheater=yes +Rate=320 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +[CAPARS12] +Normalized=yes +Remapable=no +Foundation=3x5 +Height=6 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CARUS03A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-76,53 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-10,38 +MuzzleFlash2=54,-24 +MuzzleFlash3=29,24 +MuzzleFlash4=-45,58 +MuzzleFlash5=4,15 +MuzzleFlash6=-72,72 +MuzzleFlash7=8,-38 +MuzzleFlash8=24,25 +MuzzleFlash9=-41,40 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=19,31 +damageFireOffset1=-43,25 +RemoveOccupy1=-2,0 +RemoveOccupy2=-2,1 +RemoveOccupy3=-2,2 +RemoveOccupy4=-2,-1 +RemoveOccupy5=-1,3 +RemoveOccupy6=-1,2 + +; CAPARS12D destroy animation +[CAPARS12D] +Image=CAPARS12D +NewTheater=yes +Rate=320 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +;Lighthouse +[CAFARM06] +Foundation=2x2 +Height=10 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-6,-98 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-8,-50 +MuzzleFlash2=-16,-4 +MuzzleFlash3=6,-98 +MuzzleFlash4=8,-22 +MuzzleFlash5=40,32 +MuzzleFlash6=-20,32 +DamageFireOffset0=8,-48 +DamageFireOffset1=22,0 +OccupyHeight=0 +AddOccupy1=-1,-1 +AddOccupy2=-2,-2 +AddOccupy3=-3,-3 +AddOccupy4=-4,-4 +CanBeHidden=false + +;Lifeguard Hut +[CAMIAM04] +Foundation=1x1 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=3,-3 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=6,-4 +MuzzleFlash2=-6,-1 +DamageFireOffset0=-5,0 +DamageFireOffset1=-17,15 +CanHideThings=true +CanBeHidden=false +OccupyHeight=0 + +;Psychic Beacon +[NAPSYB] +Remapable=yes +Normalized=yes +Height=8 +Cameo=PSYBICON +Foundation=2x2 +Buildup=NAPSYBMK +DemandLoadBuildup=true +FreeBuildup=true +ActiveAnim=NAPSYB_A +ActiveAnimDamaged=NAPSYB_AD +ActiveAnimZAdjust=-75 +ActiveAnimYSort=100 +CanBeHidden-False +OccupyHeight=3 +RemoveOccupy1=0,-1 +RemoveOccupy2=-1,0 +DamageFireOffset0=-12,34 + +[NAPSYB_A] +Image=NAPSYB_A +NewTheater=yes +Normalized=yes +LoopStart=0 +LoopEnd=14 +LoopCount=-1 +Rate=220 +Layer=ground +Shadow=yes +DemandLoad=true + +[NAPSYB_AD] +Image=NAPSYB_A +;NewTheater=yes +Normalized=yes +Start=15 +LoopStart=15 +LoopEnd=29 +LoopCount=-1 +Rate=220 +Layer=ground +Shadow=yes +DemandLoad=true + +;Psychic Amplifier +[NAPSYA] +Foundation=4x4 +Height=10 +NewTheater=yes +DemandLoad=true +;Palette=City +ActiveAnim=NAPSYA_A +ActiveAnimDamaged=NAPSYA_AD +ActiveAnimZAdjust=-60 +;ActiveAnimYSort=724 +ActiveAnimPowered=yes +DamageFireOffset0=-20,44 +DamageFireOffset1=-74,64 +CanHideThings=true +CanBeHidden=false +OccupyHeight=0 +AddOccupy1=-1,-1 + +[NAPSYA_A] +;Image=NAPSYA_A +NewTheater=yes +Normalized=yes +LoopStart=0 +LoopEnd=13 +LoopCount=-1 +Rate=220 +Layer=ground +Shadow=yes +DemandLoad=true + +[NAPSYA_AD] +Image=NAPSYA_A +;NewTheater=yes +Normalized=yes +Start=14 +LoopStart=14 +LoopEnd=27 +LoopCount=-1 +Rate=200 +Layer=ground +Shadow=yes +DemandLoad=true + +[CAIND01] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-109,42 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=50,68 +MuzzleFlash2=18,-17 +MuzzleFlash3=-16,86 +MuzzleFlash4=-16,25 +MuzzleFlash5=33,11 +MuzzleFlash6=45,-42 +MuzzleFlash7=-62,64 +MuzzleFlash8=22,84 +MuzzleFlash9=4,38 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=11,-25 +DamageFireOffset1=-78,56 +AddOccupy1=-1,3 +RemoveOccupy1=0,-3 +RemoveOccupy2=-3,-1 +RemoveOccupy3=-3,0 +RemoveOccupy4=-2,0 +RemoveOccupy5=0,-3 + +[CACOLO01] +Normalized=yes +Remapable=no +Foundation=5x3 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +CanBeHidden=False +OccupyHeight=4 +RemoveOccupy1=3,-1 +RemoveOccupy2=2,-2 +DamageFireOffset0=48,82 +AddOccupy1=-3,-2 + +[CANWY09] +Normalized=yes +Remapable=no +Foundation=2x3 +Height=15 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-3,-92 +MuzzleFlash1=-15,-61 +MuzzleFlash2=20,-2 +MuzzleFlash3=3,-161 +MuzzleFlash4=31,-73 +MuzzleFlash5=15,-37 +MuzzleFlash6=-19,41 +MuzzleFlash7=-37,-41 +MuzzleFlash8=-35,-145 +MuzzleFlash9=26,-168 +DamageFireOffset0=11,-64 +CanHideThings=true +CanBeHidden=false +OccupyHeight=8 +RemoveOccupy1=-6,-4 + +[CANWY22] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=7 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=7,21 +MuzzleFlash1=-1,52 +MuzzleFlash2=32,44 +MuzzleFlash3=-41,-19 +MuzzleFlash4=29,-7 +MuzzleFlash5=48,15 +MuzzleFlash6=-23,5 +MuzzleFlash7=-48,29 +MuzzleFlash8=-26,35 +MuzzleFlash9=-17,-23 +DamageFireOffset0=31,15 +DamageFireOffset1=-3,9 +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 + +[CANWY23] +Normalized=yes +Remapable=no +Foundation=3x2 +Height=14 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-38,-17 +MuzzleFlash1=10,-18 +MuzzleFlash2=4,70 +MuzzleFlash3=-25,-150 +MuzzleFlash4=27,-99 +MuzzleFlash5=60,-44 +MuzzleFlash6=10,18 +MuzzleFlash7=71,17 +MuzzleFlash8=-5,-53 +MuzzleFlash9=51,-110 +DamageFireOffset0=38,-94 +DamageFireOffset1=-41,5 +CanHideThings=true +CanBeHidden=false +OccupyHeight=8 + +[CANWY24] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=11 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-57,-26 +MuzzleFlash1=-15,37 +MuzzleFlash2=28,36 +MuzzleFlash3=-10,-62 +MuzzleFlash4=-34,-73 +MuzzleFlash5=-11,-51 +MuzzleFlash6=32,-51 +MuzzleFlash7=38,-14 +MuzzleFlash8=12,-111 +MuzzleFlash9=41,-103 +DamageFireOffset0=53,4 +CanHideThings=true +CanBeHidden=false +OccupyHeight=6 + +[CANWY25] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=7 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=38,-9 +MuzzleFlash1=-11,-6 +MuzzleFlash2=-45,44 +MuzzleFlash3=-3,26 +MuzzleFlash4=-45,-29 +MuzzleFlash5=18,36 +MuzzleFlash6=61,-10 +MuzzleFlash7=61,32 +MuzzleFlash8=-43,-7 +MuzzleFlash9=-15,47 +DamageFireOffset0=57,36 +DamageFireOffset1=8,57 +CanHideThings=true +CanBeHidden=false +OccupyHeight=5 + +[CANWY26] +Normalized=yes +Remapable=no +Foundation=5x3 +Height=11 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=41,-50 +MuzzleFlash1=46,45 +MuzzleFlash2=67,13 +MuzzleFlash3=102,-42 +MuzzleFlash4=41,66 +MuzzleFlash5=-6,10 +MuzzleFlash6=-42,-85 +MuzzleFlash7=-34,2 +MuzzleFlash8=-31,55 +MuzzleFlash9=20,0 +DamageFireOffset0=100,-53 +DamageFireOffset0-37,33 +CanHideThings=true +CanBeHidden=false +OccupyHeight=7 + +[CATEXS03] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=10 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-36,-1 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=77,-21 +MuzzleFlash2=42,-4 +MuzzleFlash3=37,45 +MuzzleFlash4=-77,-53 +MuzzleFlash5=72,-68 +MuzzleFlash6=-7,46 +MuzzleFlash7=30,-59 +MuzzleFlash8=-29,49 +MuzzleFlash9=-78,-4 +OccupyHeight=7 +CanBeHidden=False +DamageFireOffset0=-12,-23 +DamageFireOffset1=46,13 +AddOccupy1=2,-1 +AddOccupy2=1,-2 +AddOccupy3=0,-3 +AddOccupy4=-1,-4 +AddOccupy5=-1,2 +AddOccupy6=-2,1 +AddOccupy7=-3,0 +AddOccupy8=-4,-1 +RemoveOccupy1=-5,-4 +RemoveOccupy2=-5,-5 + +[CATEXS04] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=11 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-8,46 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=68,29 +MuzzleFlash2=11,-38 +MuzzleFlash3=-76,-19 +MuzzleFlash4=77,-37 +MuzzleFlash5=17,24 +MuzzleFlash6=-48,39 +MuzzleFlash7=-9,-37 +MuzzleFlash8=-41,-53 +MuzzleFlash9=37,-34 +OccupyHeight=7 +CanBeHidden=False +DamageFireOffset0=27,-25 +DamageFireOffset1=-21,6 +AddOccupy1=2,-1 +AddOccupy2=1,-2 +AddOccupy3=0,-3 +AddOccupy4=-1,-4 +AddOccupy5=-1,2 +AddOccupy6=-2,1 +AddOccupy7=-3,0 +AddOccupy8=-4,-1 +RemoveOccupy1=-3,-5 +RemoveOccupy2=-5,-5 +RemoveOccupy3=-4,-5 + +[CATEXS05] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=10 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-19,-9 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=75,11 +MuzzleFlash2=-38,45 +MuzzleFlash3=-19,-43 +MuzzleFlash4=-65,7 +MuzzleFlash5=36,45 +MuzzleFlash6=46,-20 +MuzzleFlash7=-39,-55 +MuzzleFlash8=38,-91 +MuzzleFlash9=-18,-82 +OccupyHeight=7 +CanBeHidden=False +DamageFireOffset0=5,34 +DamageFireOffset1=68,-19 +AddOccupy1=2,-1 +AddOccupy2=1,-2 +AddOccupy3=0,-3 +AddOccupy4=-1,-4 +AddOccupy5=-1,2 +RemoveOccupy1=-3,-5 +RemoveOccupy2=-5,-5 +RemoveOccupy3=-5,-4 +RemoveOccupy4=-5,-3 +RemoveOccupy5=-4,-2 + +;Russian Kremlin Clock Tower +[CARUS02G] +Height=11 +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +OccupyHeight=7 + +[CACHIG04] +Normalized=yes +Remapable=no +Foundation=2x2 +Height=13 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CARUS03A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-25,4 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=35,10 +MuzzleFlash2=38,-27 +MuzzleFlash3=4,24 +MuzzleFlash4=-36,-18 +MuzzleFlash5=-7,32 +MuzzleFlash6=14,-42 +MuzzleFlash7=-25,-49 +MuzzleFlash8=4,-30 +MuzzleFlash9=28,-4 +CanBeHidden=False +DamageFireOffset0=-26,8 +DamageFireOffset1=32,-26 +OccupyHeight=8 + +; CACHIG04D destroy animation +[CACHIG04D] +Image=CACHIG04D +NewTheater=yes +Rate=320 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +[CAMIAM03] +Foundation=2x3 +Height=12 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-16,-36 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=20,-28 +MuzzleFlash2=-78,-6 +MuzzleFlash3=-60,-62 +MuzzleFlash4=32,-10 +MuzzleFlash5=44,-52 +MuzzleFlash6=44,-16 +MuzzleFlash7=-60,-24 +MuzzleFlash8=-78,18 +MuzzleFlash9=20,-92 +DamageFireOffset0=-32,-58 +DamageFireOffset1=32,-11 +CanHideThings=true +CanBeHidden=false +OccupyHeight=7 +RemoveOccupy1=-4,-5 +RemoveOccupy2=-5,-5 + +[CAMIAM01] +Foundation=4x2 +Height=12 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-44,-64 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-14,-64 +MuzzleFlash2=24,6 +MuzzleFlash3=74,-84 +MuzzleFlash4=36,-12 +MuzzleFlash5=38,-54 +MuzzleFlash6=10,12 +MuzzleFlash7=-30,-8 +MuzzleFlash8=36,-12 +MuzzleFlash9=24,18 +DamageFireOffset0=-42,-66 +DamageFireOffset1=86,-14 +CanHideThings=true +CanBeHidden=false +OccupyHeight=7 +RemoveOccupy1=-1,-4 +RemoveOccupy2=-2,-5 +AltPalette=yes ; use the unit palete + +;Russian 07 +[CARUS07] +Height=1 +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-2,-2 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=1,1 +MuzzleFlash2=0,2 +MuzzleFlash3=2,-1 +MuzzleFlash4=-1,3 +MuzzleFlash5=0,2 +MuzzleFlash6=1,2 +MuzzleFlash7=-2,3 +MuzzleFlash8=5,3 +MuzzleFlash9=3,-5 +OccupyHeight=2 +CanBeHidden=False +DamageFireOffset0=0,6 + +[CATEXS06] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=4 +NewTheater=yes +DemandLoad=true +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +AddOccupy=-1,2 +DamageFireOffset0=36,6 +DamageFireOffset1=-31,35 +DamageFireOffset2=-39,-9 +MuzzleFlash0=11,58 +MuzzleFlash1=-35,46 +MuzzleFlash2=40,13 +MuzzleFlash3=-69,20 +MuzzleFlash4=10,18 +MuzzleFlash5=-12,67 +MuzzleFlash6=40,53 +MuzzleFlash7=-64,41 +MuzzleFlash8=49,19 +MuzzleFlash9=-42,53 + +[CATEXS07] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=6 +NewTheater=yes +DemandLoad=true +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +AddOccupy1=-1,2 +AddOccupy2=2,-1 +DamageFireOffset0=1,27 +DamageFireOffset1=24,-17 +DamageFireOffset2=33,47 +MuzzleFlash0=45,26 +MuzzleFlash1=-45,35 +MuzzleFlash2=8,-3 +MuzzleFlash3=5,41 +MuzzleFlash4=64,34 +MuzzleFlash5=-32,-29 +MuzzleFlash6=-23,44 +MuzzleFlash7=-65,34 +MuzzleFlash8=23,-27 +MuzzleFlash9=-25,-17 + +[CATEXS08] +Normalized=yes +Remapable=no +Foundation=2x3 +Height=4 +NewTheater=yes +DemandLoad=true +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +AddOccupy1=-1,2 +DamageFireOffset0=19,10 +DamageFireOffset1=-68,5 +MuzzleFlash0=21,13 +MuzzleFlash1=-48,37 +MuzzleFlash2=-5,20 +MuzzleFlash3=-61,39 +MuzzleFlash4=0,39 +MuzzleFlash5=-68,19 +MuzzleFlash6=-13,37 +MuzzleFlash7=-54,10 +MuzzleFlash8=27,22 +MuzzleFlash9=-68,2 + +[CACHIG01] +Normalized=yes +Remapable=no +Foundation=3x2 +Height=9 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-4,-35 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-43,18 +MuzzleFlash2=17,48 +MuzzleFlash3=58,-36 +MuzzleFlash4=58,6 +MuzzleFlash5=19,-24 +MuzzleFlash6=11,-28 +MuzzleFlash7=-41,-51 +MuzzleFlash8=-24,-16 +MuzzleFlash9=58,-13 +DamageFireOffset0=-47,19 +DamageFireOffset1=70,-42 +OccupyHeight=6 +CanHideThings=True +CanBeHidden=False +AddOccupy1=-1,1 +AddOccupy2=-2,0 +AddOccupy3=-3,-1 +AddOccupy4=-4,-2 + +[CACHIG02] +Normalized=yes +Remapable=no +Foundation=2x3 +Height=9 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=1,8 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=39,21 +MuzzleFlash2=37,-49 +MuzzleFlash3=-61,-32 +MuzzleFlash4=1,-32 +MuzzleFlash5=44,-54 +MuzzleFlash6=37,-50 +MuzzleFlash7=-20,52 +MuzzleFlash8=-60,-9 +MuzzleFlash9=-61,9 +DamageFireOffset0=-33,53 +OccupyHeight=6 +CanHideThings=True +CanBeHidden=False +AddOccupy1=1,-1 +AddOccupy2=0,-2 +AddOccupy3=-1,-3 +AddOccupy4=-2,-4 + +[CACHIG03] +Normalized=yes +Remapable=no +Foundation=3x2 +Height=12 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-27,-76 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=11,-58 +MuzzleFlash2=42,0 +MuzzleFlash3=66,-68 +MuzzleFlash4=42,-57 +MuzzleFlash5=41,1 +MuzzleFlash6=28,32 +MuzzleFlash7=-40,-12 +MuzzleFlash8=-40,-83 +MuzzleFlash9=-27,-20 +DamageFireOffset0=57,-13 +OccupyHeight=7 +CanHideThings=True +CanBeHidden=False + +[CAWASH16] +Normalized=yes +Remapable=no +Foundation=5x3 +Height=5 +NewTheater=yes +DemandLoad=true +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +RemoveOccupy1=3,-1 +RemoveOccupy2=2,-1 +RemoveOccupy3=-1,-1 +AddOccupy1=0,-2 +AddOccupy2=2,-1 +DamageFireOffset0=-27,4 +DamageFireOffset1=22,53 +DamageFireOffset2=32,39 +MuzzleFlash0=-26,30 +MuzzleFlash1=49,-17 +MuzzleFlash2=44,44 +MuzzleFlash3=71,86 +MuzzleFlash4=106,78 +MuzzleFlash5=11,58 +MuzzleFlash6=-18,8 +MuzzleFlash7=64,12 +MuzzleFlash8=89,89 +MuzzleFlash9=-14,61 + +[CAWASH17] +Normalized=yes +Remapable=no +Foundation=6x4 +Height=4 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-4,50 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-58,30 +MuzzleFlash2=-38,62 +MuzzleFlash3=40,78 +MuzzleFlash4=54,108 +MuzzleFlash5=96,102 +MuzzleFlash6=76,102 +MuzzleFlash7=118,114 +MuzzleFlash8=144,100 +MuzzleFlash9=40,78 +DamageFireOffset0=26,14 +DamageFireOffset1=86,18 +DamageFireOffset2=12,74 +OccupyHeight=0 +CanHideThings=true +CanBeHidden=false +AddOccupy1=-1,0 +AddOccupy2=-1,1 +AddOccupy3=0,-1 +AddOccupy4=1,-1 +AddOccupy5=2,-1 +AddOccupy6=3,-1 + +[CACHIG05] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=22 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CARUS03A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=46,2 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-70,-2 +MuzzleFlash2=74,12 +MuzzleFlash3=-40,44 +MuzzleFlash4=-12,18 +MuzzleFlash5=44,-82 +MuzzleFlash6=-66,-58 +MuzzleFlash7=74,-28 +MuzzleFlash8=18,68 +MuzzleFlash9=-10,-32 +AddOccupy1=-7,-9 +AddOccupy2=-8,-9 +AddOccupy3=-9,-7 +AddOccupy4=-9,-8 +RemoveOccupy1=-4,-7 +RemoveOccupy2=-5,-8 +RemoveOccupy3=-7,-4 +RemoveOccupy4=-8,-5 +CanBeHidden=False +DamageFireOffset0=32,60 +DamageFireOffset1=54,-10 +DamageFireOffset2=-30,-4 +OccupyHeight=10 + +; CACHIG05D destroy animation +;[CACHIG05D] +;Image=CACHIG05D +;NewTheater=yes +;Rate=320 +;DemandLoad=true +;Shadow=yes +;AltPalette=yes ; use the unit palete + +[CACHIG06] +Normalized=yes +Remapable=no +Foundation=2x2 +Height=15 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +CanBeHidden=false + +; CACHIG06 destroy animation +[CACH06DM] +Layer=ground +NewTheater=yes +Rate=300 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +[CAWASH19] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=6 +NewTheater=yes +ActiveAnim=CAWA19_A +ActiveAnimDamaged=CAWA19_AD +ActiveAnimGarrisoned=CAWA19_AG +ActiveAnimZAdjust=-100 +ActiveAnimYSort=724 +DemandLoad=true +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +DamageFireOffset0=-35,58 +DamageFireOffset1=1,40 + +[CAWA19_A] +Layer=ground +NewTheater=yes +LoopStart=1 +LoopEnd=16 +LoopCount=-1 +;Rate=150 +Rate=220 +DemandLoad=true +Shadow=yes + +[CAWA19_AD] +Image=CAWA19_A +Layer=ground +NewTheater=yes +Start=17 +LoopStart=17 +LoopEnd=32 +LoopCount=-1 +;Rate=150 +Rate=220 +DemandLoad=true +Shadow=yes + +[CAWA19_AG] +Image=CAWA19_A +Layer=ground +NewTheater=yes +Start=33 +LoopStart=33 +LoopEnd=48 +LoopCount=-1 +;Rate=150 +Rate=220 +DemandLoad=true +Shadow=yes + +;Russian Gum Corner +[CARUS08] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +MuzzleFlash0=-7,-13 +MuzzleFlash1=11,0 +MuzzleFlash2=17,-3 +MuzzleFlash3=9,-38 +MuzzleFlash4=12,-36 +MuzzleFlash5=-19,20 +MuzzleFlash6=-12,-37 +MuzzleFlash7=-13,-16 +MuzzleFlash8=5,2 +MuzzleFlash9=-14,-40 +DamageFireOffset0=8,-18 +CanBeHidden=false + +;Russian Gum Middle +[CARUS09] +Foundation=2x1 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +MuzzleFlash0=-16,-55 +MuzzleFlash1=-13,-50 +MuzzleFlash2=24,1 +MuzzleFlash3=-12,-1 +MuzzleFlash4=-20,-20 +MuzzleFlash5=24,-35 +MuzzleFlash6=21,-32 +MuzzleFlash7=17,-2 +MuzzleFlash8=-19,-5 +MuzzleFlash9=-13,-17 +DamageFireOffset0=38,-12 +CanBeHidden=false + +;Russian Gum Wall N_S +[CARUS10] +Foundation=1x2 +NewTheater=yes +DemandLoad=true +Height=4 +;Palette=City +MuzzleFlash0=-33,18 +MuzzleFlash1=-6,5 +MuzzleFlash2=14,-20 +MuzzleFlash3=20,-23 +MuzzleFlash4=8,-17 +MuzzleFlash5=-32,1 +MuzzleFlash6=-12,8 +MuzzleFlash7=0,3 +MuzzleFlash8=-20,13 +MuzzleFlash9=-27,16 +CanBeHidden=false + +;Russian Gum Wall E_W +[CARUS11] +Foundation=2x1 +NewTheater=yes +DemandLoad=true +Height=4 +;Palette=City +MuzzleFlash0=-15,-5 +MuzzleFlash1=5,-10 +MuzzleFlash2=0,-13 +MuzzleFlash3=31,18 +MuzzleFlash4=19,12 +MuzzleFlash5=-21,-8 +MuzzleFlash6=10,-8 +MuzzleFlash7=25,14 +MuzzleFlash8=11,7 +MuzzleFlash9=-9,-3 +CanBeHidden=false + +[CANEWY20] +Foundation=3x5 +Height=3 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +AddOccupy1=1,-1 +AddOccupy2=0,-1 +AddOccupy3=-1,-1 +AddOccupy4=-1,0 +AddOccupy5=-1,1 +AddOccupy6=-1,2 +DamageFireOffset0=-93,62 +DamageFireOffset1=-12,57 +DamageFireOffset2=-47,9 +MuzzleFlash0=-47,59 +MuzzleFlash1=-100,45 +MuzzleFlash2=9,31 +MuzzleFlash3=-23,47 +MuzzleFlash4=-66,62 +MuzzleFlash5=-34,53 +MuzzleFlash6=-90,50 +MuzzleFlash7=29,20 +MuzzleFlash8=-13,42 +MuzzleFlash9=-75,56 + +[CANEWY21] +Foundation=5x3 +Height=3 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +AddOccupy1=2,-1 +AddOccupy2=1,-1 +AddOccupy3=0,-1 +AddOccupy4=-1,-1 +AddOccupy5=-1,0 +AddOccupy6=-1,1 +DamageFireOffset0=89,71 +DamageFireOffset1=26,55 +DamageFireOffset2=3,7 +MuzzleFlash0=-19,27 +MuzzleFlash1=13,43 +MuzzleFlash2=91,51 +MuzzleFlash3=46,60 +MuzzleFlash4=-7,33 +MuzzleFlash5=78,58 +MuzzleFlash6=36,54 +MuzzleFlash7=101,47 +MuzzleFlash8=2,38 +MuzzleFlash9=25,50 + +[CARUS04] +Foundation=4x4 +Height=6 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=58,55 +DamageFireOffset1=-10,79 +DamageFireOffset2=-65,42 +MuzzleFlash0=-44,34 +MuzzleFlash1=23,48 +MuzzleFlash2=-18,46 +MuzzleFlash3=53,33 +MuzzleFlash4=51,31 +MuzzleFlash5=83,19 +MuzzleFlash6=-14,49 +MuzzleFlash7=-78,17 + +[CARUS05] +Foundation=4x4 +Height=6 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=-38,7 +DamageFireOffset1=60,44 +DamageFireOffset2=-13,94 +MuzzleFlash0=18,47 +MuzzleFlash1=-74,17 +MuzzleFlash2=-18,45 +MuzzleFlash3=78,18 +MuzzleFlash4=46,73 +MuzzleFlash5=-22,44 +MuzzleFlash6=-16,84 +MuzzleFlash7=22,46 + +[CARUS06] +Foundation=4x4 +Height=4 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=-23,2 +DamageFireOffset1=-39,38 +DamageFireOffset2=59,45 +MuzzleFlash0=75,60 +MuzzleFlash1=-16,86 +MuzzleFlash2=47,76 +MuzzleFlash3=15,89 +MuzzleFlash4=-75,59 +MuzzleFlash5=-48,73 +MuzzleFlash6=47,64 +MuzzleFlash7=-10,76 + +[CABUNK01] +Foundation=2x2 +Height=4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-28,12 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-29,10 +MuzzleFlash2=3,31 +MuzzleFlash3=2,31 +MuzzleFlash4=-18,24 +MuzzleFlash5=-20,25 +MuzzleFlash6=26,25 +MuzzleFlash7=24,25 +DamageFireOffset0=1,8 +CanHideThings=true +CanBeHidden=false +OccupyHeight=0 +AltPalette=yes ; use the unit palete + +[CABUNK02] +Foundation=2x2 +Height=4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=27,12 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-23,22 +MuzzleFlash2=-2,30 +MuzzleFlash3=18,24 +MuzzleFlash4=26,13 +MuzzleFlash5=-21,21 +MuzzleFlash6=-1,29 +MuzzleFlash7=19,25 +DamageFireOffset0=-1,7 +CanHideThings=true +CanBeHidden=false +OccupyHeight=0 +AltPalette=yes ; use the unit palet + +[CABUNK03] +Foundation=2x2 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-31,23 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=16,31 +MuzzleFlash2=9,35 +MuzzleFlash3=-30,29 +MuzzleFlash4=23,18 +MuzzleFlash5=27,13 +MuzzleFlash6=26,9 +MuzzleFlash7=20,30 +DamageFireOffset0=32,24 +CanHideThings=true +CanBeHidden=false +OccupyHeight=0 +AltPalette=yes ; use the unit palete + +[CABUNK04] +Foundation=2x2 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-14,35 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-13,34 +MuzzleFlash2=-31,25 +MuzzleFlash3=-37,15 +MuzzleFlash4=-11,26 +MuzzleFlash5=-17,23 +MuzzleFlash6=-30,25 +MuzzleFlash7=-36,15 +DamageFireOffset0=2,-1 +CanHideThings=true +CanBeHidden=false +OccupyHeight=0 +AltPalette=yes ; use the unit palete + +[CAFNCP] +Cameo=SBAGICON +Foundation=1x1 +ToOverlay=CAFNCP +DamageLevels=2 +NewTheater=yes +DemandLoad=true + +;Hot Dog Stand +[CAMSC01] +Foundation=1x1 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False +DamageFireOffset0=-2,4 + +[CAMSC02] +Foundation=1x1 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CAMSC03] +Foundation=1x1 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CAMSC04] +Foundation=1x1 +Height=1 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CAMSC05] +Foundation=1x1 +Height=1 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +;camp fire +[CAMSC06] +Foundation=1x1 +Height=1 +NewTheater=yes +DemandLoad=true +;Palette=City +ActiveAnim=CAMSC06A +ActiveAnimZAdjust=-16 +ActiveAnimYSort=181 +CanHideThings=False +CanBeHidden=False + +[CAMSC07] +Foundation=2x2 +Height=3 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +DamageFireOffset0=-3,-1 +MuzzleFlash0=-29,22 +MuzzleFlash1=-12,28 +MuzzleFlash2=22,23 +MuzzleFlash3=-20,25 +MuzzleFlash4=0,28 +MuzzleFlash5=12,27 + +;White House Fountain +[CAWASH18] +Foundation=2x2 +Height=3 +NewTheater=yes +ActiveAnim=CAWSH18A +ActiveAnimZAdjust=-16 +ActiveAnimYSort=362 +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +; White House Fountain Idle animation +[CAWSH18A] +Layer=ground +NewTheater=yes +LoopStart=0 +LoopEnd=10 +LoopCount=-1 +;Rate=150 +Rate=220 +DemandLoad=true +Shadow=yes + +[CAEURO05] +Foundation=2x2 +Height=5 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +AddOccupy1=-1,-1 +DamageFireOffset0=4,13 + +[CALUNR01] +Foundation=2x2 +Height=3 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CALUNR02] +Foundation=1x1 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CAPARK01] +Foundation=1x1 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CAPARK02] +Foundation=2x1 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CAPARK03] +Foundation=2x2 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CAPARK04] +Foundation=1x1 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CAPARK05] +Foundation=1x1 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CAPARK06] +Foundation=1x1 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CALOND04] +Normalized=yes +Remapable=no +Foundation=6x4 +Height=6 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=6,78 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-113,25 +MuzzleFlash2=71,105 +MuzzleFlash3=153,49 +MuzzleFlash4=145,77 +MuzzleFlash5=-53,68 +MuzzleFlash6=36,93 +MuzzleFlash7=36,-2 +MuzzleFlash8=89,106 +MuzzleFlash9=-29,83 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=139,68 +DamageFireOffset1=-24,72 +AddOccupy1=-1,3 +AddOccupy2=-2,2 +RemoveOccupy1=-3,-3 +RemoveOccupy2=-3,-1 + +[CALOND05] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=14 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-7,-2 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=16,-14 +MuzzleFlash2=-9,-26 +MuzzleFlash3=17,-40 +MuzzleFlash4=-17,-59 +MuzzleFlash5=16,-65 +MuzzleFlash6=-19,-120 +MuzzleFlash7=-5,-122 +MuzzleFlash8=9,-116 +MuzzleFlash9=5,-134 +CanBeHidden=False +OccupyHeight=8 +DamageFireOffset0=15,-58 +DamageFireOffset1=-15,-2 +;AddOccupy1=3,-1 +;AddOccupy2=2,-2 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CALOND06] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=11 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CALND6_A +;ActiveAnimDamaged=CALND6_AD +ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=4,38 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-52,60 +MuzzleFlash2=-90,3 +MuzzleFlash3=-85,-45 +MuzzleFlash4=-24,0 +MuzzleFlash5=65,51 +MuzzleFlash6=84,-44 +MuzzleFlash7=47,18 +MuzzleFlash8=-68,9 +MuzzleFlash9=27,61 +CanBeHidden=False +OccupyHeight=6 +DamageFireOffset0=22,-26 +DamageFireOffset1=-88,23 +;AddOccupy1=3,-1 +;AddOccupy2=2,-2 +RemoveOccupy1=-3,-4 +RemoveOccupy2=-4,-2 +RemoveOccupy3=-4,-3 +RemoveOccupy4=-2,-4 + +; London Tower idle animations +[CALND6_A] +;Image=CAOILD_A +Layer=ground +NewTheater=yes +Start=0 +LoopStart=0 +LoopEnd=17 +LoopCount=-1 +Rate=220 +DemandLoad=true +Shadow=yes + +; London Tower damaged idle animations +[CALND6_AD] +Image=CALND6_A +Layer=ground +NewTheater=yes +Start=18 +LoopStart=18 +LoopEnd=34 +LoopCount=-1 +Rate=220 +DemandLoad=true +Shadow=yes + +[CAMOON01] +Normalized=yes +Remapable=no +Foundation=3x4 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-29,40 +DamageFireOffset1=85,48 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +RemoveOccupy1=-3,-3 +RemoveOccupy2=-3,-1 + +[CATRAN03] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-29,40 +DamageFireOffset1=85,48 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +RemoveOccupy1=-3,-3 +RemoveOccupy2=-3,-1 + +; CATRAN03 destroy animation +[CATR03DM] +Layer=ground +NewTheater=yes +Rate=300 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +[YAPPPT] ;Partially Built Psychic Dominator +Normalized=yes +Remapable=no +Foundation=3x3 +Height=5 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=2 +DamageFireOffset0=12,20 +;DamageFireOffset1=-2,-78 +RemoveOccupy1=0,1 +RemoveOccupy2=-1,2 +RemoveOccupy3=-3,3 +RemoveOccupy4=-2,1 +RemoveOccupy5=-4,3 + +[CAEAST01] ;Easter Island Statue +Normalized=yes +Remapable=no +Foundation=2x2 +Height=9 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=12,20 +DamageFireOffset1=-2,-78 +RemoveOccupy1=0,1 +RemoveOccupy2=-1,2 +RemoveOccupy3=-3,3 +RemoveOccupy4=-2,1 +RemoveOccupy5=-4,3 + +; CAEAST01 destroy animation +[CAEAST01DM] +Layer=ground +NewTheater=yes +Rate=250 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +[CAEAST02] ;Yuri Bust +Normalized=yes +Remapable=no +Foundation=2x2 +Height=9 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +;MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +;MuzzleFlash1=-3,41 +;MuzzleFlash2=-27,-34 +;MuzzleFlash3=66,51 +;MuzzleFlash4=29,8 +;MuzzleFlash5=43,68 +;MuzzleFlash6=99,21 +;MuzzleFlash7=-41,6 +;MuzzleFlash8=15,54 +;MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=6 +DamageFireOffset0=12,20 +;DamageFireOffset1=-2,-78 +;RemoveOccupy1=0,1 +;RemoveOccupy2=-1,2 +;RemoveOccupy3=-3,3 +;RemoveOccupy4=-2,1 +;RemoveOccupy5=-4,3 + +[CASANF01] +Normalized=yes +Remapable=no +Foundation=2x3 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-42,28 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=15,26 +MuzzleFlash2=-43,-28 +MuzzleFlash3=-58,-12 +MuzzleFlash4=-23,4 +MuzzleFlash5=16,-11 +MuzzleFlash6=-1,34 +MuzzleFlash7=-69,6 +MuzzleFlash8=44,12 +MuzzleFlash9=-16,43 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-14,10 +DamageFireOffset1=27,-14 +AddOccupy1=-1,2 +AddOccupy2=1,-1 +AddOccupy3=0,-2 +AddOccupy4=-1,-3 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CAEGYP01] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=17 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-29,40 +DamageFireOffset1=85,48 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +RemoveOccupy1=-3,-3 +RemoveOccupy2=-3,-1 + +[CAEGYP02] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=4 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-29,40 +DamageFireOffset1=85,48 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +RemoveOccupy1=-3,-3 +RemoveOccupy2=-3,-1 + +[CAEGYP03] +Normalized=yes +Remapable=no +Foundation=4x2 +Height=4 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-29,40 +DamageFireOffset1=85,48 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +RemoveOccupy1=-3,-3 +RemoveOccupy2=-3,-1 + +;Great Pyramid Section 2 +[CAEGYP04] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=17 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-29,40 +DamageFireOffset1=85,48 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +RemoveOccupy1=-3,-3 +RemoveOccupy2=-3,-1 + +;Great Pyramid Section 3 +[CAEGYP05] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=17 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-29,40 +DamageFireOffset1=85,48 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +RemoveOccupy1=-3,-3 +RemoveOccupy2=-3,-1 + +;Great Pyramid Section 4 +[CAEGYP06] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=2 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-29,40 +DamageFireOffset1=85,48 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +RemoveOccupy1=-3,-3 +RemoveOccupy2=-3,-1 + +[CALA01] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=7 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=14,63 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-66,31 +MuzzleFlash2=-9,26 +MuzzleFlash3=-43,46 +MuzzleFlash4=-37,13 +MuzzleFlash5=0,-55 +MuzzleFlash6=10,-1 +MuzzleFlash7=-56,39 +MuzzleFlash8=18,-41 +MuzzleFlash9=-20,57 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=-29,40 +;DamageFireOffset1=85,48 +AddOccupy1=2,-1 +AddOccupy2=1,-2 +AddOccupy3=-1,-3 +AddOccupy4=-2,-3 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +;[CALA02] +;Normalized=yes +;Remapable=no +;Foundation=3x3 +;Height=8 +;Buildup=CAHOSP +;NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +;DemandLoad=true +;MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +;MuzzleFlash1=-3,41 +;MuzzleFlash2=-27,-34 +;MuzzleFlash3=66,51 +;MuzzleFlash4=29,8 +;MuzzleFlash5=43,68 +;MuzzleFlash6=99,21 +;MuzzleFlash7=-41,6 +;MuzzleFlash8=15,54 +;MuzzleFlash9=5,-19 +;CanBeHidden=False +;OccupyHeight=5 +;DamageFireOffset0=-29,40 +;DamageFireOffset1=85,48 +;AddOccupy1=3,-1 +;AddOccupy2=2,-2 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CALA04] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=3 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-29,40 +DamageFireOffset1=50,36 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +RemoveOccupy1=-3,-3 +RemoveOccupy2=-3,-1 + +[CALA05] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=3 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=-35,30 +;AddOccupy1=3,-1 +;AddOccupy2=2,-2 +RemoveOccupy1=2,-1 +RemoveOccupy2=3,0 +RemoveOccupy3=-1,-2 +RemoveOccupy4=-1,-1 +RemoveOccupy5=-2,-1 + +[CALA06] +Normalized=yes +Remapable=no +Foundation=2x3 +Height=9 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-19,-13 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,-5 +MuzzleFlash2=-24,7 +MuzzleFlash3=5,-70 +MuzzleFlash4=-23,30 +MuzzleFlash5=6,39 +MuzzleFlash6=14,25 +MuzzleFlash7=-6,-10 +MuzzleFlash8=2,-83 +MuzzleFlash9=22,-110 +CanBeHidden=False +OccupyHeight=6 +DamageFireOffset0=-31,39 +DamageFireOffset1=-2,-28 +;AddOccupy1=3,-1 +;AddOccupy2=2,-2 +RemoveOccupy1=-1,1 +RemoveOccupy2=-2,0 +RemoveOccupy3=-2,-1 +RemoveOccupy4=-3,-1 +RemoveOccupy5=-3,-2 +RemoveOccupy6=-4,-2 +RemoveOccupy7=-4,-3 + +[CALA11] +Normalized=yes +Remapable=no +Foundation=3x4 +Height=1 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-29,40 +DamageFireOffset1=45,48 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +RemoveOccupy1=-3,-3 +RemoveOccupy2=-3,-1 + +[CALA12] +Normalized=yes +Remapable=no +Foundation=3x4 +Height=1 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-19,36 +DamageFireOffset1=20,18 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +RemoveOccupy1=-3,-3 +RemoveOccupy2=-3,-1 + +[CALOND01] +Normalized=yes +Remapable=no +Foundation=2x3 +Height=6 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-64,-10 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-34,42 +MuzzleFlash2=-50,14 +MuzzleFlash3=-10,24 +MuzzleFlash4=17,-5 +MuzzleFlash5=22,25 +MuzzleFlash6=-30,11 +MuzzleFlash7=-52,29 +MuzzleFlash8=-24,23 +MuzzleFlash9=-38,1 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=-62,36 +DamageFireOffset1=-33,40 +;AddOccupy1=3,-1 +;AddOccupy2=2,-2 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +;[CALOND02] +;Normalized=yes +;Remapable=no +;Foundation=2x3 +;Height=8 +;;Buildup=CAHOSP +;NewTheater=yes +;;ActiveAnim=CAWSH12A +;;ActiveAnimZAdjust=-100 +;DemandLoad=true +;MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +;MuzzleFlash1=-3,41 +;MuzzleFlash2=-27,-34 +;MuzzleFlash3=66,51 +;MuzzleFlash4=29,8 +;MuzzleFlash5=43,68 +;MuzzleFlash6=99,21 +;MuzzleFlash7=-41,6 +;MuzzleFlash8=15,54 +;MuzzleFlash9=5,-19 +;CanBeHidden=False +;OccupyHeight=5 +;DamageFireOffset0=-29,40 +;DamageFireOffset1=85,48 +;AddOccupy1=3,-1 +;AddOccupy2=2,-2 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CALOND03] +Normalized=yes +Remapable=no +Foundation=2x3 +Height=6 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=17,18 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-51,-14 +MuzzleFlash2=33,-26 +MuzzleFlash3=-64,19 +MuzzleFlash4=-32,41 +MuzzleFlash5=31,1 +MuzzleFlash6=-38,0 +MuzzleFlash7=-64,-24 +MuzzleFlash8=-5,29 +MuzzleFlash9=-4,-6 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=-48,-34 +DamageFireOffset1=-21,53 +;AddOccupy1=3,-1 +;AddOccupy2=2,-2 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CABARR01] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CABARR02] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CAMORR01] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-26,37 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-48,4 +MuzzleFlash2=-75,9 +MuzzleFlash3=-44,53 +MuzzleFlash4=-76,-34 +MuzzleFlash5=60,17 +MuzzleFlash6=39,3 +MuzzleFlash7=-25,62 +MuzzleFlash8=76,-32 +MuzzleFlash9=-57,19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-27,7 +DamageFireOffset1=6,34 +AddOccupy1=-1,2 +AddOccupy2=-2,1 +AddOccupy3=0,-3 +AddOccupy4=2,-1 +AddOccupy5=1,-2 +AddOccupy6=-3,0 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CAMORR02] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-28,22 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-51,23 +MuzzleFlash2=-35,52 +MuzzleFlash3=-62,-15 +MuzzleFlash4=-2,12 +MuzzleFlash5=48,8 +MuzzleFlash6=59,25 +MuzzleFlash7=38,-23 +MuzzleFlash8=25,2 +MuzzleFlash9=14,48 +CanBeHidden=False +OccupyHeight=6 +DamageFireOffset0=-54,-8 +DamageFireOffset1=49,20 +;AddOccupy1=-1,2 +;AddOccupy2=-2,1 +;AddOccupy3=0,-3 +;AddOccupy4=2,-1 +;AddOccupy5=1,-2 +;AddOccupy6=-3,0 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CAMORR03] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-63,12 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-12,41 +MuzzleFlash2=-13,1 +MuzzleFlash3=-33,9 +MuzzleFlash4=-31,49 +MuzzleFlash5=43,7 +MuzzleFlash6=66,15 +MuzzleFlash7=43,44 +MuzzleFlash8=14,35 +MuzzleFlash9=47,23 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-29,44 +DamageFireOffset1=33,51 +;AddOccupy1=-1,2 +;AddOccupy2=-2,1 +;AddOccupy3=0,-3 +;AddOccupy4=2,-1 +;AddOccupy5=1,-2 +;AddOccupy6=-3,0 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CAMORR04] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=12 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-53,48 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-70,-88 +MuzzleFlash2=-49,-60 +MuzzleFlash3=-15,-30 +MuzzleFlash4=-49,-7 +MuzzleFlash5=14,-65 +MuzzleFlash6=38,-55 +MuzzleFlash7=57,-13 +MuzzleFlash8=56,23 +MuzzleFlash9=67,-88 +CanBeHidden=False +OccupyHeight=8 +DamageFireOffset0=30,-75 +DamageFireOffset1=-49,53 +AddOccupy1=1,-2 +AddOccupy2=-2,1 +AddOccupy3=0,-3 +AddOccupy4=-3,0 +AddOccupy5=-1,-4 +AddOccupy6=-4,-1 +AddOccupy7=-2,-5 +AddOccupy8=-5,-2 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CAMORR05] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=7 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-69,-4 +DamageFireOffset1=2,18 +AddOccupy1=-1,2 +AddOccupy2=-2,1 +AddOccupy3=1,-2 +AddOccupy4=2,-1 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CAMORR06] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=7 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-12,46 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-36,14 +MuzzleFlash2=56,5 +MuzzleFlash3=-65,31 +MuzzleFlash4=-23,55 +MuzzleFlash5=64,31 +MuzzleFlash6=37,15 +MuzzleFlash7=-67,0 +MuzzleFlash8=-44,47 +MuzzleFlash9=72,14 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=1,-38 +DamageFireOffset1=-14,26 +AddOccupy1=-1,2 +AddOccupy2=-2,1 +AddOccupy3=1,-2 +AddOccupy4=2,-1 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CAMORR07] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=6 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-55,11 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-11,21 +MuzzleFlash2=-31,3 +MuzzleFlash3=-23,46 +MuzzleFlash4=57,-19 +MuzzleFlash5=23,19 +MuzzleFlash6=7,-23 +MuzzleFlash7=-44,36 +MuzzleFlash8=21,46 +MuzzleFlash9=-57,-2 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=-3,25 +DamageFireOffset1=-25,55 +;AddOccupy1=1,-2 +;AddOccupy2=-2,1 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CAMORR08] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=7 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=16,-17 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=26,-10 +MuzzleFlash2=-63,-28 +MuzzleFlash3=-48,11 +MuzzleFlash4=-37,15 +MuzzleFlash5=-6,56 +MuzzleFlash6=-6,26 +MuzzleFlash7=-41,37 +MuzzleFlash8=-63,-14 +MuzzleFlash9=61,31 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=27,-30 +DamageFireOffset1=60,33 +AddOccupy1=-3,-2 +AddOccupy2=-3,-1 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CAMORR09] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=6 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-34,46 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-51,2 +MuzzleFlash2=-17,24 +MuzzleFlash3=-36,11 +MuzzleFlash4=-15,53 +MuzzleFlash5=14,21 +MuzzleFlash6=34,9 +MuzzleFlash7=52,6 +MuzzleFlash8=5,28 +MuzzleFlash9=60,-3 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=54,3 +DamageFireOffset1=-51,4 +;AddOccupy1=-3,-2 +;AddOccupy2=-3,-1 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CAMORR10] +Normalized=yes +Remapable=no +Foundation=2x2 +Height=13 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-10,0 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-21,-60 +MuzzleFlash2=-12,-45 +MuzzleFlash3=22,-62 +MuzzleFlash4=28,-9 +MuzzleFlash5=13,-50 +MuzzleFlash6=-10,-106 +MuzzleFlash7=10,-105 +MuzzleFlash8=-16,26 +MuzzleFlash9=-27,-51 +CanBeHidden=False +OccupyHeight=7 +DamageFireOffset0=-13,-16 +DamageFireOffset1=-32,-68 +;AddOccupy1=-3,-2 +;AddOccupy2=-3,-1 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CASANF02] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=46,14 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-49,-29 +MuzzleFlash2=-5,56 +MuzzleFlash3=-69,6 +MuzzleFlash4=78,21 +MuzzleFlash5=-39,1 +MuzzleFlash6=-57,-10 +MuzzleFlash7=29,46 +MuzzleFlash8=-23,29 +MuzzleFlash9=-47,30 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-36,1 +DamageFireOffset1=44,-27 +DamageFireOffset2=-23,-51 +AddOccupy1=2,-1 +AddOccupy2=1,-2 +;AddOccupy3=0,-2 +;AddOccupy4=-1,-3 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CASANF03] +Normalized=yes +Remapable=no +Foundation=2x3 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-42,28 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=15,26 +MuzzleFlash2=-43,-28 +MuzzleFlash3=-58,-12 +MuzzleFlash4=-23,4 +MuzzleFlash5=16,-11 +MuzzleFlash6=-1,34 +MuzzleFlash7=-69,6 +MuzzleFlash8=44,12 +MuzzleFlash9=-16,43 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-14,10 +DamageFireOffset1=27,-14 +AddOccupy1=-1,2 +AddOccupy2=1,-1 +AddOccupy3=0,-2 +AddOccupy4=-1,-3 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CASANF04] +Normalized=yes +Remapable=no +Foundation=3x5 +Height=20 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-29,40 +DamageFireOffset1=85,48 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +RemoveOccupy1=-3,-3 +RemoveOccupy2=-3,-1 + +[CASANF05] +Normalized=yes +Remapable=no +Foundation=6x4 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-29,40 +DamageFireOffset1=85,48 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +RemoveOccupy1=-3,-3 +RemoveOccupy2=-3,-1 + +[CASANF06] +Normalized=yes +Remapable=no +Foundation=3x2 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=56,10 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=45,-25 +MuzzleFlash2=-28,-19 +MuzzleFlash3=-14,27 +MuzzleFlash4=50,41 +MuzzleFlash5=70,7 +MuzzleFlash6=1,-4 +MuzzleFlash7=-43,14 +MuzzleFlash8=33,44 +MuzzleFlash9=34,1 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-14,16 +DamageFireOffset1=-31,-55 +;AddOccupy1=-1,2 +;AddOccupy2=1,-1 +;AddOccupy3=0,-2 +;AddOccupy4=-1,-3 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CASANF07] +Normalized=yes +Remapable=no +Foundation=3x2 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=56,10 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=45,-25 +MuzzleFlash2=-28,-19 +MuzzleFlash3=-14,27 +MuzzleFlash4=50,41 +MuzzleFlash5=70,7 +MuzzleFlash6=1,-4 +MuzzleFlash7=-43,14 +MuzzleFlash8=33,44 +MuzzleFlash9=34,1 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-14,16 +DamageFireOffset1=-31,-55 +;AddOccupy1=-1,2 +;AddOccupy2=1,-1 +;AddOccupy3=0,-2 +;AddOccupy4=-1,-3 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CASANF08] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=43,-27 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-84,24 +MuzzleFlash2=-1,59 +MuzzleFlash3=42,38 +MuzzleFlash4=-52,13 +MuzzleFlash5=40,-4 +MuzzleFlash6=65,32 +MuzzleFlash7=16,28 +MuzzleFlash8=64,7 +MuzzleFlash9=28,2 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=53,8 +DamageFireOffset1=26,48 +;DamageFireOffset2=-23,-51 +;AddOccupy1=2,-1 +;AddOccupy2=1,-2 +;AddOccupy3=0,-2 +;AddOccupy4=-1,-3 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CASANF09] +Normalized=yes +Remapable=no +Foundation=3x5 +Height=8 +ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 24,-48 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-29,40 +;DamageFireOffset1=85,48 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +RemoveOccupy1=-3,-3 +RemoveOccupy2=-3,-1 + +[CASANF10] +Normalized=yes +Remapable=no +Foundation=3x5 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-29,40 +DamageFireOffset1=85,48 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +RemoveOccupy1=-3,-3 +RemoveOccupy2=-3,-1 + +[CASANF11] +Normalized=yes +Remapable=no +Foundation=3x5 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-29,40 +;DamageFireOffset1=85,48 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +RemoveOccupy1=-3,-3 +RemoveOccupy2=-3,-1 + +[CASANF12] +Normalized=yes +Remapable=no +Foundation=3x5 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-29,40 +DamageFireOffset1=85,48 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +RemoveOccupy1=-3,-3 +RemoveOccupy2=-3,-1 + +[CASANF13] +Normalized=yes +Remapable=no +Foundation=3x5 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-29,40 +DamageFireOffset1=85,48 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +RemoveOccupy1=-3,-3 +RemoveOccupy2=-3,-1 + +[CASANF14] +Normalized=yes +Remapable=no +Foundation=3x5 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-29,40 +DamageFireOffset1=85,48 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +RemoveOccupy1=-3,-3 +RemoveOccupy2=-3,-1 + +[CASANF15] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=4 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +;MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +;MuzzleFlash1=-3,41 +;MuzzleFlash2=-27,-34 +;MuzzleFlash3=66,51 +;MuzzleFlash4=29,8 +;MuzzleFlash5=43,68 +;MuzzleFlash6=99,21 +;MuzzleFlash7=-41,6 +;MuzzleFlash8=15,54 +;MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=-4,-17 +;DamageFireOffset1=85,48 +;AddOccupy1=3,-1 +;AddOccupy2=2,-2 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CASANF16] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=0,-11 +;DamageFireOffset1=85,48 +;AddOccupy1=3,-1 +;AddOccupy2=2,-2 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CASANF17] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=4 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=-29,40 +;DamageFireOffset1=85,48 +;AddOccupy1=3,-1 +;AddOccupy2=2,-2 +RemoveOccupy1=0,-2 +RemoveOccupy2=1,-1 + +[CASANF18] +Normalized=yes +Remapable=no +Foundation=2x5 +Height=3 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=6,29 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-62,59 +MuzzleFlash2=-116,59 +MuzzleFlash3=41,6 +MuzzleFlash4=-28,41 +MuzzleFlash5=-130,64 +MuzzleFlash6=40,23 +MuzzleFlash7=-86,70 +MuzzleFlash8=-62,73 +MuzzleFlash9=17,26 +CanBeHidden=False +OccupyHeight=2 +DamageFireOffset0=5,18 +DamageFireOffset1=-69,33 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +RemoveOccupy1=-3,-3 +RemoveOccupy2=-3,-1 + +[CALA03] +Normalized=yes +Remapable=no +Foundation=3x1 +Height=3 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=0 +DamageFireOffset0=-1,21 +;AddOccupy1=3,-1 +;AddOccupy2=2,-2 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CALA07] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=7 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-11,68 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=11,67 +MuzzleFlash2=24,61 +MuzzleFlash3=-26,21 +MuzzleFlash4=-59,5 +MuzzleFlash5=7,-27 +MuzzleFlash6=0,-57 +MuzzleFlash7=55,4 +MuzzleFlash8=-49,46 +MuzzleFlash9=5,64 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=-53,-2 +DamageFireOffset1=45,27 +AddOccupy1=2,-1 +AddOccupy2=-1,2 +;RemoveOccupy1=2,-1 +;RemoveOccupy2=-1,2 + +[CALA08] +Normalized=yes +Remapable=no +Foundation=4x2 +Height=6 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=0 +DamageFireOffset0=-34,-10 +DamageFireOffset1=-33,-2 +;AddOccupy1=3,-1 +;AddOccupy2=2,-2 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CALA09] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=4 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=0,56 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-53,28 +MuzzleFlash2=-20,51 +MuzzleFlash3=-21,-6 +MuzzleFlash4=-39,46 +MuzzleFlash5=61,32 +MuzzleFlash6=31,46 +MuzzleFlash7=13,59 +MuzzleFlash8=-49,40 +MuzzleFlash9=-51,9 +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=-29,40 +;DamageFireOffset1=85,48 +;AddOccupy1=2,-1 +;AddOccupy2=1,-2 +;AddOccupy3=-1,-3 +;AddOccupy4=-2,-3 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CALA10] +Normalized=yes +Remapable=no +Foundation=1x3 +Height=5 +;Buildup=CAHOSP +NewTheater=yes +ActiveAnim=CALA10_A +ActiveAnimDamaged=CALA10_AD +ActiveAnimZAdjust=-5 +DemandLoad=true +;MuzzleFlash0=0,56 ; these are pixel offsets for muzzle flashes from center of base +;MuzzleFlash1=-53,28 +;MuzzleFlash2=-20,51 +;MuzzleFlash3=-21,-6 +;MuzzleFlash4=-39,46 +;MuzzleFlash5=61,32 +;MuzzleFlash6=31,46 +;MuzzleFlash7=13,59 +;MuzzleFlash8=-49,40 +;MuzzleFlash9=-51,9 +CanBeHidden=False +CanHideThings=True +OccupyHeight=4 +;DamageFireOffset0=-29,40 +;DamageFireOffset1=85,48 +;AddOccupy1=2,-1 +;AddOccupy2=1,-2 +;AddOccupy3=-1,-3 +;AddOccupy4=-2,-3 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +; Billboard idle animations +[CALA10_A] +Image=CALA10_A +NewTheater=yes +Normalized=yes +;Start=0 +LoopStart=0 +LoopEnd=44 +LoopCount=-1 +Rate=200 +Layer=ground +Shadow=yes +DemandLoad=true + +[CALA10_AD] +Image=CALA10_A +NewTheater=yes +Normalized=yes +;Start=0 +LoopStart=0 +LoopEnd=44 +LoopCount=-1 +Rate=200 +Layer=ground +Shadow=yes +DemandLoad=true + +[CALA13] +Normalized=yes +Remapable=no +Foundation=3x1 +Height=3 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=0 +DamageFireOffset0=40,30 +;AddOccupy1=3,-1 +;AddOccupy2=2,-2 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CALA14] +Normalized=yes +Remapable=no +Foundation=3X3 +Height=6 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=11,68 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-26,57 +MuzzleFlash2=-71,35 +MuzzleFlash3=-56,42 +MuzzleFlash4=-35,53 +MuzzleFlash5=-71,35 +MuzzleFlash6=11,68 +MuzzleFlash7=56,42 +MuzzleFlash8=-26,57 +MuzzleFlash9=35,53 +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=76,45 +DamageFireOffset1=-9,-27 +;AddOccupy1=3,-1 +;AddOccupy2=2,-2 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CALA15] +Normalized=yes +Remapable=no +Foundation=3X3 +Height=6 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-9,69; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=26,58 +MuzzleFlash2=72,35 +MuzzleFlash3=36,52 +MuzzleFlash4=12,65 +MuzzleFlash5=26,58 +MuzzleFlash6=-9,69 +MuzzleFlash7=72,35 +MuzzleFlash8=12,65 +MuzzleFlash9=36,52 +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=-76,42 +DamageFireOffset1=-13,11 +;AddOccupy1=3,-1 +;AddOccupy2=2,-2 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CASEAT01] +Normalized=yes +Remapable=no +Foundation=2x2 +Height=13 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=2,-120 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=14,19 +MuzzleFlash2=1,-25 +MuzzleFlash3=-23,-127 +MuzzleFlash4=-13,21 +MuzzleFlash5=-8,2 +MuzzleFlash6=14,0 +MuzzleFlash7=24,-129 +MuzzleFlash8=3,22 +MuzzleFlash9=-3,-80 +CanBeHidden=False +OccupyHeight=7 +DamageFireOffset0=12,-131 +;DamageFireOffset1=85,48 +;AddOccupy1=3,-1 +;AddOccupy2=2,-2 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CASEAT02] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +ActiveAnim=CASEAT02_A +ActiveAnimDamaged=CASEAT02_AD +ActiveAnimZAdjust=-20 +DemandLoad=true +MuzzleFlash0=81,64 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=66,4 +MuzzleFlash2=73,38 +MuzzleFlash3=25,9 +MuzzleFlash4=-5,6 +MuzzleFlash5=-66,3 +MuzzleFlash6=-100,23 +MuzzleFlash7=-41,31 +MuzzleFlash8=94,-9 +MuzzleFlash9=-94,-7 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-59,-8 +DamageFireOffset1=66,35 +;AddOccupy1=3,-1 +;AddOccupy2=2,-2 +RemoveOccupy1=-3,-2 +RemoveOccupy2=-3,-3 +RemoveOccupy3=-2,-3 + +; Microspam Campus idle animations +[CASEAT02_A] +;Image=CASEAT02_A +Layer=ground +NewTheater=yes +Start=0 +LoopStart=0 +LoopEnd=20 +LoopCount=-1 +Rate=150 +DemandLoad=true +Shadow=yes + +; Microspam Campus damaged idle animations +[CASEAT02_AD] +Image=CASEAT02_A +Layer=ground +NewTheater=yes +Start=21 +LoopStart=21 +LoopEnd=39 +LoopCount=-1 +Rate=150 +DemandLoad=true +Shadow=yes + +;[CASYDN01] +;Normalized=yes +;Remapable=no +;Foundation=2x2 +;Height=8 +;Buildup=CAHOSP +;NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +;DemandLoad=true +;MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +;MuzzleFlash1=-3,41 +;MuzzleFlash2=-27,-34 +;MuzzleFlash3=66,51 +;MuzzleFlash4=29,8 +;MuzzleFlash5=43,68 +;MuzzleFlash6=99,21 +;MuzzleFlash7=-41,6 +;MuzzleFlash8=15,54 +;MuzzleFlash9=5,-19 +;CanBeHidden=False +;OccupyHeight=5 +;DamageFireOffset0=-29,40 +;DamageFireOffset1=85,48 +;AddOccupy1=3,-1 +;AddOccupy2=2,-2 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CASYDN02] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=5 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-55,39 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=3,54 +MuzzleFlash2=-30,50 +MuzzleFlash3=69,27 +MuzzleFlash4=-76,40 +MuzzleFlash5=-62,34 +MuzzleFlash6=45,46 +MuzzleFlash7=27,42 +MuzzleFlash8=-68,27 +MuzzleFlash9=-14,58 +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=-18,1 +DamageFireOffset1=45,27 +;AddOccupy1=3,-1 +;AddOccupy2=2,-2 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CASYDN03] +Normalized=yes +Remapable=no +Foundation=6x4 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=12,95 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-36,72 +MuzzleFlash2=15,97 +MuzzleFlash3=33,106 +MuzzleFlash4=-60,62 +MuzzleFlash5=0,90 +MuzzleFlash6=-27,76 +MuzzleFlash7=5,93 +MuzzleFlash8=-64,60 +MuzzleFlash9=34,107 +CanBeHidden=False +OccupyHeight=0 +DamageFireOffset0=-4,44 +DamageFireOffset1=93,113 + +[CATRAN01] +Normalized=yes +Remapable=no +Foundation=2x2 +Height=5 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-7,5 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=3,22 +MuzzleFlash2=-28,14 +MuzzleFlash3=-19,2 +MuzzleFlash4=-18,29 +MuzzleFlash5=-8,20 +MuzzleFlash6=-39,17 +MuzzleFlash7=-5,34 +MuzzleFlash8=-19,10 +MuzzleFlash9=-44,14 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=33,1 +;DamageFireOffset1=85,48 +AddOccupy1=1,-1 +AddOccupy2=0,-2 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +[CATRAN02] +Normalized=yes +Remapable=no +Foundation=2x2 +Height=5 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=15,26 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-2,34 +MuzzleFlash2=40,14 +MuzzleFlash3=21,10 +MuzzleFlash4=-2,18 +MuzzleFlash5=35,7 +MuzzleFlash6=14,18 +MuzzleFlash7=0,26 +MuzzleFlash8=46,14 +MuzzleFlash9=20,20 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=6,-6 +;DamageFireOffset1=85,48 +AddOccupy1=-1,1 +AddOccupy2=-2,0 +;RemoveOccupy1=-3,-3 +;RemoveOccupy2=-3,-1 + +;American House 02 +[CAHSE02] +Foundation=3x2 +NewTheater=yes +DemandLoad=true +Height=5 +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +CanBeHidden=false + + +;American House 03 +[CAHSE03] +Foundation=3x4 +NewTheater=yes +DemandLoad=true +Height=4 +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +CanBeHidden=false + +;American House 04 +[CAHSE04] +Foundation=3x2 +NewTheater=yes +DemandLoad=true +Height=5 +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +CanBeHidden=false + +[CASTL01] +Foundation=4x4 +Height=7 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +RemoveOccupy1=2,-1 +RemoveOccupy2=1,-2 +RemoveOccupy3=-1,2 +RemoveOccupy4=-2,1 +DamageFireOffset0=5,-27 +DamageFireOffset1=54,54 +DamageFireOffset2=-55,-9 +MuzzleFlash0=-24,19 +MuzzleFlash1=44,20 +MuzzleFlash2=34,52 +MuzzleFlash3=-34,42 +MuzzleFlash4=-44,8 +MuzzleFlash5=55,28 +MuzzleFlash6=-12,38 +MuzzleFlash7=-24,6 +MuzzleFlash8=36,38 +MuzzleFlash9=-12,25 + +[CASTL02] +Foundation=4x4 +Height=7 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +RemoveOccupy1=2,-1 +RemoveOccupy2=1,-2 +RemoveOccupy3=-1,2 +RemoveOccupy4=-2,1 +DamageFireOffset0=-63,61 +DamageFireOffset1=-2,43 +MuzzleFlash0=12,52 +MuzzleFlash1=34,13 +MuzzleFlash2=-38,22 +MuzzleFlash3=11,24 +MuzzleFlash4=-57,41 +MuzzleFlash5=45,22 +MuzzleFlash6=56,-7 +MuzzleFlash7=-57,27 +MuzzleFlash8=23,33 +MuzzleFlash9=35,41 + +[CASTL03] +Foundation=4x4 +Height=6 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +RemoveOccupy1=2,-1 +RemoveOccupy2=1,-2 +RemoveOccupy3=-1,2 +RemoveOccupy4=-2,1 +DamageFireOffset0=-43,12 +DamageFireOffset1=-4,43 +MuzzleFlash0=23,34 +MuzzleFlash1=-42,38 +MuzzleFlash2=44,8 +MuzzleFlash3=35,40 +MuzzleFlash4=-56,45 +MuzzleFlash5=10,25 +MuzzleFlash6=-57,30 +MuzzleFlash7=55,17 +MuzzleFlash8=-39,53 +MuzzleFlash9=12,50 + +[CASTL04] +Foundation=2x6 +Height=16 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=14,-40 +MuzzleFlash1=-98,-133 +MuzzleFlash2=-133,12 +MuzzleFlash3=19,1 +MuzzleFlash4=-16,-160 +MuzzleFlash5=-55,-178 +MuzzleFlash6=-141,80 +MuzzleFlash7=-117,-73 +MuzzleFlash8=-27,-172 +MuzzleFlash9=-111,-100 +DamageFireOffset0=-131,-15 +CanBeHidden=false + +; CASTL04 destroy animation +[CASTL04DM] +Layer=ground +NewTheater=yes +Rate=300 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +;American House Mobile A +[CAHSE05] +Foundation=1x2 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-40,20 +MuzzleFlash1=8,4 +MuzzleFlash2=12,2 +MuzzleFlash3=-42,20 +MuzzleFlash4=-34,23 +MuzzleFlash5=-39,22 +DamageFireOffset0=8,6 +CanBeHidden=false + +;American House Mobile B +[CAHSE06] +Foundation=2x1 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=43,18 +MuzzleFlash1=39,19 +MuzzleFlash2=-11,5 +MuzzleFlash3=23,19 +MuzzleFlash4=-4,7 +MuzzleFlash5=26,19 +DamageFireOffset0=42,22 +CanBeHidden=false + +;American House 07 +[CAHSE07] +Foundation=2x3 +NewTheater=yes +DemandLoad=true +Height=4 +;Palette=City +MuzzleFlash0=9,17 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=38,18 +MuzzleFlash2=20,27 +MuzzleFlash3=-1,37 +MuzzleFlash4=20,27 +DamageFireOffset0=-12,-2 +DamageFireOffset1=22,29 +CanHideThings=true +CanBeHidden=false +OccupyHeight=2 +RemoveOccupy1=0,-1 +RemoveOccupy2=-1,-1 + +[CAMIAM05] +Foundation=3x4 +Height=5 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-38,26 +MuzzleFlash1=-52,0 +MuzzleFlash2=49,24 +MuzzleFlash3=-56,69 +MuzzleFlash4=-59,15 +MuzzleFlash5=-33,42 +MuzzleFlash6=-8,30 +MuzzleFlash7=33,8 +MuzzleFlash8=17,52 +MuzzleFlash9=50,14 +DamageFireOffset0=58,33 +DamageFireOffset1=43,-12 +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 + +[CAMIAM06] +Foundation=4x4 +Height=5 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-1,42 +MuzzleFlash1=14,53 +MuzzleFlash2=62,12 +MuzzleFlash3=-96,24 +MuzzleFlash4=11,72 +MuzzleFlash5=-64,29 +MuzzleFlash6=3,5 +MuzzleFlash7=18,87 +MuzzleFlash8=65,64 +MuzzleFlash9=82,54 +DamageFireOffset0=-108,46 +DamageFireOffset1=85,37 +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 + +[CAMIAM07] +Foundation=4x4 +Height=5 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-85,29 +MuzzleFlash1=-63,23 +MuzzleFlash2=-85,29 +MuzzleFlash3=-63,23 +MuzzleFlash4=-58,58 +MuzzleFlash5=-75,2 +MuzzleFlash6=36,8 +MuzzleFlash7=-16,23 +MuzzleFlash8=-35,29 +MuzzleFlash9=26,58 +DamageFireOffset0=-50,27 +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 + +[CASTRT01] +Foundation=1x1 +Height=4 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CASTRT02] +Foundation=1x1 +Height=4 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CASTRT03] +Foundation=1x1 +Height=4 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CASTRT04] +Foundation=1x1 +Height=4 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CASTRT05] +Foundation=1x1 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False +DamageFireOffset0=5,10 +MuzzleFlash0=0,8 +MuzzleFlash1=-7,1 + +;Mayan Largetemple +[CAMEX04] +Foundation=4x4 +Height=3 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +OccupyHeight=2 +CanBeHidden=False +DamageFireOffset0=-7,63 + +;Mayan platform +[CAMEX05] +Foundation=2x2 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +OccupyHeight=2 +CanBeHidden=False + +[CAMSC08] +Foundation=1x1 +Height=3 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=4,-7 +MuzzleFlash0=-11,10 +MuzzleFlash1=5,12 +MuzzleFlash2=-3,10 +MuzzleFlash3=-11,10 +MuzzleFlash4=5,12 +MuzzleFlash5=-3,10 + +[CAMSC09] +Foundation=1x1 +Height=3 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=-7,10 +MuzzleFlash0=-11,10 +MuzzleFlash1=5,12 +MuzzleFlash2=-3,10 +MuzzleFlash3=-11,10 +MuzzleFlash4=5,12 +MuzzleFlash5=-3,10 + +[NADEPT] +Height=6 +Remapable=yes +Normalized=yes +Cameo=RFIXICON +Foundation=4x3 +ZShapePointMove=65,35 ; SJM is fixing zshape/zshapelocky problems, changed from 0,0 +AnimActive=0,7,2 +Flat=yes +Buildup=NADEPTMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +;DockingOffset0=256,-256,0 +DockingOffset0=128,0,0 +BibShape=NADEPTBB +IdleAnim=NADEPT_B +IdleAnimDamaged=NADEPT_BD +IdleAnimZAdjust=-70 +;ActiveAnimZAdjust=-100 +;ActiveAnimTwo=GADEPT_B +;ActiveAnimTwoZAdjust=-100 +SpecialAnim=NADEPT_C1 +SpecialAnimZAdjust=-70 +SpecialAnimDamaged=NADEPT_C4 +SpecialAnimTwo=NADEPT_C2 +SpecialAnimTwoDamaged=NADEPT_C5 +SpecialAnimTwoZAdjust=-70 +SpecialAnimThree=NADEPT_C3 +SpecialAnimThreeDamaged=NADEPT_C6 +SpecialAnimThreeZAdjust=-70 +;ProductionAnim=GADEPT_D +;ProductionAnimDamaged=GADEPT_DD +;ProductionAnimZAdjust=-70 +CanBeHidden=False +OccupyHeight=2 +AddOccupy1=-1,0 +AddOccupy2=-1,1 +AddOccupy3=-2,-1 + +; Soviet Repair bay active animation +[NADEPT_B] +Image=NADEPT_B +Normalized=yes +LoopStart=0 +LoopEnd=9 +LoopCount=-1 +Rate=220 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Soviet Damaged repair bay active animation +[NADEPT_BD] +Image=NADEPT_B +Normalized=yes +Start=10 +LoopStart=10 +LoopEnd=19 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Soviet Repair bay arm extending. +[NADEPT_C1] +Image=NADEPT_C +Normalized=yes +Start=0 +End=22 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 21 +Rate=400 +NewTheater=yes +Shadow=yes + +; Soviet Repair bay arm working +[NADEPT_C2] +Image=NADEPT_C +Normalized=yes +Start=22 +LoopStart=22 +LoopEnd=28 +LoopCount=-1 +Rate=400 +NewTheater=yes +Shadow=yes + +; Soviet Repair bay arm retracting +[NADEPT_C3] +Image=NADEPT_C +Normalized=yes +Start=29 +End=21 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 49 +Rate=400 +NewTheater=yes +Shadow=yes + +; Damaged Soviet Repair bay arm extending. +[NADEPT_C4] +Image=NADEPT_C +Normalized=yes +Start=50 +End=22 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 71 +Rate=400 +NewTheater=yes +Shadow=yes + +; Damaged Soviet Repair bay arm working +[NADEPT_C5] +Image=NADEPT_C +Normalized=yes +Start=72 +LoopStart=72 +LoopEnd=78 +LoopCount=-1 +Rate=400 +NewTheater=yes +Shadow=yes + +; Damaged Soviet Repair bay arm retracting +[NADEPT_C6] +Image=NADEPT_C +Normalized=yes +Start=79 +End=21 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 99 +Rate=400 +NewTheater=yes +Shadow=yes + +;GEF Lost Anim +[NADEPTBB] +Normalized=yes + +; Camp Fire Idle Animation +[CAMSC06A] +Layer=ground +NewTheater=yes +LoopStart=0 +LoopEnd=4 +LoopCount=-1 +Rate=120 +DemandLoad=true +Shadow=yes + +[CAMISC01] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City +CanBeHidden=False + +[CAMISC02] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City +CanBeHidden=False + +[CAMISC03] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City +CanBeHidden=False + +[CAMISC04] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City +CanBeHidden=False + +[CAMISC05] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City +CanBeHidden=False + +[CAMISC06] +Foundation=2x1 +NewTheater=yes +DemandLoad=true +;Palette=City +CanBeHidden=False +AddOccupy1=0,-1 + +;McBurger Kong +[CAMSC10] +Foundation=4x4 +Height=6 +NewTheater=yes +DemandLoad=true +;Palette=City +;ActiveAnim=CAMSC10A +;ActiveAnimZAdjust=100 +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +AddOccupy1=0,-1 +AddOccupy2=-1,-1 +AddOccupy3=-1,0 +AddOccupy4=-1,1 +AddOccupy5=-1,2 +AddOccupy6=-2,1 +DamageFireOffset0=-29,28 +DamageFireOffset1=29,25 +DamageFireOffset2=-52,55 +MuzzleFlash0=14,61 +MuzzleFlash1=26,70 +MuzzleFlash2=-74,46 +MuzzleFlash3=-6,72 +MuzzleFlash4=-50,59 +MuzzleFlash5=7,68 +MuzzleFlash6=-68,55 +MuzzleFlash7=-20,77 + +[CAMSC11] +Foundation=1x1 +Height=1 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False +DamageFireOffset0=0,11 + +[CAMSC12] +Foundation=1x1 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +;Derelict Tank +[CAMSC13] +Foundation=1x2 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False +DamageFireOffset0=3,8 + +;Secret Lab +[CASLAB] +Image=CASLAB +Foundation=3x3 +NewTheater=yes +DemandLoad=true +ActiveAnim=CASLAB_F +ActiveAnimZAdjust=-50 +ActiveAnimYSort=362 +ActiveAnimPowered=no +Height=6 +;Palette=City +MuzzleFlash0=22,-25 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=5,-28 +MuzzleFlash2=42,47 +MuzzleFlash3=29,17 +MuzzleFlash4=-12,-25 +MuzzleFlash5=-14,-33 +MuzzleFlash6=30,-29 +MuzzleFlash7=-10,-23 +MuzzleFlash8=32,5 +MuzzleFlash9=46,37 +DamageFireOffset0=17,-30 +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +RemoveOccupy1=-2,0 +RemoveOccupy2=-2,-1 +RemoveOccupy3=-2,1 + +;Time Machine +[CATIME01] +;Image=CALAB +Foundation=4x3 +NewTheater=yes +ActiveAnim=CATIME_A +ActiveAnimDamaged=CATIME_AD +ActiveAnimZAdjust=0 +ActiveAnimYSort=362 +DemandLoad=true +Height=6 +;Palette=City +MuzzleFlash0=22,-25 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=5,-28 +MuzzleFlash2=42,47 +MuzzleFlash3=29,17 +MuzzleFlash4=-12,-25 +MuzzleFlash5=-14,-33 +MuzzleFlash6=30,-29 +MuzzleFlash7=-10,-23 +MuzzleFlash8=32,5 +MuzzleFlash9=46,37 +DamageFireOffset0=-11,10 +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +RemoveOccupy1=-2,0 +RemoveOccupy2=-2,-1 +RemoveOccupy3=-2,1 + +;Time Machine Traveled +[CATIME02] +;Image=CALAB +Foundation=4x3 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +MuzzleFlash0=22,-25 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=5,-28 +MuzzleFlash2=42,47 +MuzzleFlash3=29,17 +MuzzleFlash4=-12,-25 +MuzzleFlash5=-14,-33 +MuzzleFlash6=30,-29 +MuzzleFlash7=-10,-23 +MuzzleFlash8=32,5 +MuzzleFlash9=46,37 +DamageFireOffset0=-11,10 +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +RemoveOccupy1=-2,0 +RemoveOccupy2=-2,-1 +RemoveOccupy3=-2,1 + +;Einstein's Lab +[CALAB] +Foundation=3x4 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +MuzzleFlash0=22,-25 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=5,-28 +MuzzleFlash2=42,47 +MuzzleFlash3=29,17 +MuzzleFlash4=-12,-25 +MuzzleFlash5=-14,-33 +MuzzleFlash6=30,-29 +MuzzleFlash7=-10,-23 +MuzzleFlash8=32,5 +MuzzleFlash9=46,37 +DamageFireOffset0=-11,10 +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +RemoveOccupy1=-2,0 +RemoveOccupy2=-2,-1 +RemoveOccupy3=-2,1 + +;St. Louis Stadium +[CASTL05A] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +DamageFireOffset0=-12,14 +DamageFireOffset1=-14,98 +CanHideThings=true +CanBeHidden=false +OccupyHeight=0 +AddOccupy1=-1,1 +AddOccupy2=-1,2 +AddOccupy3=2,-1 +AddOccupy4=1,-1 + +;St. Louis Stadium +[CASTL05B] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +DamageFireOffset0=-40,58 +DamageFireOffset1=0,-32 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +AddOccupy1=-2,0 +AddOccupy2=-2,-1 + +;St. Louis Stadium +[CASTL05C] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +DamageFireOffset0=-42,-22 +DamageFireOffset1=-92,48 +CanHideThings=true +CanBeHidden=false +OccupyHeight=2 +AddOccupy1=-1,0 +AddOccupy2=-1,1 +AddOccupy3=-2,0 +AddOccupy4=-2,-1 + +;St. Louis Stadium +[CASTL05D] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +DamageFireOffset0=4,-36 +DamageFireOffset1=16,56 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +AddOccupy1=-1,-2 +AddOccupy2=0,-2 +RemoveOccupy1=2,-1 + +;St. Louis Stadium +[CASTL05E] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +DamageFireOffset0=26,30 +DamageFireOffset1=-58,50 +DamageFireOffset2=22,-8 +CanHideThings=true +CanBeHidden=false +OccupyHeight=2 +AddOccupy1=0,-1 +AddOccupy2=0,-2 +AddOccupy3=1,-1 +AddOccupy4=1,-2 +AddOccupy5=2,-1 + +;St. Louis Stadium +[CASTL05F] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +DamageFireOffset0=22,-12 +DamageFireOffset1=38,-38 +DamageFireOffset2=88,44 +CanHideThings=true +CanBeHidden=false +OccupyHeight=2 +AddOccupy1=0,-1 +AddOccupy2=0,-2 +AddOccupy3=-1,-2 +AddOccupy4=1,-1 + +;St. Louis Stadium +[CASTL05G] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +DamageFireOffset0=6,42 +DamageFireOffset1=-56,-5 +CanHideThings=true +CanBeHidden=false +OccupyHeight=1 +AddOccupy1=-1,0 +AddOccupy2=-2,0 +AddOccupy3=-1,1 +AddOccupy4=-1,2 +AddOccupy5=-2,1 + +;St. Louis Stadium +[CASTL05H] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +DamageFireOffset0=-48,-4 +DamageFireOffset1=86,-8 +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 +RemoveOccupy1=-2,-2 + +[CAPOL01E] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CAPOL01N] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CAPOL01S] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CAPOL01W] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CASIN01E] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CASIN01W] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CASIN01S] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CASIN01N] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CARUS01] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=40,42 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-40,64 +MuzzleFlash2=-2,-11 +MuzzleFlash3=-31,0 +MuzzleFlash4=30,64 +MuzzleFlash5=-33,35 +MuzzleFlash6=-72,46 +MuzzleFlash7=0,-51 +MuzzleFlash8=-5,79 +MuzzleFlash9=-58,47 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-15,38 +DamageFireOffset1=46,49 +AddOccupy1=-4,-4 +RemoveOccupy1=-2,1 +RemoveOccupy2=-3,0 +RemoveOccupy3=-3,-1 +RemoveOccupy4=2,-1 +RemoveOccupy5=1,-2 +RemoveOccupy6=0,-3 + +[CARUS01D] +;Image=CARUS01D +Layer=ground +NewTheater=yes +Rate=320 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +;END of NEW Stuff + + + +[BOXES01] +Foundation=1x1 +Theater=yes + +[BOXES02] +Foundation=1x1 +Theater=yes + +[BOXES03] +Foundation=1x1 +Theater=yes + +[BOXES04] +Foundation=1x1 +Theater=yes + +[BOXES05] +Foundation=1x1 +Theater=yes + +[BOXES06] +Foundation=1x1 +Theater=yes + +[BOXES07] +Foundation=1x1 +Theater=yes + +[BOXES08] +Foundation=1x1 +Theater=yes + +[BOXES09] +Foundation=1x1 +Theater=yes + +[ICE01] +Foundation=2x2 +Theater=yes + +[ICE02] +Foundation=1x2 +Theater=yes + +[ICE03] +Foundation=2x1 +Theater=yes + +[ICE04] +Foundation=1x1 +Theater=yes + +[ICE05] +Foundation=1x1 +Theater=yes + +[TIBTRE01] +Theater=yes +Foundation=1x1 + +[TIBTRE02] +Theater=yes +Foundation=1x1 + +[TIBTRE03] +Theater=yes +Foundation=1x1 + +[TREE01] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE02] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE03] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE04] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE05] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE06] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE07] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE08] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE09] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE10] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE11] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE12] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE13] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE14] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE15] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE16] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE17] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE18] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE19] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE20] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE21] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE22] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE23] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE24] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE25] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE26] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE27] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE28] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE29] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE30] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE31] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE32] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE33] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE34] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE35] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE36] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[HDSTN01] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[LT_GEN01] +Theater=yes +Foundation=1x1 + +[LT_GEN02] +Theater=yes +Foundation=1x1 + +[LT_GEN03] +Theater=yes +Foundation=1x1 + +[LT_GEN04] +Theater=yes +Foundation=1x1 + +[LT_SGN01] +Theater=yes +Foundation=1x1 + +[LT_SGN02] +Theater=yes +Foundation=1x1 + +[LT_SGN03] +Theater=yes +Foundation=1x1 + +[LT_SGN04] +Theater=yes +Foundation=1x1 + +[LT_EUR01] +Theater=yes +Foundation=1x1 + +[LT_EUR02] +Theater=yes +Foundation=1x1 + +[POLE01] +Theater=yes +Foundation=1x1 + +[POLE02] +Theater=yes +Foundation=1x1 + +[CASIN03E] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CASIN03S] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CAURB01] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CAURB02] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CAURB03] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[SIGN01] +Theater=yes +Foundation=1x1 + +[SIGN02] +Theater=yes +Foundation=1x1 + +[SIGN03] +Theater=yes +Foundation=1x1 + +[SIGN04] +Theater=yes +Foundation=1x1 + +[SIGN05] +Theater=yes +Foundation=1x1 + +[SIGN06] +Theater=yes +Foundation=1x1 + +[TRFF01] +Theater=yes +Foundation=1x1 + +[TRFF02] +Theater=yes +Foundation=1x1 + +[TRFF03] +Theater=yes +Foundation=1x1 + +[TRFF04] +Theater=yes +Foundation=1x1 + +[SPKR01] +Theater=yes +Foundation=1x1 + +; Smudges listed here +[CRATER01] +Theater=yes + +[CRATER02] +Theater=yes + +[CRATER03] +Theater=yes + +[CRATER04] +Theater=yes + +[CRATER05] +Theater=yes + +[CRATER06] +Theater=yes + +[CRATER07] +Theater=yes + +[CRATER08] +Theater=yes + +[CRATER09] +Theater=yes + +[CRATER10] +Theater=yes + +[CRATER11] +Theater=yes + +[CRATER12] +Theater=yes + +[BURNT01] +Theater=yes + +[BURNT02] +Theater=yes + +[BURNT03] +Theater=yes + +[BURNT04] +Theater=yes + +[BURNT05] +Theater=yes + +[BURNT06] +Theater=yes + +[BURNT07] +Theater=yes + +[BURNT08] +Theater=yes + +[BURNT09] +Theater=yes + +[BURNT10] +Theater=yes + +[BURNT11] +Theater=yes + +[BURNT12] +Theater=yes + +;[CR1] +;Theater=yes + +;[CR2] +;Theater=yes + +;[CR3] +;Theater=yes + +;[CR4] +;Theater=yes + +;[CR5] +;Theater=yes + +;[CR6] +;Theater=yes + +;[BURN01] +;Theater=yes + +;[BURN02] +;Theater=yes + +;[BURN03] +;Theater=yes + +;[BURN04] +;Theater=yes + +;[BURN05] +;Theater=yes + +;[BURN06] +;Theater=yes + +;[BURN07] +;Theater=yes + +;[BURN08] +;Theater=yes + +;[BURN09] +;Theater=yes + +;[BURN10] +;Theater=yes + +;[BURN11] +;Theater=yes + +;[BURN12] +;Theater=yes + +;[BURN13] +;Theater=yes + +;[BURN14] +;Theater=yes + +;[BURN15] +;Theater=yes + +;[BURN16] +;Theater=yes + +[BRIDGE] +Theater=yes + +[BRIDGB] +Theater=yes + +[CRATE] +Theater=yes + +[WCRATE] +Theater=yes + +[RAILBRDG] +Theater=yes + +[TIB01] +Theater=yes + +[TIB02] +Theater=yes + +[TIB03] +Theater=yes + +[TIB04] +Theater=yes + +[TIB05] +Theater=yes + +[TIB06] +Theater=yes + +[TIB07] +Theater=yes + +[TIB08] +Theater=yes + +[TIB09] +Theater=yes + +[TIB10] +Theater=yes + +[TIB11] +Theater=yes + +[TIB12] +Theater=yes + +[TIB13] +Theater=yes + +[TIB14] +Theater=yes + +[TIB15] +Theater=yes + +[TIB16] +Theater=yes + +[TIB17] +Theater=yes + +[TIB18] +Theater=yes + +[TIB19] +Theater=yes + +[TIB20] +Theater=yes + +[GEM01] +Theater=yes + +[GEM02] +Theater=yes + +[GEM03] +Theater=yes + +[GEM04] +Theater=yes + +[GEM05] +Theater=yes + +[GEM06] +Theater=yes + +[GEM07] +Theater=yes + +[GEM08] +Theater=yes + +[GEM09] +Theater=yes + +[GEM10] +Theater=yes + +[GEM11] +Theater=yes + +[GEM12] +Theater=yes + +[TRACKS01] +Theater=yes +DemandLoad=true + +[TRACKS02] +Theater=yes +DemandLoad=true + +[TRACKS03] +Theater=yes +DemandLoad=true + +[TRACKS04] +Theater=yes +DemandLoad=true + +[TRACKS05] +Theater=yes +DemandLoad=true + +[TRACKS06] +Theater=yes +DemandLoad=true + +[TRACKS07] +Theater=yes +DemandLoad=true + +[TRACKS08] +Theater=yes +DemandLoad=true + +[TRACKS09] +Theater=yes +DemandLoad=true + +[TRACKS10] +Theater=yes +DemandLoad=true + +[TRACKS11] +Theater=yes +DemandLoad=true + +[TRACKS12] +Theater=yes +DemandLoad=true + +[TRACKS13] +Theater=yes +DemandLoad=true + +[TRACKS14] +Theater=yes +DemandLoad=true + +[TRACKS15] +Theater=yes +DemandLoad=true + +[TRACKS16] +Theater=yes +DemandLoad=true + +[SROCK01] +Theater=yes + +[SROCK02] +Theater=yes + +[SROCK03] +Theater=yes + +[SROCK04] +Theater=yes + +[SROCK05] +Theater=yes + +[TROCK01] +Theater=yes + +[TROCK02] +Theater=yes + +[TROCK03] +Theater=yes + +[TROCK04] +Theater=yes + +[TROCK05] +Theater=yes + +[LUNRK1] +Theater=yes + +[LUNRK2] +Theater=yes + +[LUNRK3] +Theater=yes + +[LUNRK4] +Theater=yes + +[LUNRK5] +Theater=yes + +[LUNRK6] +Theater=yes + +[FENCE01] +Theater=yes + +[FENCE02] +Theater=yes + +[FENCE03] +Theater=yes + +[FENCE04] +Theater=yes + +[FENCE05] +Theater=yes + +[FENCE06] +Theater=yes + +[FENCE07] +Theater=yes + +[FENCE08] +Theater=yes + +[FENCE09] +Theater=yes + +[FENCE10] +Theater=yes + +[FENCE11] +Theater=yes + +[FENCE12] +Theater=yes + +[FENCE13] +Theater=yes + +[FENCE14] +Theater=yes + +[FENCE15] +Theater=yes + +[FENCE16] +Theater=yes + +[FENCE17] +Theater=yes + +[FENCE18] +Theater=yes + +[FENCE19] +Theater=yes + +[FENCE20] +Theater=yes + +[FENCE21] +Theater=yes + +[FENCE22] +Theater=yes + +[TRTUNN01] +;TerrainPalette=yes +Theater=yes +;Foundation=0x0 +DemandLoad=true + +[TRTUNN02] +;TerrainPalette=yes +Theater=yes +;Foundation=0x0 +DemandLoad=true + +[TRTUNN03] +;TerrainPalette=yes +Theater=yes +;Foundation=0x0 +DemandLoad=true + +[TRTUNN04] +;TerrainPalette=yes +Theater=yes +;Foundation=0x0 +DemandLoad=true + +[VEINS] +Theater=yes +DemandLoad=true + +;gs[VEINHOLE] +;gsTheater=yes + +;gs[VEINATAC] +;gsTheater=yes +;gsRate=300 +;gsLoopStart=0 +;gsLoopEnd=12 +;gsLoopCount=-1 +;gsIsVeins=true +;gsDemandLoad=true + +[LOBRDG01] +Theater=yes +DemandLoad=true + +[LOBRDG02] +Theater=yes +DemandLoad=true + +[LOBRDG03] +Theater=yes +DemandLoad=true + +[LOBRDG04] +Theater=yes +DemandLoad=true + +[LOBRDG05] +Theater=yes +DemandLoad=true + +[LOBRDG06] +Theater=yes +DemandLoad=true + +[LOBRDG07] +Theater=yes +DemandLoad=true + +[LOBRDG08] +Theater=yes +DemandLoad=true + +[LOBRDG09] +Theater=yes +DemandLoad=true + +[LOBRDG10] +Theater=yes +DemandLoad=true + +[LOBRDG11] +Theater=yes +DemandLoad=true + +[LOBRDG12] +Theater=yes +DemandLoad=true + +[LOBRDG13] +Theater=yes +DemandLoad=true + +[LOBRDG14] +Theater=yes +DemandLoad=true + +[LOBRDG15] +Theater=yes +DemandLoad=true + +[LOBRDG16] +Theater=yes +DemandLoad=true + +[LOBRDG17] +Theater=yes +DemandLoad=true + +[LOBRDG18] +Theater=yes +DemandLoad=true + +[LOBRDG19] +Theater=yes +DemandLoad=true + +[LOBRDG20] +Theater=yes +DemandLoad=true + +[LOBRDG21] +Theater=yes +DemandLoad=true + +[LOBRDG22] +Theater=yes +DemandLoad=true + +[LOBRDG23] +Theater=yes +DemandLoad=true + +[LOBRDG24] +Theater=yes +DemandLoad=true + +[LOBRDG25] +Theater=yes +DemandLoad=true + +[LOBRDG26] +Theater=yes +DemandLoad=true + +[LOBRDG27] +Theater=yes +DemandLoad=true + +[LOBRDG28] +Theater=yes +DemandLoad=true + +[LOBRDGE1] +Theater=yes +DemandLoad=true + +[LOBRDGE2] +Theater=yes +DemandLoad=true + +[LOBRDGE3] +Theater=yes +DemandLoad=true + +[LOBRDGE4] +Theater=yes +DemandLoad=true + + +[LOBRDB01] +Theater=yes +DemandLoad=true + +[LOBRDB02] +Theater=yes +DemandLoad=true + +[LOBRDB03] +Theater=yes +DemandLoad=true + +[LOBRDB04] +Theater=yes +DemandLoad=true + +[LOBRDB05] +Theater=yes +DemandLoad=true + +[LOBRDB06] +Theater=yes +DemandLoad=true + +[LOBRDB07] +Theater=yes +DemandLoad=true + +[LOBRDB08] +Theater=yes +DemandLoad=true + +[LOBRDB09] +Theater=yes +DemandLoad=true + +[LOBRDB10] +Theater=yes +DemandLoad=true + +[LOBRDB11] +Theater=yes +DemandLoad=true + +[LOBRDB12] +Theater=yes +DemandLoad=true + +[LOBRDB13] +Theater=yes +DemandLoad=true + +[LOBRDB14] +Theater=yes +DemandLoad=true + +[LOBRDB15] +Theater=yes +DemandLoad=true + +[LOBRDB16] +Theater=yes +DemandLoad=true + +[LOBRDB17] +Theater=yes +DemandLoad=true + +[LOBRDB18] +Theater=yes +DemandLoad=true + +[LOBRDB19] +Theater=yes +DemandLoad=true + +[LOBRDB20] +Theater=yes +DemandLoad=true + +[LOBRDB21] +Theater=yes +DemandLoad=true + +[LOBRDB22] +Theater=yes +DemandLoad=true + +[LOBRDB23] +Theater=yes +DemandLoad=true + +[LOBRDB24] +Theater=yes +DemandLoad=true + +[LOBRDB25] +Theater=yes +DemandLoad=true + +[LOBRDB26] +Theater=yes +DemandLoad=true + +[LOBRDB27] +Theater=yes +DemandLoad=true + +[LOBRDB28] +Theater=yes +DemandLoad=true + +[LOBRDGB1] +Theater=yes +DemandLoad=true + +[LOBRDGB2] +Theater=yes +DemandLoad=true + +[LOBRDGB3] +Theater=yes +DemandLoad=true + +[LOBRDGB4] +Theater=yes +DemandLoad=true + + +[FPLS] + +;[WCRATE] + +;[WWCRATE] + +;[SCRATE] + + +; *** Infantry Sequences *** +; Infantry animations are grouped within a single art file. +; Unlike units, infantry animation layout is completely +; arbitrary and must be explicitly specified. Each +; infantry format file will be identified with one of these +; animation sequences. +; +; The first number is the starting frame number. The second +; number is the number of frames of the animation. If this +; number is zero then the anim sequence is not present. +; The third number is the multiplier by the infantry facing +; to reach the facing specific animation start. If this +; last number is zero, then there is no facing specific +; version. +; +; Ready = standing around +; Guard = standing around with weapon drawn +; Prone = while prone +; Walk = walking [normal movement] +; FireUp = firing while standing +; Down = transition from standing to prone +; Crawl = moving while prone +; Up = transition from prone to standing +; FireProne = firing while prone +; Idle1 = idle animation sequence #1 +; Idle2 = idle animation sequence #2 +; Die1 = death animation when hit by gunfire +; Die2 = death animation when exploding +; Die3 = death animation when exploding (alternate) +; Die4 = death animation by concussion explosion +; Die5 = death animatino by fire +; Fly = [jumpjet] flying +; Hover = [jumpjet] hovering +; Tumble = [jumpjet] tumbling +; FireFly = [jumpjet] firing while flying +; Deploy = [gi] deploying +; Deployed = [gi] deployed still frame +; DeployFire = [gi] fire while deployed +; DeployIdle = [gi] idle animation while deployed +; Undeploy = [gi] undeploying +; SecondaryFire = special anim for firing secondary weapon +; SecondaryProne = special anim for firing secondary weapon while prone + + +[DoggieSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=74,1,0 +Walk=8,6,6 +FireUp=56,4,4 +Down=88,3,0 +Crawl=0,0,0 +Up=89,1,0 +FireProne=0,0,0 +Idle1=91,8,0,S +Idle2=91,8,0,S +Die1=99,10,0 +Die2=99,10,0 +Die3=99,10,0 +Die4=99,10,0 +Die5=109,10,0 +Cheer=91,8,0,S + +[ConSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=86,1,6 +Walk=8,6,6 +FireUp=164,6,6 +Down=260,2,2 +Crawl=86,6,6 +Up=276,2,2 +FireProne=212,6,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Die1=134,15,0 +Die2=149,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +;Cheer=56,15,0,W +Cheer=293,8,0,E +Paradrop=292,1,0 +Panic=8,6,6 + +[HeroOneSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=86,1,6 +Walk=8,6,6 +FireUp=164,6,6 +Down=260,2,2 +Crawl=86,6,6 +Up=276,2,2 +FireProne=212,6,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Die1=134,15,0 +Die2=149,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +;Cheer=56,15,0,W +Cheer=71,15,0,E +Paradrop=292,1,0 +Panic=8,6,6 + +[HeroTwoSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=86,1,6 +Walk=8,6,6 +FireUp=164,6,6 +Down=260,2,2 +Crawl=86,6,6 +Up=276,2,2 +FireProne=212,6,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Die1=134,15,0 +Die2=149,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +;Cheer=56,15,0,W +Cheer=56,15,0,S +Paradrop=292,1,0 +Panic=8,6,6 + +[SlaveSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Die1=86,15,0 +Die2=101,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Shovel=116,6,6 +FireUp=164,8,8 +Carry=228,6,6 +Cheer=276,8,0,E +Prone=0,1,1;can't crawl, but need listing for spy +Down=0,1,1 +Crawl=8,6,6 +Up=0,1,1 +FireProne=164,8,8 +Paradrop=0,1,1 +Panic=8,6,6 +FireUpSounds= 2 SlaveAttack + +[FlakSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=165,1,6 +Walk=8,6,6 +FireUp=116,6,6 +Down=213,2,2 +Crawl=165,6,6 +Up=229,2,2 +FireProne=245,6,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Die1=86,15,0 +Die2=101,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=293,8,0,E +Paradrop=164,1,0 +Panic=8,6,6 + +[E1Sequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=86,1,6 +Walk=8,6,6 +FireUp=164,6,6 +Down=260,2,2 +Crawl=86,6,6 +Up=276,2,2 +FireProne=212,6,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Die1=134,15,0 +Die2=149,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=56,15,0,S +Paradrop=0,1,0 +Panic=8,6,6 + +[EngineerSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=86,1,6 +Walk=8,6,6 +FireUp=164,6,6 +Down=212,2,2 +Crawl=86,6,6 +Up=228,2,2 +FireProne=164,6,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Die1=134,15,0 +Die2=149,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Paradrop=244,1,0 +Cheer=245,8,0,E +Panic=8,6,6 + +;me no crawls, me too stupid +[TerroristSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=0,1,1 ;No Crawls can't crawl, but spy needs this listing +Walk=8,6,6 +;FireUp=116,6,6 +Down=8,2,6 ;No Crawls can't crawl, but spy needs this listing +Crawl=8,6,6 ;No Crawls can't crawl, but spy needs this listing +Up=8,2,6 ;No Crawls can't crawl, but spy needs this listing +;FireProne=116,6,6 ;No Crawls can't crawl, but spy needs this listing +Idle1=56,15,0,S +Idle2=71,15,0,E +Die1=86,15,0 +Die2=101,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Paradrop=179,1,0 +Cheer=180,8,0,E +FireUp=164,6,6 +FireProne=164,6,6 +Deploy=164,15,0 +Panic=8,6,6 + +[SpySequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=86,1,6 +Walk=8,6,6 +FireUp=0,1,1 +Down=164,2,2 +Crawl=86,6,6 +Up=180,2,2 +FireProne=86,1,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Die1=134,15,0 +Die2=149,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +;Cheer=196,8,0,W +Cheer=196,8,0,E +Panic=8,6,6 + +[SealSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Crawl=86,6,6 +Prone=86,1,6 +Die1=134,15,0 +Die2=149,15,0 +FireUp=164,6,6 +FireProne=212,6,6 +Down=260,2,2 +Up=276,2,2 +Paradrop=602,1,0 +Cheer=603,8,0,E +Tread=340,6,6 +Swim=388,6,6 +WetAttack=436,6,6 +WetIdle1=484,15,0,S +WetIdle2=499,15,0,E +WetDie1=514,15,0 +WetDie2=529,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Panic=8,6,6 + +[ComandoSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Crawl=86,6,6 +Prone=86,1,6 +Die1=134,15,0 +Die2=149,15,0 +FireUp=164,6,6 +FireProne=212,6,6 +Down=260,2,2 +Up=276,2,2 +Paradrop=0,1,0 +Cheer=340,8,0,E +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Panic=8,6,6 + +[PsiTroopSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Crawl=86,6,6 +Prone=86,1,6 +Die1=134,15,0 +Die2=149,15,0 +FireUp=164,6,6 +FireProne=212,6,6 +Down=260,2,2 +Up=276,2,2 +Paradrop=0,1,0 +Cheer=307,8,0,E +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Panic=8,6,6 +Deploy=292,7,0 +Deployed=299,2,0 ; middle frame of deploy +Undeploy=301,6,0 + +[TanyaSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Crawl=86,6,6 +Prone=86,1,6 +Die1=134,15,0 +Die2=149,15,0 +FireUp=164,6,6 +FireProne=212,6,6 +Down=260,2,2 +Up=276,2,2 +Paradrop=602,1,0 +Cheer=603,8,0,E +Tread=410,6,6 +Swim=506,6,6 +WetAttack=554,6,6 +WetIdle1=292,15,0,S +WetIdle2=307,15,0,E +WetDie1=322,20,0 +WetDie2=342,20,0 +Panic=8,6,6 + +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 + +[BorisSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=86,1,6 +Walk=8,6,6 +FireUp=169,6,6 +Down=265,2,2 +Crawl=91,6,6 +Up=281,2,2 +FireProne=217,6,6 +Idle1=56,15,0,S +Idle2=71,20,0,E +Die1=139,15,0 +Die2=154,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +;Cheer=56,15,0,W +Cheer=297,8,0,E +Paradrop=292,1,0 +Panic=8,6,6 +SecondaryFire=401,1,1;305,12,12 +SecondaryProne=217,6,6;401,1,1;305,12,12 + +[ClegSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=0,1,1 +Down=0,1,1 +Crawl=0,1,1 +Walk=117,6,6 +Up=0,1,1 +Idle1=8,15,0,S +Idle2=23,15,0,E +Die1=38,15,0 +Die2=53,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +FireUp=68,6,6 +FireProne=68,6,6 +Paradrop=116,1,0 +Cheer=166,8,0,E +Panic=8,6,6 + +[DesoSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Prone=86,1,6 +Crawl=86,6,6 +Die1=134,15,0 +Die2=149,15,0 +FireUp=164,6,6 +FireProne=212,6,6 +Down=260,2,2 +Up=276,2,2 +Deploy=299,15,0 +Deployed=298,1,0 +DeployedFire=292,7,0 +Undeploy=0,1,1 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=56,15,0,S +Panic=8,6,6 + +[GISequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=86,1,6 +Walk=8,6,6 +FireUp=164,6,6 +Down=260,2,2 +Crawl=86,6,6 +Up=276,2,2 +FireProne=212,6,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Die1=134,15,0 +Die2=149,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Deploy=300,15,0 +Deployed=292,1,1 +DeployedFire=315,6,6 +DeployedIdle=0,0,0 +Undeploy=276,2,2 +Paradrop=363,1,0 +Cheer=364,8,0,E +Panic=8,6,6 + +[GuardianGISequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=86,1,6 +Walk=8,6,6 +FireUp=204,6,6 +Down=164,2,2 +Crawl=86,6,6 +Up=180,2,2 +FireProne=252,6,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Die1=134,15,0 +Die2=149,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Deploy=300,15,0 +Deployed=315,1,1 +DeployedFire=323,6,6 +DeployedIdle=0,0,0 +Undeploy=180,2,2 +Paradrop=371,1,0 +Cheer=196,8,0,E +Panic=8,6,6 +;DeployedSounds= 0 GuardianGiDeploy + +[GenericMDSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Prone=86,1,6 +Crawl=86,6,6 +Die1=134,15,0 +Die2=149,15,0 +Down=164,2,2 +Up=180,2,2 +Cheer=196,8,0,E +FireUp=204,6,6 +FireProne=252,6,6 +Paradrop=300,1,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Panic=8,6,6 + +[LangIdleMDSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,S +Idle2=71,20,0,E +Prone=91,1,6 +Crawl=91,6,6 +Die1=139,15,0 +Die2=154,15,0 +Down=169,2,2 +Up=185,2,2 +Cheer=201,8,0,E +FireUp=209,6,6 +FireProne=257,6,6 +Paradrop=305,1,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Panic=8,6,6 + +[BruteSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=0,1,1 +Walk=8,6,6 +FireUp=116,10,10 +SecondaryFire=196,10,10 +Idle1=56,15,0,S +Idle2=71,15,0,E +Die1=86,15,0 +Die2=101,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=276,8,0,E +Panic=8,6,6 +Paradrop=284,1,0 + +;[COWSequence] +;Ready=0,1,1 +;Guard=0,1,1 +;Prone=0,1,1 +;Walk=8,6,6 +;Down=0,1,1 +;Crawl=8,6,6; spy needs this +;Up=0,1,1 +;Idle1=56,15,0,W +;Idle2=71,15,0,E +;Die1=86,15,0 +;Die2=101,15,0 +;Die3=0,1,1 +;Die4=0,1,1 +;Die5=0,1,1 +;Cheer=56,15,0,W + +;[GatorSequence] +;Ready=0,1,1 +;Guard=0,1,1 +;Prone=0,1,1 +;Walk=8,6,6 +;Down=0,1,1 +;Crawl=8,6,6; spy needs this +;Up=0,1,1 +;Idle1=56,15,0,W +;Idle2=71,15,0,E +;Die1=86,15,0 +;Die2=101,15,0 +;FireUp=116,6,6 +;Die3=0,1,1 +;Die4=0,1,1 +;Die5=0,1,1 +;Cheer=56,15,0,W + +[AnimalSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=0,1,1 +Walk=8,6,6 +Down=0,1,1 +Crawl=8,6,6; spy needs this +Up=0,1,1 +Idle1=56,15,0,S +Idle2=71,15,0,E +Die1=86,15,0 +Die2=101,15,0 +FireUp=116,6,6 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=71,15,0,E +Panic=8,6,6 + +;me no crawls, me too stupid +[MummySequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=0,1,1 ;No Crawls can't crawl, but spy needs this listing +Walk=8,6,6 +;FireUp=116,6,6 +Down=8,2,6 ;No Crawls can't crawl, but spy needs this listing +Crawl=8,6,6 ;No Crawls can't crawl, but spy needs this listing +Up=8,2,6 ;No Crawls can't crawl, but spy needs this listing +;FireProne=116,6,6 ;No Crawls can't crawl, but spy needs this listing +Idle1=56,15,0,E +Idle2=71,15,0,SE +Die1=86,15,0 +Die2=101,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Paradrop=0,1,1 +Cheer=56,15,0,E +FireUp=116,6,6 +FireProne=0,1,1 +Deploy=0,1,1 +Panic=8,6,6 + +[TrexSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=0,1,1 +Walk=8,6,6 +Down=0,1,1 +Crawl=8,6,6; spy needs this +Up=0,1,1 +Idle1=56,15,0,S +Idle2=71,15,0,E +Die1=86,15,0 +Die2=101,15,0 +FireUp=116,12,12 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=56,15,0,S +Panic=8,6,6 +Idle2Sounds= 6 TrexRoar +Die1Sounds= 9 TrexDie +Die2Sounds= 9 TrexDie +WalkSounds= 2 TrexFoot +CrawlSounds= 2 TrexFoot + +[BrontSequence] +Ready=0,6,6 +Guard=0,6,6 +Prone=0,6,6 +Walk=48,6,6 +Down=0,1,1 +Crawl=48,6,6; spy needs this +Up=0,1,1 +Idle1=96,40,0,W +Idle2=136,40,0,S +Die1=176,40,0 +Die2=216,35,0 +FireUp=116,6,6 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=136,40,0,S +Panic=48,6,6 +;Idle2Sounds= 6 TrexRoar +;Die1Sounds= 9 TrexDie +;Die2Sounds= 9 TrexDie +;WalkSounds= 2 TrexFoot +;CrawlSounds= 2 TrexFoot + +[YuriSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Prone=86,1,6 +Crawl=86,6,6 +Die1=134,15,0 +Die2=149,15,0 +FireUp=164,6,6 +FireProne=212,6,6 +Down=260,2,2 +Up=276,2,2 +;Deploy=292,15,0;what artist said +Deploy=292,7,0 +Deployed=299,2,0 ; middle frame of deploy +Undeploy=301,6,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Paradrop=307,1,0 +Cheer=308,8,0,S +Panic=8,6,6 + +[YuriPrSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Prone=86,1,6 +Crawl=86,6,6 +Die1=134,15,0 +Die2=149,15,0 +FireUp=164,6,6 +FireProne=212,6,6 +Down=260,2,2 +Up=276,2,2 +;Deploy=292,15,0;what artist said +Deploy=292,7,0 +Deployed=299,2,0 ; middle frame of deploy +Undeploy=301,6,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=307,8,0,E +Panic=8,6,6 + +[YuriXSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Prone=86,1,6 +Crawl=86,6,6 +Die1=134,20,0 +Die2=154,15,0 +FireUp=169,6,6 +FireProne=217,6,6 +Down=260,2,2 +Up=276,2,2 +Deploy=265,7,0 +Deployed=272,2,0 ; middle frame of deploy +Undeploy=274,6,0 +;Deploy=292,7,0 +;Deployed=299,2,0 ; middle frame of deploy +;Undeploy=301,6,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=280,8,0,E +Panic=8,6,6 +Paradrop=0,1,1 + +Tread=0,1,1 ;gs to make Yuri prime go over water, he needs to be like Tanya; just fool the swim frames and it will work perfectly +Swim=8,6,6 +WetAttack=169,6,6 +WetIdle1=56,15,0,S +WetIdle2=71,15,0,E +WetDie1=134,20,0 +WetDie2=154,15,0 + +[IvanSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Prone=86,1,6 +Crawl=86,6,6 +Die1=134,15,0 +Die2=149,15,0 +FireUp=164,6,6 +FireProne=164,6,6 +Down=212,2,2 +Up=228,2,2 +Deploy=244,15,0 ; ### Bad/missing frames in Ivan +Deployed=257,1,0 +Undeploy=257,1,0 +;Deploy=164,6,0 +;Deployed=169,1,0 +;Undeploy=169,1,0 +Cheer=259,8,0,E +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Panic=8,6,6 + +[CIvanSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Prone=86,1,6 +Crawl=86,6,6 +Die1=134,15,0 +Die2=149,15,0 +FireUp=164,6,6 +FireProne=164,6,6 +Down=212,2,2 +Up=228,2,2 +Deploy=244,15,0 ; ### Bad/missing frames in Ivan +Deployed=257,1,0 +Undeploy=257,1,0 +;Deploy=164,6,0 +;Deployed=169,1,0 +;Undeploy=169,1,0 +Cheer=259,8,0,E +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Panic=8,6,6 + +[DogSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Prone=0,1,1 ;Dog can't crawl, but spy needs this listing +Crawl=8,6,6 +Die1=86,15,0 +Die2=101,15,0 +FireUp=116,6,6 +FireProne=116,6,6 +Down=8,2,6 +Up=8,2,6 +Cheer=164,8,0,E +Panic=8,6,6 + +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 + +[MedicSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=86,1,6 +Walk=8,6,6 +FireUp=292,15,0 +Down=260,2,2 +Crawl=86,6,6 +Up=276,2,2 +FireProne=292,15,0 +Idle1=56,15,0,S +Idle2=71,15,0,E +Die1=134,15,0 +Die2=149,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=56,15,0,S +Panic=8,6,6 + +[RocketeerSequence] +Ready=0,1,1 +Guard=0,1,1 +;Ready=292,6,6 +;Guard=292,6,6 +Prone=86,1,6 +Walk=8,6,6 +FireUp=164,6,6 +Down=260,2,2 +Crawl=86,6,6 +Up=276,2,2 +FireProne=212,6,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Die1=134,15,0 +Die2=149,15,0 +Die3=0,0,0 +Die4=0,0,0 +Die5=0,0,0 +Fly=292,6,6 +Hover=292,6,6 +FireFly=370,6,6 +Tumble=340,15,0 +AirDeathStart=340,8,0;gs a split of Tumble, which is unused +AirDeathFalling=348,1,0 +AirDeathFinish=349,6,0 +Paradrop=418,1,0 +Cheer=419,8,0,E +Panic=8,6,6 + +[CivGunSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=182,1,6 +Walk=8,6,6 +FireUp=86,6,6 +Down=0,1,1 +Crawl=182,6,6 +Up=0,1,1 +FireProne=86,6,6 +Idle1=56,15,0,S +Idle2=0,1,1,E +Die1=71,15,0 +Die2=0,1,1 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=56,15,0,S +Paradrop=0,1,0 +Panic=134,6,6 + +[GenSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=134,1,6 +Walk=8,6,6 +FireUp=86,6,6 +Down=198,2,2 +Crawl=134,6,6 +Up=182,2,2 +FireProne=214,6,6 +Idle1=56,15,0,W +Idle2=0,1,1,E +Die1=71,15,0 +Die2=0,1,1 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=56,15,0,W +Paradrop=0,1,0 +Panic=8,6,6 + +[CivSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=134,1,6 +Walk=8,6,6 +FireUp=0,1,1 +Down=0,1,1 +Crawl=134,6,6 +Up=0,1,1 +FireProne=0,1,1 +Idle1=56,15,0,W +Idle2=0,1,1,E +Die1=71,15,0 +Die2=0,1,1 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=56,15,0,W +Paradrop=0,1,0 +Panic=86,6,6 + +[EinsSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=0,1,1 +;Walk=8,6,6 +Walk=133,6,6 +FireUp=0,1,1 +Down=0,1,1 +Crawl=0,1,1 +Up=0,1,1 +FireProne=0,1,1 +Idle1=56,15,0,S +Idle2=71,15,0,E +Die1=118,15,0 +Die2=0,1,1 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=56,15,0,S +Paradrop=0,1,0 +Panic=8,6,6 + +[Civ2Sequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=182,1,6 +Walk=8,6,6 +FireUp=86,6,6 +Down=0,1,1 +Crawl=182,6,6 +Up=0,1,1 +FireProne=0,1,1 +Idle1=56,15,0,W +Idle2=0,1,1,E +Die1=71,15,0 +Die2=0,1,1 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=230,8,0,E +Paradrop=0,1,0 +Panic=134,6,6 + +[TechSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=182,1,6 +Walk=8,6,6 +FireUp=84,6,6 +Down=0,1,1 +Crawl=180,6,6 +Up=0,1,1 +FireProne=0,1,1 +Idle1=56,15,0,S +Idle2=0,1,1,E +Die1=71,13,0 +Die2=0,1,1 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=228,8,0,E +Paradrop=0,1,0 +Panic=132,6,6 + +[CyborgSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=110,1,9 +Walk=8,9,9 +FireUp=212,6,6 +Down=0,1,1 +Crawl=110,9,9 +Up=0,1,1 +FireProne=260,6,6 +Idle1=80,15,0,S +Idle2=95,15,0,E +Die1=182,15,0 +Die2=197,15,0 +Die3=0,0,0 +Die4=0,0,0 +Die5=0,0,0 +Cheer=80,15,0,S +Panic=8,6,6 + +; *** Projectile Objects *** +; Projectiles sometimes need additional information regarding their +; imagery. + +; Trailer = animation to spawn as the projectile moves [typically smoke] (def=none) +; Rotates = Does projectile have specific imagery according to facing (def=no)? +; Frames = number of image frames for animation purposes (def=1) +; SpawnDelay = number of frames between anim spawns (def=3) +; AnimPalette = Does it use the animation palette palette (def=no)? +[120MM] + +[PARABOMB] + +[MEDUSA] ; Aegis +;Trailer=DURASMOKE +UseLineTrail=yes ; SJM +LineTrailColor=208,208,208 ; SJM +LineTrailColorDecrement=12 ; SJM +SpawnDelay=2;was 1 +Rotates=yes + +[DRAGON] ; IFV, Patriot, etc. +;Trailer=SMOKEY2 +UseLineTrail=yes ; SJM +LineTrailColor=216,216,255 ; SJM +LineTrailColorDecrement=16 ; SJM +Rotates=yes + +[YURBLANK] +Trailer=YURICNTL + +[DREDMISS] +Trailer=DURASMOKE +SpawnDelay=2;1 +Rotates=yes + +[SUBT]; sub torp +Trailer=BBBLELRG +Voxel=yes +Flat=yes ; SJM: Blit with ZGRAD_GROUND. With luck, missile will appear to go under ships. + +[DRONP] +Rotates=yes + +[DOGP] +Rotates=yes + +[ADOGP] +Rotates=yes + +[SQDP] +Rotates=yes + +[MISLCHEM] +Trailer=SMOKEY2 +Voxel=yes + +[ZBOMB] +Voxel=yes + +[DOLY] +Voxel=yes + +[CBLC] +Voxel=yes + +[FTRK] +Voxel=yes + +[AMBU] +Voxel=yes + +[MISLMLTI] +Trailer=SMOKEY2 +Voxel=yes + +[TORPEDO];old plasma torp +AnimPalette=yes + +[NKMSLUP] ;Up pointing big ol nuke +Trailer=NUKEPUFF;V3TRAIL;SMOKEY2 + +[NKMSLDN] ; and down pointing +Trailer=;NUKEPUFF;V3TRAIL;SMOKEY2 ;gs if it has a trailer it comes out of its nose + +; *** Animation Overlays *** +; These are the temporary animations overlays that are used for such +; effects as explosions, smoke, and fire. + +; Theater = Is there theater specific art for this animation (def=no)? +; Normalized = Should the animation speed be adjusted to appear consistent (def=no)? +; Scorch = Does this animation scorch the ground [e.g., napalm does this] (def=no)? +; Flamer = Does this animation leave flames after it is gone [e.g., napalm] (def=no)? +; Crater = Does this form a crater [e.g., artillery does this] (def=no)? +; PsiWarning = Does this animation flicker in and out based on states of nearby Psychic Detectors (def=no)? +; Sticky = Animation sticks to unit in square (def=no)? +; Layer = PCG; The layer at which this animation resides. +; Useful options include [ground, air, top]. (def=air) +; Replaces the old "Surface" parameter. A "Surface" of "yes" is equal to a "Layer" of "ground". +; A "Surface" of "no" is equal to a "Layer" of "air". +; Flat = Is animation flat on the ground [helps with drawing logic to know this] (def=no)? +; Translucent = Is this animation translucent in appearence (def=no)? +; Translucency = percent of translucency to use [25, 50, 75% only] (def=none) +; Damage = damage to apply per minute to attached object [if any] (def=0) +; Rate = desired animation frames per minute (def=900) +; Report = sound effect to play when this animation plays (def=none) +; Next = animation to spawn when this animation completes [fire uses this to get smaller over time] (def=none> +; ;DetailLevel = The detail level that the game must be set to for this animation to play (def=0, 2 is high detail). +; Start = Frame to start this animation from. +; UseNormalLight = Does this anim always draw at 100% brightness? (def=no) +; YSortAdjust = Fudge to apply when sorting this object in it's layer (def=0). +; ZAdjust = Fudge to apply to object. Can be used to make an animation always appear on top, for ex. (def=0) +; AltPalette = Does it use an alternate drawing palette (def=no)? +; <<< these values are needed if the animation loops >>> +; LoopCount = number of times this animation loops before ending (def=0)? +; LoopStart = beginning frame of loop [if animation loops] +; LoopEnd = last frame of loop [if animation loops] (def=last frame of animation) +; <<< values used only for wave-based animations +; Angle = angle in degrees to use for the cone of effect (between 0 and 180 please) +; Rate = the formula for this is, the number of game frames between each animation frame will be equal to +; ticks_per_minute / rate. There are currently 15 ticks_per_second, so 900 ticks_per_minute. +; So a Rate of 300 would give 900/300, or 3 game frames between each step of animation -GEF + +; PCG. Clouds for weather machine. +[WCCLOUD1] +Rate=375 +Layer=Top +AltPalette=yes + +[WCCLOUD2] +Rate=375 +Layer=Top +AltPalette=yes + +[WCCLOUD3] +Rate=375 +Layer=Top +AltPalette=yes + +; PCG. Lightning bolts for weather machine. +[WCLBOLT1] +Layer=ground + +[WCLBOLT2] +Layer=ground + +[WCLBOLT3] +Layer=ground + +[BEACON] +Layer=ground +LoopCount=100 +Rate=60 + +[WAKE1] +;Theater=yes +Flat=yes +Layer=ground +Translucent=yes +Rate=120 +YSortAdjust=-288 +;YSortAdjust=-64 +;ZAdjust=1 +DemandLoad=true +DetailLevel=2 + +[WAKE2] +Theater=yes +Flat=yes +Layer=ground +Translucent=yes +Rate=120 +YSortAdjust=-64 +DemandLoad=true +DetailLevel=2 + +[STEAMPUF] +Flat=yes +Layer=ground +Translucent=yes + +[DROPPOD] +Rate=10 +Flat=yes +;DetailLevel=1 +Layer=ground +Translucent=yes + +[DROPPOD2] +Rate=10 +Flat=yes +;DetailLevel=1 +Layer=ground +Translucent=yes + +[DEATH_A] +Rate=10 +Flat=yes +;DetailLevel=1 +Layer=ground +AltPalette=yes ; use the unit palete + +[DEATH_B] +Rate=10 +Flat=yes +;DetailLevel=1 +Layer=ground +AltPalette=yes ; use the unit palete + +[DEATH_C] +Rate=10 +Flat=yes +;DetailLevel=1 +Layer=ground +AltPalette=yes ; use the unit palete + +[DEATH_D] +Rate=10 +Flat=yes +;DetailLevel=1 +Layer=ground +AltPalette=yes ; use the unit palete + +[DEATH_E] +Rate=10 +Flat=yes +;DetailLevel=1 +Layer=ground +AltPalette=yes ; use the unit palete + +[DEATH_F] +Rate=10 +Flat=yes +;DetailLevel=1 +Layer=ground +AltPalette=yes ; use the unit palete + +; RMK: animation for highlighting 'behind building' objects +[BEHIND] +Rate=200 +Start=1 +;GEFLoopStart=9 +LoopStart=1 +LoopEnd=18 +LoopCount=-1 +Layer=top +UseNormalLight=yes +ZAdjust=-512 +YSortAdjust=2000 +;Theater=yes +;DemandLoad=true + +[DBRIS1LG] +Elasticity=0.0 +MaxXYVel=25.0 +MinZVel=25.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes +TrailerAnim=SMOKEY2 +TrailerSeperation=2 + +[DBRIS1SM] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +ExpireAnim=TWLT026 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + + +[DBRI-WM1] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRI-WM2] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRI-WM3] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRI-WM4] +Image=DBRI-WM1 +Elasticity=0.0 +MaxXYVel=15.0 +MinZVel=40.0 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRI-WM5] +Image=DBRI-WM2 +Elasticity=0.0 +MaxXYVel=5.0 +MinZVel=30.0 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRI-WM6] +Image=DBRI-WM3 +Elasticity=0.0 +MaxXYVel=10.0 +MinZVel=40.0 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS1HV] +Image=DBRIS1SM +Elasticity=0.0 +MaxXYVel=10.0 +MinZVel=40.0 +ExpireAnim=TWLT026 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + + +[DBRIS2LG] +Elasticity=0.0 +MaxXYVel=25.0 +MinZVel=25.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS2SM] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +ExpireAnim=TWLT026 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS2HV] +Image=DBRIS2LG +Elasticity=0.0 +MaxXYVel=5.0 +MinZVel=30.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS3LG] +Elasticity=0.0 +MaxXYVel=25.0 +MinZVel=25.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS3SM] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +ExpireAnim=TWLT026 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS3HV] +Image=DBRIS3LG +Elasticity=0.0 +MaxXYVel=5.0 +MinZVel=40.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS4LG] +Elasticity=0.0 +MaxXYVel=25.0 +MinZVel=25.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS4SM] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +ExpireAnim=TWLT026 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS5LG] +Elasticity=0.0 +MaxXYVel=25.0 +MinZVel=25.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes +TrailerAnim=SMOKEY2 +TrailerSeperation=2 + +[DBRIS5SM] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +ExpireAnim=TWLT026 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS6LG] +Elasticity=0.0 +MaxXYVel=25.0 +MinZVel=25.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS6SM] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +ExpireAnim=TWLT026 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS7LG] +Elasticity=0.0 +MaxXYVel=25.0 +MinZVel=25.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS7SM] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +ExpireAnim=TWLT026 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS8LG] +Elasticity=0.0 +MaxXYVel=25.0 +MinZVel=25.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes +TrailerAnim=SMOKEY2 +TrailerSeperation=2 + +[DBRIS8SM] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +ExpireAnim=TWLT026 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS9LG] +Elasticity=0.0 +MaxXYVel=25.0 +MinZVel=25.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS9SM] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +ExpireAnim=TWLT026 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRS10LG] +Elasticity=0.0 +MaxXYVel=25.0 +MinZVel=25.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRS10SM] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +ExpireAnim=TWLT026 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=350,450 +;DetailLevel=0 +Bouncer=yes + +[TREESPRD] +Normalized=yes + +; Tesla Coil zap animation (infantry) +[ELECTRO] +Scorch=yes +Layer=ground +LoopEnd=3 +LoopCount=5 +;Next=FIRE1 +Report=InfantryZap + +[YURIDIE] +Scorch=yes +Layer=ground +Report=InfantryPsyCrush +;AltPalette=yes ; use the unit palete + +[BRUTDIE] +Scorch=yes +Layer=ground +Report=InfantryPsyCrush +;AltPalette=yes ; use the unit palete + +[NUKEDIE] +Scorch=yes +Layer=ground +Report=InfantryMelt + +[VIRUSD] +Scorch=yes +Layer=ground +Report=VirusVictimSwell +SpawnsParticle=VirusCloud1 +NumParticles=3 + +;GEF New stuff +;MakeInfantry means that upon completion of the anim, a new infantry will be created +;see list in rules.ini +;0 = Brute +[GENDEATH] +Layer=ground +Report=InfantryMelt +MakeInfantry=0 +Shadow=no +StartSound=GeneticMutatorActivate + +[WARPIN] +;Theater=yes +Flat=yes +Layer=ground +Translucent=yes +Rate=120 +YSortAdjust=-64 +;Report=ChronoLegionTeleport + +[WARPOUT] +;Theater=yes +Flat=yes +Layer=ground +Translucent=yes +Rate=120 +YSortAdjust=-64 +;Report=ChronoLegionTeleport + +[WARPAWAY] +;Image=RING1 +Translucent=yes +Layer=ground +Rate=300 +TranslucencyDetailLevel=1 +Flat=true +Report=ChronoLegionKill + + +; SAM site fire animation +[SAM-N] + +[SAM-NE] + +[SAM-NW] + +[SAM-E] + +[SAM-W] + +[SAM-SW] + +[SAM-SE] + +[SAM-S] + +;GEF cleaning up +;[DIG] +;Layer=ground + +[INFDIE] +Normalized=yes +Layer=ground + +;GEF cleaning up +;[DIRTEXPL] +;Normalized=yes +;Layer=ground +;Translucent=yes +;Report=EXPDIRT1 + +;[PULSGRNL] +;Normalized=yes +;Layer=ground +;Translucent=yes + +;[PULSGRNS] +;Normalized=yes +;Layer=ground +;Translucent=yes + +;[PULSREDL] +;Normalized=yes +;Layer=ground +;Translucent=yes + +;[PULSREDS] +;Normalized=yes +;Layer=ground +;Translucent=yes + +;[PULSWHTL] +;Normalized=yes +;Layer=ground +;Translucent=yes + +;[PULSWHTS] +;Normalized=yes +;Layer=ground +;Translucent=yes + +[PULSEFX1] +Normalized=yes +Layer=ground +Translucent=yes +UseNormalLight=yes +;AltPalette=yes +;Translucency=50 + +[PULSEFX2] +Normalized=yes +Layer=ground +Translucent=yes +UseNormalLight=yes +;AltPalette=yes +;Translucency=50 + +[EMP_FX01] +Normalized=yes +Layer=ground +UseNormalLight=yes +LoopCount=-1 + +;GEF cleaning up +; smoke used as landing zone marker +;[SMOKLAND] +;Normalized=yes +;Layer=ground +;LoopStart=72 +;LoopEnd=91 +;LoopCount=255 + +[SGRYSMK1] +Rate=500 +Normalized=yes +Translucent=yes + +; small sticky fire +[BURN-S] +Layer=ground +Sticky=yes +Damage=.03 +Rate=400 +LoopStart=30 +LoopEnd=62 +LoopCount=4 +UseNormalLight=yes +;Next=SMOKE_M +Translucency=25 + +; medium sticky fire +[BURN-M] +Layer=ground +Sticky=yes +Damage=.06 +Rate=400 +LoopStart=30 +LoopEnd=62 +LoopCount=4 +Next=BURN-S +UseNormalLight=yes +Translucency=25 + +; large sticky fire +[BURN-L] +Layer=ground +Sticky=yes +Damage=.06 +Rate=400 +LoopStart=30 +LoopEnd=62 +LoopCount=4 +Next=BURN-M +UseNormalLight=yes +Translucency=25 + +; parachute to attach to parachutists +[PARACH] +Rate=400 +LoopStart=20 +LoopEnd=39 +LoopCount=30 +AltPalette=yes ; use the unit palete +ZAdjust=-10 ; SJM: infantry are fudged by 10 towards camera so we must match this here + +; parachute bomb +[PARABOMB] +Rate=200 +LoopStart=7 +LoopCount=15 + +[TWLT026] +Normalized=yes +Translucent=yes +Report=ExplosionShard +UseNormalLight=yes +Crater=yes +Scorch=yes + +[TWLT036] +Normalized=yes +Translucent=yes +Report=Explosion06 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[TWLT050] +Normalized=yes +Translucent=yes +Report=Explosion07 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[TWLT070] +Normalized=yes +Translucent=yes +Report=Explosion09 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[TWLT070T] +Image=TWLT070 +Normalized=yes +Translucent=yes +TiberiumChainReaction=yes +Report=ExplosionShard +UseNormalLight=yes +Crater=yes +Scorch=yes + +[TWLT100] +Normalized=yes +Translucent=yes +Report=Explosion10 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[TWLT100I] +Image=TWLT100 +Normalized=yes +Translucency=50 +Report=Explosion11 +UseNormalLight=yes + +[RING1] +Translucent=no +Rate=300 +TranslucencyDetailLevel=1 +Flat=true + +[CDGAS] +Translucent=no +TranslucencyDetailLevel=1 +Flat=true +Rate=450 + +[NUKEANIM];nuke mushroom cloud explosion +Rate=400 +Report=NukeExplosion + +[NUKEBALL];nuke explosion buildup +Rate=500 +Crater=yes +ForceBigCraters=yes +;Next=NUKEANIM ; SJM: NUKEBALL now called from code, and NUKEANIM called from NUKE warhead +Report=NukeIntro + +[CHRONOAR] ; SJM: Chrono transfer SOURCE designated +;Translucency=0 +Rate=300 +;TranslucencyDetailLevel=1 +LoopStart=11 +LoopEnd=17 +LoopCount=-1 ; Code will stop animation when appropriate +StartSound=ChronosphereSelect + +[MINDANIM];gs played on Mind controlled fellows +LoopCount=-1 +Rate=300 + +[MINDANIMR];gs played on permanently Mind controlled fellows +LoopCount=-1 +Rate=300 + +[DISKRAY];gs played on floating disk while draining +LoopCount=-1 +Rate=200 +LoopStart=0 +LoopEnd=4 +StartSound=FloatingDiscStealLoop + +[PDFXCLD];gs Dominator giant head +Rate=300 + +[PDFXLOC];gs Dominator ring on ground +Rate=300 + +[CHRONOFD] ; SJM: Chrono transfer SOURCE activates +Translucency=25 +Rate=300 +TranslucencyDetailLevel=1 + +[CHRONOTG] ; SJM: Chrono transfer DESTINATION activates +Translucency=25 +Rate=300 +TranslucencyDetailLevel=1 +StartSound=ChronosphereMove + +[CHRONOSK] +Rate=150 +Flat=true +LoopStart=0 +LoopEnd=2 +LoopCount=1 +ZAdjust=-124 +YSortAdjust=100 + +[SQDG] ; SJM: squid grapple +Rate=100 +Layer=ground +AltPalette=yes ; Use the unit palette??? + +[SQDG_N] +LoopStart=9 +LoopEnd=19 +LoopCount=8 +Rate=600 +Layer=ground + +[SQDG_NE] +LoopStart=9 +LoopEnd=19 +LoopCount=8 +Rate=600 +Layer=ground + +[SQDG_E] +LoopStart=9 +LoopEnd=19 +LoopCount=8 +Rate=600 +Layer=ground + +[SQDG_SE] +LoopStart=9 +LoopEnd=19 +LoopCount=8 +Rate=600 +Layer=ground + +[SQDG_S] +LoopStart=9 +LoopEnd=19 +LoopCount=8 +Rate=600 +Layer=ground + +[SQDG_SW] +LoopStart=9 +LoopEnd=19 +LoopCount=8 +Rate=600 +Layer=ground + +[SQDG_W] +LoopStart=9 +LoopEnd=19 +LoopCount=8 +Rate=600 +Layer=ground + +[SQDG_NW] +LoopStart=9 +LoopEnd=19 +LoopCount=8 +Rate=600 +Layer=ground + +[SCHPDEPL] +Layer=ground +Shadow=yes +Rate=100 +StartSound=SeigeChopperDeploy + +[IONBEAM] +Translucent=yes +Rate=200 +Tiled=yes +TranslucencyDetailLevel=1 +Report=ChronosphereMove +Flat=true + +[CHRONOBM] +Translucent=yes +Rate=200 +Tiled=yes +TranslucencyDetailLevel=1 +Report=ChronosphereMove + +[S_BANG16] +Normalized=yes +Translucent=yes +Report=Explosion10 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[S_BANG24] +Normalized=yes +Translucent=yes +Report=Explosion10 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[S_BANG34] +Normalized=yes +Translucent=yes +Report=Explosion10 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[S_BANG48] +Normalized=yes +Translucent=yes +Report=Explosion11 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[S_BRNL20] +Normalized=yes +Translucent=yes +Report=Explosion12 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[S_BRNL30] +Normalized=yes +Translucent=yes +Report=Explosion12 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[S_BRNL40] +Normalized=yes +Translucent=yes +Report=Explosion12 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[S_BRNL58] +Normalized=yes +Translucent=yes +Report=Explosion12 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[S_CLSN16] +Normalized=yes +Translucent=yes +Report=Explosion14 +UseNormalLight=yes +Crater=yes + +[S_CLSN22] +Normalized=yes +Translucent=yes +Report=Explosion14 +UseNormalLight=yes +Crater=yes + +[S_CLSN30] +Normalized=yes +Translucent=yes +Report=Explosion14 +UseNormalLight=yes +Crater=yes + +[S_CLSN42] +Normalized=yes +Translucent=yes +Report=Explosion14 +UseNormalLight=yes +Crater=yes + +[S_CLSN58] +Normalized=yes +Translucent=yes +Report=Explosion14 +UseNormalLight=yes +Crater=yes + +[S_TUMU22] +Normalized=yes +Translucent=yes +Report=Explosion15 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[S_TUMU30] +Normalized=yes +Translucent=yes +Report=Explosion15 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[S_TUMU42] +Normalized=yes +Translucent=yes +Report=Explosion15 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[S_TUMU60] +Normalized=yes +Translucent=yes +Report=Explosion15 +UseNormalLight=yes +Crater=yes +Scorch=yes + +; smoke puff used by rockets +[SMOKEY] +Translucent=yes + +[SMOKEY2] +Translucent=yes + +[DURASMOKE] +Translucent=yes +Rate=450 + +[BBBLELRG] +Rate=450 +Flat=yes +Layer=surface ; SJM: Lower than ground -- go under ships + +[YURICNTL] +Rate=450 + +[FIRE01] +Rate=450 +LoopCount=-1 +StartSound=BuildingFireBig + +[INITFIRE] +Image=FIRE01 +Rate=450 + +[FIRE02] +Rate=450 +LoopCount=-1 +StartSound=BuildingFireBig + +[FIRE03] +Rate=450 +LoopCount=-1 +StartSound=BuildingFireMed + +[SMKPUFF] +Translucent=yes +Translucency=50 + +[HTRKPUFF] +Translucent=yes +Translucency=50 + +[IRONFX] +Report=IronCurtainDeflect +Translucent=yes +Translucency=50 + +[IRONBLST] +Rate=450 +Report=IronCurtainBlast +Translucent=yes +Translucency=50 + +[FORCSHLD] +Rate=450 +Translucent=yes +Translucency=25 + +[V3TRAIL] +Rate=450 + +[NUKEPUFF] +Rate=450 +Translucent=yes +Translucency=50 + +[V3TAKOFF] +Translucent=yes +Translucency=50 +Rate=225 + +; small arms fire piff (single shot) +[PIFF] +Normalized=yes +;Theater=yes +;Translucent=yes + +; small arms fire piff (multiple shots) +[PIFFPIFF] +Normalized=yes +;Theater=yes +;Translucent=yes + +; small flames +[FIRE3] +Layer=ground +Damage=.003 +LoopCount=5 +Rate=450 +UseNormalLight=yes +Translucency=50 + +;GEF cleaning up +;; medium flames +;[FIRE1] +;Scorch=yes +;Layer=ground +;Damage=.006 +;Rate=450 +;LoopCount=4 +;UseNormalLight=yes +;Translucency=50 +;Next=FIRE2 +; +;; medium flames +;[FIRE2] +;Scorch=yes +;Layer=ground +;Damage=.006 +;Rate=450 +;LoopCount=6 +;UseNormalLight=yes +;Translucency=50 +;Next=FIRE3 +; +;; tiny flames +;[FIRE4] +;Layer=ground +;Damage=.002 +;LoopCount=3 +;UseNormalLight=yes +;Translucency=25 + +; muzzle flash +[GUNFIRE] +Layer=ground +Translucent=yes + +[UCFLASH] ; Urban Combat window animations for shooting, for GI +Layer=ground +Translucent=yes + +[UCCONS] ; Urban Combat window animations for shooting, for Conscript +Layer=ground +Translucent=yes + +[UCINIT] ; Urban Combat window animations for shooting, for Initiate +Layer=ground +Translucent=yes + +[UCELEC] +Layer=ground +Translucent=yes + +[UCBLOOD] +Layer=ground +Translucent=yes + +[XGRYSML1] +Translucent=yes +Report=Explosion13 + +[XGRYSML2] +Translucent=yes +Report=Explosion13 + +[XGRYMED1] +Translucent=yes +Report=Explosion15 + +[XGRYMED2] +Translucent=yes +Report=Explosion12 + +[EXPLOLRG] +Translucent=yes +UseNormalLight=yes +Report=Explosion09 +Crater=yes +Scorch=yes + +[NUKETO] +Translucent=yes +Translucency=75 +StartSound=NukeLaunch + +[PODRING] +Translucent=yes +Flat=yes + +;GEF cleaning up +;[CLDRNGL1] +;Layer=ground +;Flat=yes +; +;[CLDRNGL2] +;Layer=ground +;Flat=yes +; +;[CLDRNGMD] +;Layer=ground +;Flat=yes +; +;[CLDRNGSM] +;Layer=ground +;Flat=yes + +; Used for psychic sensor display of targeting. +[PSIWARN] +PsiWarning=yes +ZAdjust=-1000 +LoopCount=-1 + +[DROPEXP] +Layer=ground +Translucent=yes + +[INVISO] +Layer=ground +Damage=1 + +[EXPLOMED] +Translucent=yes +UseNormalLight=yes +Report=Explosion12 +Crater=yes +Scorch=yes + +[EXPLOSML] +Translucent=yes +UseNormalLight=yes +Report=Explosion13 +Crater=yes +Scorch=yes + +;[EXPLOLB] +;Translucent=yes +;UseNormalLight=yes +;Crater=yes +;Scorch=yes + +[EXPLOLB] +Translucent=yes +UseNormalLight=yes +Crater=yes +Scorch=yes + +; minigun fire flashes +[MGUN-N] +Translucent=no + +[MGUN-NE] +Translucent=no + +[MGUN-E] +Translucent=no + +[MGUN-SE] +Translucent=no + +[MGUN-S] +Translucent=no + +[MGUN-SW] +Translucent=no + +[MGUN-W] +Translucent=no + +[MGUN-NW] +Translucent=no + +; Armor bonus +[ARMOR] +Normalized=yes +Rate=400 + +; Money bonus +[MONEY] +Normalized=yes +Rate=400 + +; Firepower bonus crate animation +[FIREPOWR] +Normalized=yes +Rate=400 + +[VETERAN] +Normalized=yes +Rate=400 + +[REVEAL] +Normalized=yes +Rate=400 + +[SHROUDX] +Normalized=yes +Rate=400 + +[SPEED] +Normalized=yes + +[MLTIMISL] +Normalized=yes +Rate=400 + +[HEALONE] +Normalized=yes +Rate=400 + +[HEALALL] +Normalized=yes +Rate=400 + +[CHEMISLE] +Normalized=yes +Rate=400 + +[CLOAK] +Normalized=yes +Rate=400 + +; twinkle animation +[TWINKLE1] +Normalized=yes +LoopCount=5 + +[TWINKLE2] +Normalized=yes +LoopCount=7 + +[TWINKLE3] +Normalized=yes +LoopCount=3 + +; large water explosion +[H2O_EXP1] +Normalized=yes +Layer=ground +Translucency=25 +Report=ExplosionWaterLarge +YDrawOffset=-18 + +; medium water explosion +[H2O_EXP2] +Normalized=yes +Layer=ground +Translucency=25 +Report=ExplosionWaterMed +YDrawOffset=-10 + +; small water explosion +[H2O_EXP3] +Normalized=yes +Layer=ground +Translucency=25 +Report=ExplosionWaterSmall +YDrawOffset=-8 + +; expanding fire ring +[RING] +Normalized=yes +Translucent=yes + +; Time Machine active animation +[CATIME_A] +Image=CATIME_A +Normalized=yes +NewTheater=yes +Layer=ground +Start=0 +LoopStart=0 +LoopEnd=1 +LoopCount=-1 +Rate=220 +DetailLevel=2 + +; Time Machine active animation +[CATIME_AD] +Image=CATIME_A +Normalized=yes +NewTheater=yes +Layer=ground +Start=1 +LoopStart=1 +LoopEnd=2 +LoopCount=-1 +Rate=220 +DetailLevel=2 + +; Power plant active animation +[GAPOWR_A] +Image=GAPOWR_A +Normalized=yes +NewTheater=yes +Layer=ground +Start=0 +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=220 +DetailLevel=2 + +; Power plant active animation +[GAPOWR_AD] +Image=GAPOWR_A +Normalized=yes +;NewTheater=yes +Layer=ground +Start=8 +LoopStart=8 +LoopEnd=16 +LoopCount=-1 +Rate=220 +DetailLevel=2 + +; Power plant active animation +[YAPOWR_A] +Image=YAPOWR_A +Normalized=yes +NewTheater=yes +Layer=ground +Start=1 +LoopStart=1 +LoopEnd=8 +LoopCount=-1 +Rate=220 +DetailLevel=2 +Shadow=yes + +; Power plant active animation +[YAPOWR_AD] +Image=YAPOWR_A +Normalized=yes +;NewTheater=yes +Layer=ground +Start=9 +LoopStart=9 +LoopEnd=16 +LoopCount=-1 +Rate=220 +DetailLevel=2 +Shadow=yes + +; Power plant powered up active animation +[YAPOWR_B] +Image=YAPOWR_B +Normalized=yes +NewTheater=yes +Layer=ground +Start=1 +LoopStart=1 +LoopEnd=8 +LoopCount=-1 +Rate=220 +DetailLevel=2 +Shadow=yes + +; Power plant powered up active animation +[YAPOWR_BD] +Image=YAPOWR_B +Normalized=yes +;NewTheater=yes +Layer=ground +Start=9 +LoopStart=9 +LoopEnd=16 +LoopCount=-1 +Rate=220 +DetailLevel=2 +Shadow=yes + +; Power plant lights animation +[YAPOWR_C] +Image=YAPOWR_C +Normalized=yes +NewTheater=yes +Layer=ground +Start=0 +LoopStart=0 +LoopEnd=5 +LoopCount=-1 +Rate=175 +DetailLevel=2 +Shadow=yes + +; Power plant lights animation +[YAPOWR_CD] +Image=YAPOWR_C +Normalized=yes +;NewTheater=yes +Layer=ground +Start=6 +LoopStart=6 +LoopEnd=10 +LoopCount=-1 +Rate=175 +DetailLevel=2 +Shadow=yes + +; Power plant power-up animations +[GAPOWR_B] +Cameo=TURBICON +Image=GAPOWR_B +NewTheater=yes +Normalized=yes +Layer=ground +LoopEnd=12 +LoopCount=-1 +Rate=220 + +; Oil Derrick idle animations +[CAOILD_A] +Image=CAOILD_A +Layer=ground +NewTheater=yes +Start=0 +LoopStart=0 +LoopEnd=32 +LoopCount=-1 +Rate=220 +DemandLoad=true +Shadow=yes + +; Oil Derrick damaged idle animations +[CAOILD_AD] +Image=CAOILD_A +Layer=ground +NewTheater=yes +Start=33 +LoopStart=33 +LoopEnd=64 +LoopCount=-1 +Rate=220 +DemandLoad=true +Shadow=yes + +; Oil Derrick flag animations +[CAOILD_F] +Image=CAOILD_F +Layer=ground +NewTheater=yes +Start=0 +LoopStart=0 +LoopEnd=16 +LoopCount=-1 +Rate=300 +DemandLoad=true + +; Machine Shop flag animations +[CAMACH_F] +Image=CAMACH_F +Layer=ground +NewTheater=yes +Start=0 +LoopStart=0 +LoopEnd=16 +LoopCount=-1 +Rate=300 +DemandLoad=true + +; Secret Lab flag animations +[CASLAB_F] +Image=CASLAB_F +Layer=ground +NewTheater=yes +Start=0 +LoopStart=0 +LoopEnd=16 +LoopCount=-1 +Rate=300 +DemandLoad=true + +; NOD Power plant active animation +[NAPOWR_A] +Image=NAPOWR_A +Normalized=yes +NewTheater=yes +Layer=ground +Start=0 +LoopStart=0 +LoopEnd=18 +LoopCount=-1 +Rate=300 +DetailLevel=2 +DoubleThick=true + +; NOD Power plant damaged active animation +[NAPOWR_AD] +Image=NAPOWR_A +Normalized=yes +;NewTheater=yes +Layer=ground +Start=19 +LoopStart=19 +LoopEnd=37 +LoopCount=-1 +Rate=300 +DetailLevel=2 +DoubleThick=true + +; NOD Advanced power plant active animation +[NAAPWR_A] +Image=NAAPWR_A +Normalized=yes +NewTheater=yes +Layer=ground +Start=0 +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=220 +DetailLevel=2 + +; NOD Advanced power plant damaged active animation +[NAAPWR_AD] +Image=NAAPWR_A +Normalized=yes +;NewTheater=yes +Layer=ground +LoopStart=9 +LoopEnd=17 +LoopCount=-1 +Rate=220 +DetailLevel=2 + +; Civilian Hospital +[CAHOSP_A] +Image=CAHOSP_A +Normalized=yes +NewTheater=yes +Layer=ground +LoopStart=0 +LoopEnd=2 +LoopCount=-1 +Rate=100 +;DetailLevel=1 +DemandLoad=true + +; Civilian Hospital +[CAHOSP_AD] +Image=CAHOSP_A +Normalized=yes +NewTheater=yes +Layer=ground +Start=2 +LoopStart=2 +LoopEnd=4 +LoopCount=-1 +Rate=100 +;DetailLevel=1 +DemandLoad=true + +; Civilian Armory +[CAARMR_A] +Image=CAARMR_A +Normalized=yes +NewTheater=yes +Layer=ground +LoopStart=0 +LoopEnd=10 +LoopCount=-1 +Rate=350 +;DetailLevel=3 +DemandLoad=true + +[NARADR_A] +Image=NARADR_A +NewTheater=yes +Normalized=yes +LoopStart=0 +LoopEnd=45 +LoopCount=-1 +Rate=200 +Layer=ground +Shadow=yes + +[NARADR_AD] +Image=NARADR_A +;NewTheater=yes +Normalized=yes +Start=46 +LoopStart=46 +LoopEnd=91 +LoopCount=-1 +Rate=200 +Layer=ground +Shadow=yes + +[NAPSIS_A] +Image=NAPSIS_A +NewTheater=yes +Normalized=yes +LoopStart=0 +LoopEnd=39 +LoopCount=-1 +Rate=350 +Layer=ground +Shadow=yes + +[NAPSIS_AD] +Image=NAPSIS_A +;NewTheater=yes +Normalized=yes +Start=40 +LoopStart=40 +LoopEnd=80 +LoopCount=-1 +Rate=200 +Layer=ground +Shadow=yes + +[GARADR_A] +Image=GARADR_A +NewTheater=yes +Normalized=yes +LoopStart=0 +LoopEnd=14 +LoopCount=-1 +Rate=220 +Layer=ground +PingPong=yes + +[GARADR_AD] +Image=GARADR_A +;NewTheater=yes +Normalized=yes +LoopStart=15 +LoopEnd=29 +LoopCount=-1 +Rate=180 +Layer=ground +PingPong=yes + +[GAROBO_A] +;Image=GARADR_A +NewTheater=yes +Normalized=yes +LoopStart=0 +LoopEnd=19 +LoopCount=-1 +Rate=220 +Layer=ground +;PingPong=yes +DoubleThick=true + +[GAROBO_AD] +;Image=GARADR_A +;NewTheater=yes +Normalized=yes +LoopStart=20 +LoopEnd=39 +LoopCount=-1 +Rate=180 +Layer=ground +;PingPong=yes +DoubleThick=true + +[GAPLUG_A] +Image=GAPLUG_A +NewTheater=yes +Normalized=yes +LoopStart=0 +LoopEnd=20 +LoopCount=-1 +Rate=220 +Layer=ground + +[GAPLUG_B] +Image=GAPLUG_B +NewTheater=yes +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=9 +LoopCount=-1 +Rate=220 +Layer=ground +PingPong=no + +[GAPLUG_BD] +Image=GAPLUG_B +;NewTheater=yes +Normalized=yes +Start=10 +LoopStart=10 +LoopEnd=20 +LoopCount=-1 +Rate=180 +Layer=ground +PingPong=yes + +[GAPLUG_C] +Image=GAPLUG_C +NewTheater=yes +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=220 +Layer=ground +PingPong=no + +[GAPLUG_D] +Image=GAPLUG_D +NewTheater=yes +Cameo=RAD1ICON +Normalized=yes +LoopStart=0 +LoopEnd=14 +LoopCount=-1 +Rate=220 +Layer=ground + +[GAPLUG_E] +Image=GAPLUG_E +NewTheater=yes +Cameo=RAD2ICON +Normalized=yes +LoopStart=0 +LoopEnd=14 +LoopCount=-1 +Rate=220 +Layer=ground + +[GAPLUG_F] +Image=GAPLUG_F +NewTheater=yes +Cameo=RAD3ICON +Normalized=yes +LoopStart=0 +LoopEnd=14 +LoopCount=-1 +Rate=220 +Layer=ground +PingPong=yes + +[GAPILE_A] +Image=GAPILE_A +NewTheater=yes +Normalized=yes +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=300 +Layer=ground +;DetailLevel=1 +Shadow=yes + +[GAPILE_AD] +Image=GAPILE_A +NewTheater=yes +Normalized=yes +Start=16 +LoopStart=16 +LoopEnd=31 +LoopCount=-1 +Rate=300 +Layer=ground +;DetailLevel=1 +Shadow=yes + +;[GAPILE_B] +;Image=GAPILE_B +;NewTheater=yes +;Normalized=yes +;LoopStart=0 +;LoopEnd=8 +;LoopCount=-1 +;Rate=300 +;Layer=ground +;;DetailLevel=1 + +;[GAPILE_C] +;Image=GAPILE_C +;Normalized=yes +;NewTheater=yes +;LoopStart=0 +;LoopEnd=6 +;LoopCount=-1 +;Rate=220 +;Layer=ground + +;[GAPILE_CD] +;Image=GAPILE_C +;Normalized=yes +;NewTheater=yes +;LoopStart=6 +;LoopEnd=14 +;LoopCount=-1 +;Rate=180 +;Layer=ground + +; GAPILE destroy animation +;[GAPILEDM] +;Image=GAPILEDM +;Layer=ground +;NewTheater=yes +;Rate=200 +;DemandLoad=true +;Shadow=yes +;AltPalette=yes ; use the unit palete + +[GAWEAP_A] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=200 +Layer=ground +;DetailLevel=1 + +[GAWEAP_AD] +Image=GAWEAP_A +Normalized=yes +NewTheater=yes +LoopStart=16 +LoopEnd=29 +LoopCount=-1 +Rate=200 +Layer=ground +;DetailLevel=1 + +[GAWEAP_B] +Normalized=yes +NewTheater=yes +Start=0 +LoopStart=0 +LoopEnd=5 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[GAWEAP_BD] +Image=GAWEAP_B +Normalized=yes +NewTheater=yes +Start=0 +LoopStart=0 +LoopEnd=5 +LoopCount=-1 +Rate=400 +Layer=ground +;;DetailLevel=1 + +;[GAWEAP_C] +;Normalized=yes +;NewTheater=yes +;LoopStart=0 +;LoopEnd=4 +;LoopCount=-1 +;Rate=800 +;Layer=ground +;;DetailLevel=1 + +[GAWEAP_1] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=1 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[GAWEAP_1D] +Image=GAWEAP_1 +Normalized=yes +NewTheater=yes +LoopStart=1 +LoopEnd=2 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[GAWEAP_2] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=1 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[GAWEAP_2D] +Image=GAWEAP_2 +Normalized=yes +NewTheater=yes +LoopStart=1 +LoopEnd=2 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[GAWEAP_3] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=9 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[GAWEAP_3D] +Image=GAWEAP_3 +Normalized=yes +NewTheater=yes +LoopStart=10 +LoopEnd=19 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[GAWEAP_4] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=9 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[GAWEAP_4D] +Image=GAWEAP_4 +Normalized=yes +NewTheater=yes +LoopStart=10 +LoopEnd=19 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[NAPULS_A] +LoopStart=0 +NewTheater=yes +LoopEnd=64 +LoopCount=-1 +Rate=0 +Layer=ground + +[GACTWR_A] +LoopStart=1 +LoopEnd=6 +NewTheater=yes +LoopCount=-1 +Rate=220 +Layer=ground +Normalized=yes +;DetailLevel=1 + +; Component tower double gun turret +[GACTWR_B] +LoopStart=0 +LoopEnd=32 +LoopCount=-1 +Rate=0 +Layer=ground +NewTheater=yes + +; Component tower rocket launcher +[GACTWR_C] +LoopStart=0 +LoopEnd=32 +LoopCount=-1 +Rate=0 +Layer=ground +NewTheater=yes + +; Component tower SAM +[GACTWR_D] +LoopStart=0 +LoopEnd=32 +LoopCount=-1 +Rate=0 +Layer=ground +NewTheater=yes + +; Active animation for stealth generator +[NASTLH_A] +Image=NASTLH_A +Normalized=yes +LoopStart=0 +LoopEnd=3 +LoopCount=-1 +Rate=350 +Layer=ground +PingPong=yes +NewTheater=yes +;DetailLevel=1 + +; Damaged active animation for stealth generator +[NASTLH_AD] +Image=NASTLH_A +Normalized=yes +LoopStart=4 +LoopEnd=7 +LoopCount=-1 +Rate=220 +Layer=ground +PingPong=yes +;NewTheater=yes +;DetailLevel=1 + +; Active animation for yuri construction yard +[YACNST_A] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=3 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +; Damaged active animation for yuri construction yard +[YACNST_AD] +Image=YACNST_A +Normalized=yes +Start=3 +LoopStart=3 +LoopEnd=6 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +; Production animation for yuri construction yard +[YACNST_B] +Normalized=yes +LoopStart=0 +LoopEnd=18 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Damaged Production anim for yuri construction yard +[YACNST_BD] +Image=YACNST_B +Normalized=yes +Start=19 +LoopStart=19 +LoopEnd=36 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +; idle crane animation for yuri construction yard +[YACNST_C] +Normalized=yes +LoopStart=0 +LoopEnd=1 +LoopCount=-1 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Damaged Production anim for yuri construction yard +[YACNST_CD] +Image=YACNST_C +Normalized=yes +LoopStart=1 +LoopEnd=2 +LoopCount=-1 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Active animation for construction yard +[GACNST_A] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=3 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +; Damaged active animation for construction yard +[GACNST_AD] +Image=GACNST_A +Normalized=yes +Start=3 +LoopStart=3 +LoopEnd=6 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +; Production animation for construction yard +[GACNST_B] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=20 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Damaged Production anim for construction yard +[GACNST_BD] +Image=GACNST_B +Normalized=yes +Start=20 +LoopStart=20 +LoopEnd=40 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes + +; Second active animation for construction yard. +;[GACNST_C] +;Image=GACNST_C +;Normalized=yes +;LoopStart=0 +;LoopEnd=14 +;LoopCount=-1 +;Rate=350 +;Layer=ground +;NewTheater=yes +;;DetailLevel=1 + +; Damaged second active animation for construction yard. +;[GACNST_CD] +;Image=GACNST_C +;Normalized=yes +;LoopStart=15 +;LoopEnd=29 +;LoopCount=-1 +;Rate=220 +;Layer=ground +;NewTheater=yes +;;DetailLevel=1 + +; destroyed animation for construction yard. +;[GACNSTDM] +;Normalized=yes +;Layer=ground +;NewTheater=yes +;DemandLoad=true +;Shadow=yes +;AltPalette=yes ; use the unit palete + +; Production animation for construction yard +[NACNST_B] +Image=NACNST_B +Normalized=yes +LoopStart=0 +LoopEnd=21 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; First active animation for construction yard. +[NACNST_A] +Image=NACNST_A +Normalized=yes +LoopStart=0 +LoopEnd=10 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +; First active animation for construction yard. +[NACNST_AD] +Image=NACNST_A +Normalized=yes +Start=11 +LoopStart=11 +LoopEnd=21 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +; Second active animation for construction yard. +[NACNST_CD] +Image=NACNST_C +Normalized=yes +LoopStart=1 +LoopEnd=2 +LoopCount=-1 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Second active animation for construction yard. +[NACNST_C] +Image=NACNST_C +Normalized=yes +LoopStart=0 +LoopEnd=1 +LoopCount=-1 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Second active animation for construction yard. +;[NACNSTD] +;Image=NACNSTDM +;Normalized=yes +;Layer=ground +;NewTheater=yes +;DemandLoad=true +;Shadow=yes +;AltPalette=yes ; use the unit palete + +; Active animation for Temple of NOD +[NATMPL_A] +Image=NATMPL_A +Normalized=yes +LoopStart=0 +LoopEnd=16 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes + +; Active animation for NOD Pyramid +[NTPYRA_A] +Image=NTPYRA_A +Normalized=yes +LoopStart=0 +LoopEnd=16 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes + +; Damaged active animation for NOD Pyramid +[NTPYRA_AD] +Image=NTPYRA_A +Normalized=yes +LoopStart=16 +LoopEnd=32 +LoopCount=-1 +Rate=220 +Layer=ground +;NewTheater=yes + +; Active animation for NOD Montauk +[NAMNTK_A] +Image=NAMNTK_A +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +DemandLoad=true + +; Active animation for GDI Kodiak +[GAKODK_A] +Image=GAKODK_A +Normalized=yes +LoopStart=0 +LoopEnd=12 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +DemandLoad=true + +; Damaged active animation for GDI Kodiak +[GAKODK_AD] +Image=GAKODK_A +Normalized=yes +LoopStart=13 +LoopEnd=24 +LoopCount=-1 +Rate=220 +Layer=ground +NewTheater=yes +DemandLoad=true + +; Second active animation for GDI Kodiak +[GAKODK_B] +Image=GAKODK_B +Normalized=yes +LoopStart=0 +LoopEnd=22 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +DemandLoad=true + +; Third active animation for GDI Kodiak +[GAKODK_C] +Image=GAKODK_C +Normalized=yes +LoopStart=0 +LoopEnd=12 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +DemandLoad=true + +; Third damaged active animation for GDI Kodiak. This is a placeholder and just stops the non-damaged anim from playing +[GAKODK_CD] +Image=GAKODK_C +Normalized=yes +LoopStart=0 +LoopEnd=0 +LoopCount=0 +Rate=220 +Layer=ground +DemandLoad=true + +; Animation of tiberium leaving harvester and entering refinery +[GAREFNL1] +Normalized=yes +LoopStart=0 +LoopEnd=3 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +; Animation of tiberium leaving harvester and entering refinery +[GAREFNL2] +Normalized=yes +LoopStart=0 +LoopEnd=3 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +; Animation of tiberium leaving harvester and entering refinery +[GAREFNL3] +Normalized=yes +LoopStart=0 +LoopEnd=3 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +;GEF Lost anim +[GAREFNBB] +Layer=ground + +; Animation of tiberium leaving harvester and entering refinery +[GAREFNOR] +Normalized=yes +LoopStart=0 +LoopEnd=19 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes + +; Animation of tiberium leaving harvester and entering refinery +[NAREFNL1] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=3 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +; Damaged Version +[NAREFNL1D] +Image=NAREFNL1 +Normalized=yes +Start=3 +LoopStart=3 +LoopEnd=6 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +; Animation of tiberium leaving harvester and entering refinery +[NAREFNL2] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=3 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +; Damaged Version +[NAREFNL2D] +Image=NAREFNL2 +Normalized=yes +Start=3 +LoopStart=3 +LoopEnd=6 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +; Animation of tiberium leaving harvester and entering refinery +[NAREFNL3] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=3 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +; Damaged Version +[NAREFNL3D] +Image=NAREFNL3 +Normalized=yes +Start=3 +LoopStart=3 +LoopEnd=6 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +; Animation of tiberium leaving harvester and entering refinery +[NAREFNL4] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=3 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +; Damaged Version +[NAREFNL4D] +Image=NAREFNL4 +Normalized=yes +Start=3 +LoopStart=3 +LoopEnd=6 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +; Animation of tiberium leaving harvester and entering refinery +[NAREFNOR] +Normalized=yes +LoopStart=0 +LoopEnd=19 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes + +; Animation of tiberium leaving harvester and entering refinery +;[NAREFN_A] +;Image=NAREFN_A +;Normalized=yes +;LoopStart=0 +;LoopEnd=4 +;LoopCount=1 +;Rate=200 +;Layer=ground +;NewTheater=yes + +; NAREFN_A but backwards +;[NAREFN_AR] +;Image=NAREFN_A +;Normalized=yes +;LoopStart=0 +;LoopEnd=4 +;LoopCount=1 +;Reverse=yes +;Rate=200 +;Layer=ground +;NewTheater=yes + +; Active animation for refinery +;[NAREFN_C] +;Image=NAREFN_C +;Normalized=yes +;LoopStart=0 +;LoopEnd=16 +;LoopCount=-1 +;Rate=350 +;Layer=ground +;NewTheater=yes + +; Active animation for refinery. Fire ball. +;[NAREFN_B] +;Image=NAREFN_B +;Normalized=yes +;LoopStart=0 +;LoopEnd=20 +;LoopCount=-1 +;Rate=350 +;Layer=ground +;RandomLoopDelay=10,300 +;NewTheater=yes +;;DetailLevel=1 +;ShouldUseCellDrawer=false +;Translucency=50 +;Translucent=yes +;UseNormalLight=yes + +; Active animation for helipad. +[GAHPAD_A] +Image=GAHPAD_A +Normalized=yes +LoopStart=0 +LoopEnd=7 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +; Damaged active animation for helipad. +[GAHPAD_AD] +Image=GAHPAD_A +Normalized=yes +LoopStart=8 +LoopEnd=15 +LoopCount=-1 +Rate=220 +Layer=ground +;NewTheater=yes +;DetailLevel=1 + +; Active animation for airforce command. +[GAAIRC_A] +;Image=GAHPAD_A +Normalized=yes +LoopStart=0 +LoopEnd=4 +LoopCount=-1 +Rate=220 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Damaged active animation for airforce command. +[GAAIRC_AD] +Image=GAAIRC_A +Normalized=yes +LoopStart=4 +LoopEnd=8 +LoopCount=-1 +Rate=220 +Layer=ground +;NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Active animation for airforce command. +[GAAIRC_B] +;Image=GAHPAD_A +Normalized=yes +LoopStart=0 +LoopEnd=6 +LoopCount=-1 +Rate=220 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Damaged active animation for airforce command. +[GAAIRC_BD] +Image=GAAIRC_B +Normalized=yes +LoopStart=6 +LoopEnd=12 +LoopCount=-1 +Rate=220 +Layer=ground +;NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Active animation for airforce command. +[GAAIRC_C] +;Image=GAHPAD_A +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=220 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Damaged active animation for airforce command. +[GAAIRC_CD] +Image=GAAIRC_C +Normalized=yes +LoopStart=8 +LoopEnd=16 +LoopCount=-1 +Rate=220 +Layer=ground +;NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Active animation for Nod helipad. +[NAHPAD_A] +Image=NAHPAD_A +Normalized=yes +LoopStart=0 +LoopEnd=45 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +; Damaged active animation for Nod helipad. +[NAHPAD_AD] +Image=NAHPAD_A +Normalized=yes +LoopStart=46 +LoopEnd=91 +LoopCount=-1 +Rate=220 +Layer=ground +;NewTheater=yes +;DetailLevel=1 + +; Repair bay arm extending. +[GADEPT_A] ;C1 +Image=GADEPT_A +Normalized=yes +Start=0 +End=10 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 9 +Rate=200 +NewTheater=yes +Shadow=yes + +; Repair bay arm extending. +[GADEPT_AD] ;C1 +Image=GADEPT_A +Normalized=yes +Start=10 +End=10 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 19 +Rate=200 +NewTheater=yes +Shadow=yes + +; Repair bay arm working +[GADEPT_B] ;C2 +Image=GADEPT_B +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=19 +LoopCount=-1 +Rate=200 +NewTheater=yes +Shadow=yes + +; Repair bay arm working +[GADEPT_BD] ;C2 +Image=GADEPT_B +Normalized=yes +Start=20 +LoopStart=20 +LoopEnd=39 +LoopCount=-1 +Rate=200 +NewTheater=yes +Shadow=yes + +; Repair bay arm retracting +[GADEPT_C] ;C3 +Image=GADEPT_C +Normalized=yes +Start=0 +End=10 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 9 +Rate=200 +NewTheater=yes +Shadow=yes + +; Repair bay arm retracting +[GADEPT_CD] ;C3 +Image=GADEPT_C +Normalized=yes +Start=10 +End=10 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 19 +Rate=200 +NewTheater=yes +Shadow=yes + +; Repair bay arm idle +[GADEPT_D] +Image=GADEPT_D +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=1 +LoopCount=-1 +Rate=200 +NewTheater=yes +Shadow=yes + +; Repair bay arm idle +[GADEPT_DD] +Image=GADEPT_D +Normalized=yes +Start=1 +LoopStart=1 +LoopEnd=2 +LoopCount=-1 +Rate=200 +NewTheater=yes +Shadow=yes + +;Active Animation for Shipyard +[NAYARD_A] +;Image=NAYARD_A +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +;Active Damaged Animation for Shipyard +[NAYARD_AD] +Image=NAYARD_A +Normalized=yes +Start=15 +LoopStart=15 +LoopEnd=30 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Animation for Shipyard +[NAYARD_B] +;Image=NAYARD_B +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +;Active Damaged Animation for Shipyard +[NAYARD_BD] +Image=NAYARD_B +Normalized=yes +Start=15 +LoopStart=15 +LoopEnd=30 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;Shadow=yes + +;Active Animation for Shipyard +[NAYARD_C] +;Image=NAYARD_C +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +;Active Damaged Animation for Shipyard +[NAYARD_CD] +Image=NAYARD_C +Normalized=yes +Start=15 +LoopStart=15 +LoopEnd=30 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;Shadow=yes + +; Production anim for Shipyard +[NAYARD_D] +;Image=NAYARD_D +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=41 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +;Production Damaged Animation for Shipyard +[NAYARD_DD] +Image=NAYARD_D +Normalized=yes +Start=41 +LoopStart=41 +LoopEnd=81 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Animation for Shipyard +[GAYARD_A] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +;Active Damaged Animation for Shipyard +[GAYARD_AD] +Image=GAYARD_A +Normalized=yes +Start=15 +LoopStart=15 +LoopEnd=30 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Animation for Shipyard +[GAYARD_C] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +;Active Damaged Animation for Shipyard +[GAYARD_CD] +Image=GAYARD_C +Normalized=yes +Start=15 +LoopStart=15 +LoopEnd=30 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;Shadow=yes + +; Production anim for Shipyard +[GAYARD_D] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=41 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +;Production Damaged Animation for Shipyard +[GAYARD_DD] +Image=GAYARD_D +Normalized=yes +Start=41 +LoopStart=41 +LoopEnd=82 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +[GATECH_A] +Image=GATECH_A +Normalized=yes +Start=1 +LoopStart=1 +LoopEnd=12 +LoopCount=-1 +Rate=250 +Layer=ground +NewTheater=yes + +[GATECH_AD] +Image=GATECH_A +Normalized=yes +Start=13 +LoopStart=13 +LoopEnd=24 +LoopCount=-1 +Rate=250 +Layer=ground +NewTheater=yes + +;[GADROP_A] +;Image=GADROP_A +;Normalized=yes +;LoopStart=0 +;LoopEnd=19 +;LoopCount=-1 +;Rate=350 +;Layer=ground +;NewTheater=yes + +;[GADROP_B] +;Image=GADROP_B +;Normalized=yes +;LoopStart=0 +;LoopEnd=19 +;LoopCount=-1 +;Rate=350 +;Layer=ground +;NewTheater=yes + +;[GADROP_BD] +;Image=GADROP_B +;Normalized=yes +;LoopStart=20 +;LoopEnd=39 +;LoopCount=-1 +;Rate=220 +;Layer=ground +;NewTheater=yes + +;static anim +;[GACSPH_A] +;Normalized=yes +;LoopStart=0 +;LoopEnd=12 +;LoopCount=-1 +;Rate=200 +;Layer=ground +;NewTheater=yes + + +; --- CHRONOSPHERE --- +;Idle +[GACSPH_E] +Normalized=yes +Start=0 +;LoopStart=0 +;LoopEnd=0 +;End=0 +;LoopCount=-1 +Rate=0 +Layer=ground +NewTheater=yes +Shadow=yes + +;Idle damaged +[GACSPH_ED] +Image=GACSPH_E +Normalized=yes +Start=1 +;LoopStart=1 +;LoopEnd=1 +;End=1 +;LoopCount=-1 +Rate=0 +Layer=ground +NewTheater=yes +Shadow=yes + +;startup +[GACSPH_F] +Normalized=yes +Start=0 +End=11 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=ChronosphereOpen + +;startup +[GACSPH_FD] +Image=GACSPH_F +Normalized=yes +Start=12 +End=23 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=ChronosphereOpen + +;looping +[GACSPH_G] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=5 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=ChronosphereReadyLoop + +;looping +[GACSPH_GD] +Image=GACSPH_G +Normalized=yes +Start=6 +LoopStart=6 +LoopEnd=11 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=ChronosphereReadyLoop + +;shutdown +[GACSPH_H] +Normalized=yes +Start=0 +End=14 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;shutdown +[GACSPH_HD] +Image=GACSPH_H +Normalized=yes +Start=15 +End=29 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +; --- PSYCHIC DOMINATOR --- +; Dominator lights animation +[YAPPET_A] +Image=YAPPET_A +Normalized=yes +NewTheater=yes +Layer=ground +Start=0 +LoopStart=0 +LoopEnd=5 +LoopCount=-1 +Rate=170 +DetailLevel=2 +Shadow=yes + +; Dominator lights animation +[YAPPET_AD] +Image=YAPPET_A +Normalized=yes +;NewTheater=yes +Layer=ground +Start=6 +LoopStart=6 +LoopEnd=10 +LoopCount=-1 +Rate=170 +DetailLevel=2 +Shadow=yes + +;Idle +[YAPPET_E] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=1 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Idle Damage +[YAPPET_ED] +Image=YAPPET_E +Normalized=yes +Start=1 +LoopStart=1 +LoopEnd=2 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;startup +[YAPPET_F] +Normalized=yes +Start=0 +End=19 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=PsychicDominatorOpen + +;startup +[YAPPET_FD] +Image=YAPPET_F +Normalized=yes +Start=20 +End=38 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=PsychicDominatorOpen + +;looping +[YAPPET_G] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=PsychicDominatorReadyLoop + +;looping +[YAPPET_GD] +Image=YAPPET_G +Normalized=yes +Start=9 +LoopStart=9 +LoopEnd=16 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=PsychicDominatorReadyLoop + +;shutdown +[YAPPET_H] +Normalized=yes +Start=0 +End=19 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;shutdown +[YAPPET_HD] +Image=YAPPET_H +Normalized=yes +Start=20 +End=38 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +; --- WEATHER CONTROLLER --- +;Idle +[GAWETH_E] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=1 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;startup +[GAWETH_ED] +Image=GAWETH_E +Normalized=yes +Start=1 +LoopStart=1 +LoopEnd=2 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;startup +[GAWETH_F] +Normalized=yes +Start=0 +End=11 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=WeatherControlReady + +;startup +[GAWETH_FD] +Image=GAWETH_F +Normalized=yes +Start=12 +End=23 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=WeatherControlReady + +;looping +[GAWETH_G] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=11 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=WeatherControlReadyLoop + +;looping +[GAWETH_GD] +Image=GAWETH_G +Normalized=yes +Start=12 +LoopStart=12 +LoopEnd=23 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=WeatherControlReadyLoop + +;shutdown +[GAWETH_H] +Normalized=yes +Start=0 +End=11 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;shutdown +[GAWETH_HD] +Image=GAWETH_H +Normalized=yes +Start=12 +End=23 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + + +; --- NUCLEAR MISSILE SILO --- +;Idle +[NAMISL_E] ;nuke silo +Normalized=yes +LoopStart=0 +LoopEnd=1 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Idle +[NAMISL_ED] ;nuke silo +Image=NAMISL_E +Normalized=yes +Start=1 +LoopStart=1 +LoopEnd=2 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;startup, transition to charged +[NAMISL_F] +Normalized=yes +Start=0 +End=15 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=NuclearSiloReady + +;startup, transition to charged +[NAMISL_FD] +Image=NAMISL_F +Normalized=yes +Start=16 +End=31 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=NuclearSiloReady + + +;looping, charged +[NAMISL_G] +Normalized=yes +LoopStart=0 +LoopEnd=1 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;looping, charged +[NAMISL_GD] +Image=NAMISL_G +Normalized=yes +Start=1 +LoopStart=1 +LoopEnd=2 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;shutdown, transition back to idle +[NAMISL_H] +Normalized=yes +Start=0 +End=15 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;shutdown, transition back to idle +[NAMISL_HD] +Image=NAMISL_H +Normalized=yes +Start=16 +End=31 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + + +;[NAWAST_A] +;Image=NAWAST_A +;Normalized=yes +;LoopStart=0 +;LoopEnd=19 +;LoopCount=-1 +;Rate=350 +;Layer=ground +;NewTheater=yes +;DetailLevel=1 + +;[NAWAST_AD] +;Image=NAWAST_A +;Normalized=yes +;LoopStart=20 +;LoopEnd=39 +;LoopCount=-1 +;Rate=220 +;Layer=ground +;;NewTheater=yes +;;DetailLevel=1 + +;[NAWAST_B] +;Image=NAWAST_B +;Normalized=yes +;LoopStart=0 +;LoopEnd=7 +;LoopCount=-1 +;Rate=350 +;Layer=ground +;NewTheater=yes +;;DetailLevel=1 + +;[NAWAST_BD] +;Image=NAWAST_B +;Normalized=yes +;LoopStart=8 +;LoopEnd=15 +;LoopCount=-1 +;Rate=220 +;Layer=ground +;;NewTheater=yes +;;DetailLevel=1 + +;[NAOBEL_A] +;Image=NAOBEL_A +;Normalized=yes +;LoopStart=0 +;LoopEnd=12 +;LoopCount=-1 +;Rate=350 +;Layer=ground +;NewTheater=yes + +; Obelisk charging animation. +;[NAOBEL_B] +;Image=NAOBEL_B +;Normalized=yes +;Rate=0 +;Layer=ground +;NewTheater=yes + +; Missile silo launch anim +;[NAMISL_A] +;Image=NAMISL_A +;Normalized=yes +;LoopStart=0 +;LoopEnd=10 +;LoopCount=-1 +;Rate=350 +;Layer=ground +;NewTheater=yes + +; Damaged missile silo launch anim +;[NAMISL_AD] +;Image=NAMISL_A +;Normalized=yes +;LoopStart=11 +;LoopEnd=21 +;LoopCount=-1 +;Rate=220 +;Layer=ground +;NewTheater=yes + +;[NAMISL_B] +;Image=NAMISL_B +;Normalized=yes +;LoopStart=0 +;LoopEnd=9 +;LoopCount=-1 +;Rate=350 +;Layer=ground +;NewTheater=yes + +;[NAMISL_BD] +;Image=NAMISL_B +;Normalized=yes +;LoopStart=10 +;LoopEnd=19 +;LoopCount=-1 +;Rate=220 +;NewTheater=yes +;Layer=ground + +;[GAFIRE_B] +;Image=GAFIRE_B +;Normalized=yes +;LoopStart=0 +;LoopEnd=15 +;LoopCount=-1 +;Rate=500 +;Layer=ground +;NewTheater=yes + +;[GAFIRE_C] +;Image=GAFIRE_C +;Normalized=yes +;LoopStart=0 +;LoopEnd=5 +;LoopCount=-1 +;Rate=220 +;Layer=ground +;NewTheater=yes + +[NAPOST_A] +Image=NAPOST_A +Normalized=yes +LoopStart=0 +LoopEnd=11 +LoopCount=-1 +Rate=220 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +[NAPOST_AD] +Image=NAPOST_A +Normalized=yes +LoopStart=12 +LoopEnd=23 +LoopCount=-1 +Rate=150 +Layer=ground +;NewTheater=yes +;DetailLevel=1 + +[NAPOST_B] +Image=NAPOST_B +Normalized=yes +LoopStart=0 +LoopEnd=13 +LoopCount=-1 +Rate=220 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +; Waterfall animation +[WA01X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true +StartSound=WaterfallLoop + +; Waterfall animation +[WA02X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + +; Waterfall animation +[WA03X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + +; Waterfall animation +[WA04X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + +; Waterfall animation +[WB01X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true +StartSound=WaterfallLoop + +; Waterfall animation +[WB02X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + +; Waterfall animation +[WB03X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + +; Waterfall animation +[WB04X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + + +; Waterfall animation +[WC01X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true +StartSound=WaterfallLoop + +; Waterfall animation +[WC02X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + +; Waterfall animation +[WC03X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + +; Waterfall animation +[WC04X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + + +; Waterfall animation +[WD01X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true +StartSound=WaterfallLoop + +; Waterfall animation +[WD02X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + +; Waterfall animation +[WD03X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + +; Waterfall animation +[WD04X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + +; Crashed scrin fighter/UFO +;[UFO] +;Theater=yes +;Normalized=yes +;LoopStart=0 +;LoopEnd=0 +;LoopCount=-1 +;Rate=0 +;Flat=yes +;;DetailLevel=0 +;DemandLoad=true + +; Tiberium silo fill animation +[GASILO_A] +Image=GASILO_A +Normalized=yes +Rate=0 +Layer=ground +NewTheater=yes + +[GASILO_AD] +Image=GASILO_A +Normalized=yes +Rate=0 +Layer=ground +;NewTheater=yes + +; Tiberium silo active animation +[GASILO_B] +Image=GASILO_B +Normalized=yes +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +[GASILO_BD] +Image=GASILO_B +Normalized=yes +LoopStart=16 +LoopEnd=31 +LoopCount=-1 +Rate=220 +Layer=ground +;NewTheater=yes +;DetailLevel=1 + +[GASPOT_A] +Image=GASPOT_A +Normalized=yes +LoopStart=0 +LoopEnd=7 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +[GASPOT_AD] +Image=GASPOT_A +Normalized=yes +LoopStart=8 +LoopEnd=15 +LoopCount=-1 +Rate=220 +Layer=ground +;NewTheater=yes +;DetailLevel=1 + +[CTDAM_A] +Image=CTDAM_A +Normalized=yes +LoopStart=0 +LoopEnd=9 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=1 +DemandLoad=true + +[CTDAM_AD] +Image=CTDAM_A +Normalized=yes +LoopStart=10 +LoopEnd=19 +LoopCount=-1 +Rate=220 +Layer=ground +NewTheater=yes +;DetailLevel=1 +DemandLoad=true + +[CTDAM_B] +Image=CTDAM_B +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=1 +DemandLoad=true + +[CTDAM_BD] +Image=CTDAM_B +Normalized=yes +LoopStart=8 +LoopEnd=16 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=1 +DemandLoad=true + + +; Tunnel roof +[TUNTOP01] +Theater=yes +Normalized=yes +Layer=ground +YSortAdjust=1000 +LoopStart=0 +LoopEnd=0 +LoopCount=-1 +Rate=0 +Flat=yes +;DetailLevel=0 +DemandLoad=true +ShouldFogRemove=false + +; Tunnel roof +[TUNTOP02] +Theater=yes +Layer=ground +YSortAdjust=1000 +Normalized=yes +LoopStart=0 +LoopEnd=0 +LoopCount=-1 +Rate=0 +Flat=yes +;DetailLevel=0 +DemandLoad=true +ShouldFogRemove=false + +; Tunnel roof +[TUNTOP03] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=0 +LoopCount=-1 +Rate=0 +Flat=yes +;DetailLevel=0 +DemandLoad=true +ShouldFogRemove=false + +; Tunnel roof +[TUNTOP04] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=0 +LoopCount=-1 +Rate=0 +Flat=yes +;DetailLevel=0 +DemandLoad=true +ShouldFogRemove=false + +; Larger meteor +[METLARGE] +Elasticity=0.0 +MaxXYVel=100.0 +MinZVel=-50.0 +ExpireAnim=TWLT070 +Damage=5000000 +DamageRadius=300 +Warhead=Meteorite +IsMeteor=true +Spawns=METDEBRI +SpawnCount=5 +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +RandomRate=220,500 +;DetailLevel=0 +TrailerAnim=SMOKEY2 +TrailerSeperation=1 +Report=METEOR1 + +; Small meteor +[METSMALL] +Elasticity=0.0 +MinZVel=-50.0 +MaxXYVel=100.0 +ExpireAnim=TWLT100 +Damage=5000000 +DamageRadius=300 +Warhead=Meteorite +IsMeteor=true +IsTiberium=true +Spawns=METDEBRI +SpawnCount=7 +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +RandomRate=220,500 +;DetailLevel=0 +TrailerAnim=METSTRAL +TrailerSeperation=1 +Report=METEOR2 + +; Meteor impact debris +[METDEBRI] +Elasticity=0.0 +MinZVel=40.0 +MaxXYVel=18.0 +ExpireAnim=TWLT070 +Damage=40 +DamageRadius=100 +Warhead=TankOGas +IsTiberium=true +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=500 +;DetailLevel=0 +RandomRate=220,500 +Bouncer=yes +;TiberiumRadius=1 +TiberiumSpawnType=TIB01 +Report=METHIT1 + +;Meteor smoke trail +[METSTRAL] +LoopStart=0 +LoopEnd=8 +LoopCount=1 +Rate=600 +;DetailLevel=1 +Next=SMOKEY + +; Meteor trail +[METLTRAL] +LoopStart=0 +LoopEnd=8 +LoopCount=1 +Rate=600 +;DetailLevel=1 +Next=SMOKEY + +[CRYSTAL1] +Elasticity=0.0 +MinZVel=40.0 +MaxXYVel=18.0 +ExpireAnim=TWLT026 +Damage=40 +DamageRadius=100 +Warhead=TankOGas +IsTiberium=true +LoopStart=0 +LoopEnd=14 +LoopCount=-1 +Rate=500 +;DetailLevel=0 +RandomRate=220,500 +Bouncer=yes +Theater=yes +TiberiumSpreadRadius=0 +TiberiumSpawnType=TIB2_01 + +[CRYSTAL2] +Elasticity=0.0 +MinZVel=40.0 +MaxXYVel=18.0 +ExpireAnim=TWLT026 +Damage=40 +DamageRadius=100 +Warhead=TankOGas +IsTiberium=true +LoopStart=0 +LoopEnd=14 +LoopCount=-1 +Rate=500 +;DetailLevel=0 +RandomRate=220,500 +Bouncer=yes +Theater=yes +TiberiumSpreadRadius=0 +TiberiumSpawnType=TIB2_01 + +[CRYSTAL3] +Elasticity=0.0 +MinZVel=40.0 +MaxXYVel=18.0 +ExpireAnim=TWLT026 +Damage=40 +DamageRadius=100 +Warhead=TankOGas +IsTiberium=true +LoopStart=0 +LoopEnd=14 +LoopCount=-1 +Rate=500 +;DetailLevel=0 +RandomRate=220,500 +Bouncer=yes +Theater=yes +TiberiumSpreadRadius=0 +TiberiumSpawnType=TIB2_01 + +[CRYSTAL4] +Elasticity=0.0 +MinZVel=40.0 +MaxXYVel=18.0 +ExpireAnim=TWLT026 +Damage=40 +DamageRadius=100 +Warhead=TankOGas +IsTiberium=true +LoopStart=0 +LoopEnd=14 +LoopCount=-1 +Rate=500 +;DetailLevel=0 +RandomRate=220,500 +Bouncer=yes +Theater=yes +TiberiumSpreadRadius=0 +TiberiumSpawnType=TIB2_01 +AnimLow=0 +AnimHigh=14 +Voxel=no + +[BIGBLUE] +LoopStart=0 +LoopEnd=9 +LoopCount=-1 +Rate=500 +;DetailLevel=0 +RandomRate=150,250 +Theater=yes +IsAnimatedTiberium=yes +Layer=ground +YDrawOffset=-50 + +[TWNK1] +LoopCount=-1 +RandomLoopDelay=120,300 +DetailLevel=2 +HideIfNoOre=true +Rate=450 + +[FLAMEGUY] +IsFlamingGuy=true +RunningFrames=6 +LoopCount=1 +Rate=500 + +; This is a tricky one. It's an animation AND a projectile all in the same section +; The anim stuff is first then the projectile stuff. +[PULSBALL] +Start=0 +End=8 +LoopCount=1 +Rate=220 +;DetailLevel=0 +AnimPalette=yes +AnimLow = 8 +AnimHigh = 22 +AnimRate = 1 + +; Deployable sensor array +[GADPSA_A] +Normalized=yes +Rate=220 +Layer=ground +NewTheater=yes +LoopCount=-1 + +; Deployable ICBM launcher +[GAICBM_A] +Rate=0 +Layer=ground +NewTheater=yes +LoopCount=-1 + +; Civilian array +[CAARAY_A] +Image=CAARAY_A +Normalized=yes +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=0 + +[CAARAY_B] +Image=CAARAY_B +Normalized=yes +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=0 + +[CAARAY_C] +Image=CAARAY_C +Normalized=yes +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=2 + +[CAARAY_CD] +Image=CAARAY_C +Normalized=yes +LoopStart=16 +LoopEnd=31 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=2 + +[CAARAY_D] +Image=CAARAY_D +Normalized=yes +LoopStart=0 +LoopEnd=11 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=2 + +[CAARAY_DD] +Image=CAARAY_D +Normalized=yes +LoopStart=12 +LoopEnd=23 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=2 + +[CARYLAND] +Image=PODRING +Normalized=no +Rate=900 +Layer=ground +;DetailLevel=1 +Translucent=yes +Flat=yes +;NormalZAdjust=1 +YSortAdjust=-2000 + +[DROPLAND] +Image=PODRING +Normalized=no +Rate=180 +Layer=ground +;DetailLevel=1 +Translucent=yes +Flat=yes +;NormalZAdjust=1 +YSortAdjust=-200 + +[GTGCAN] +Remapable=yes +NewTheater=yes +Cameo= GCANICON +Foundation=2x2 +Height=3 ; experiment with this +Buildup=GTGCANMK +DemandLoadBuildup=true +FreeBuildup=true +PrimaryFireFLH=250,0,230 +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +DamageFireOffset0=-1,28 + +[NAFLAK] +Cameo=FLAKICON +Remapable=yes +NewTheater=yes +Foundation=1x1 +PrimaryFireFLH=130,0,185 +Buildup=NAFLAKMK +Height=4 +DemandLoadBuildup=true +FreeBuildup=true +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +DamageFireOffset0=-5,13 + +[BRRLEXP1] ; Oil barrel explosion +Rate=400 +Report=ExplosionBarrel +Crater=yes +Translucent=yes +UseNormalLight=yes + + +[BRRLEXP2] ; Oil barrel explosion +Rate=400 +Report=ExplosionBarrel +Crater=yes +Translucent=yes +UseNormalLight=yes + +[CRIVEXP] ; Crazy Ivan Explosion +Report=ExplosionCrazyIvan +Crater=yes +Normalized=yes +Translucent=yes +UseNormalLight=yes + +;GEF Lost Anime +[CRIVEXP2] ; Crazy Ivan Explosion +Report=ExplosionCrazyIvan +Crater=yes +Normalized=yes +Translucent=yes +UseNormalLight=yes + +;GEF Lost Anim +[TSTIMPCT] +Normalized=yes + +;GEF Lost Anim +[MININUKE] +Normalized=yes +Report=ExplosionBarrel + +[APOCEXP] ; Apocalypse Tank Explosion +Report=Explosion13 +Crater=yes +Normalized=yes +Translucent=yes +UseNormalLight=yes + +[VTEXPLOD] ; Explosions for elite tanks +Report=ExplosionApocalypse +Crater=yes +Normalized=yes +Translucent=yes +UseNormalLight=yes + +[KTSTLEXP] ; Kirov elite tesla bomb +Report=KirovEliteBomb +Crater=yes +Normalized=yes +Translucent=yes +UseNormalLight=yes + +;GEF Lost Anim +[DEMTEXP] +Normalized=yes + +;GEF Lost Anim +[GCMUZZLE] +Normalized=yes + +;GEF Lost Anim +[VTMUZZLE] +Normalized=yes + + + +[ARRWDEST] +LoopCount=4 +LoopEnd=9 +Rate=600 +DemandLoad=true +Layer=Top +ZAdjust=-300 + +[ARRWN] +LoopCount=2 +LoopEnd=4 +Rate=450 +DemandLoad=true +Layer=Top +ZAdjust=-300 + +[ARRWS] +LoopCount=2 +LoopEnd=4 +Rate=450 +DemandLoad=true +Layer=Top +ZAdjust=-300 + +[ARRWE] +LoopCount=2 +LoopEnd=4 +Rate=450 +DemandLoad=true +Layer=Top +ZAdjust=-300 + +[ARRWW] +LoopCount=2 +LoopEnd=4 +Rate=450 +DemandLoad=true +Layer=Top +ZAdjust=-300 + +[ARRWNW] +LoopCount=2 +LoopEnd=4 +Rate=450 +DemandLoad=true +Layer=Top +ZAdjust=-300 + +[ARRWNE] +LoopCount=2 +LoopEnd=4 +Rate=450 +DemandLoad=true +Layer=Top +ZAdjust=-300 + +[ARRWSW] +LoopCount=2 +LoopEnd=4 +Rate=450 +DemandLoad=true +Layer=Top +ZAdjust=-300 + +[ARRWSE] +LoopCount=2 +LoopEnd=4 +Rate=450 +DemandLoad=true +Layer=Top +ZAdjust=-300 + +; *** Movies *** +; Each of the movies allowed in the game will be listed +; here. +[Movies] +1=A00_F00e +2=A01_F00e +3=A01_P01e +4=A01_P02e +5=A01_P03e +6=A01_F04e +7=A02_f00e +8=A02_P01e +9=A02_P02e +10=A02_P03e +11=A03_F00e +12=A03_P01e +13=A03_P02e +14=A03_P03e +15=A03_P04e +16=A04_F00e +17=A04_P01e +18=A04_F02e +19=A04_P03e +20=A05_F00e +21=A05_P01e +22=A05_P02e +23=A05_P03e +24=A06_F00e +25=A06_P01e +26=A06_P03e +27=A06_P04e +28=A07_F00e +29=A07_P01e +30=A07_P02e +31=A08_F00e +32=A08_F01e +33=A08_F02e +34=S01_F00e +35=S01_P01e +36=S01_P02e +37=S01_P03e +38=S02_F00e +39=S02_P01e +40=S03_F00e +41=S03_P01e +42=S03_P02e +43=S03_P03e +44=S03_P04e +45=S04_F00e +46=S04_P01e +47=S04_P02e +49=S04_P03e +50=S05_F00e +51=S05_P01e +52=S05_P02e +53=S06_F00e +54=S06_P01e +55=S06_P02e +56=S07_F00e +57=S07_P01e +58=S07_P02e +59=S08_F00e +60=S08_F01e \ No newline at end of file diff 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b/game-assets/cncnet.pack/pumpkin.pack/wcrate.ubn differ diff --git a/game-assets/cncnet.pack/pumpkin.pack/wcrate.urb b/game-assets/cncnet.pack/pumpkin.pack/wcrate.urb new file mode 100644 index 00000000..832a2b20 Binary files /dev/null and b/game-assets/cncnet.pack/pumpkin.pack/wcrate.urb differ diff --git a/package/spawner.xdp b/game-assets/cncnet.pack/rulesmd.ini similarity index 99% rename from package/spawner.xdp rename to game-assets/cncnet.pack/rulesmd.ini index 69c1ead4..ec33c7bc 100644 --- a/package/spawner.xdp +++ b/game-assets/cncnet.pack/rulesmd.ini @@ -545,7 +545,7 @@ ChronoPlacement=CHRONOAR; SJM: User just designated site of Chrono transfer SOUR ChronoBeam=CHRONOBM ;GEF initial anim when chrono sphere strikes -- SJM: no longer used ChronoBlast=CHRONOFD ; SJM: Chrono transfer SOURCE ACTIVATES ChronoBlastDest=CHRONOTG; SJM: Chrono transfer DESTINATION ACTIVATES -WarpIn=WARPIN;WAKE2 ; animation when warping in +WarpIn=WARPOUT; belonit - edit needed for Phobos WarpOut=WARPOUT;WAKE2 ; animation when warping out WarpAway=WARPAWAY;RING1 ; animation when warping something out of existance IronCurtainInvokeAnim=IRONBLST; anim that plays upon invocation of the Iron Curtain @@ -566,6 +566,11 @@ BombParachute=PARABOMB ; parachute used for parabombs and other parachuted ordi DropZoneAnim=BEACON ; animation to use for the drop zone flair EMPulseSparkles=EMP_FX01 ; Anim to play over units disabled by an EM Pulse. +UnitsUnsellable=yes ; belonit - additions needed for Ares + +[GlobalControls] +DebugKeysEnabled=no + ; ******* Jumpjet Flight rules ******* ; Jumpjet movement controls [JumpjetControls] ;gs These are now merely defaults and units can define their own @@ -776,6 +781,13 @@ ExtraAircraftLight=.2 ; Extra light to make aircraft glow. LocalRadarColor=0,255,0 ; PCG. This is the color that you show up as on the radar, no matter ; what your house color is. I.e. if you are blue in the game, and this ; color is green, then you show up as green on the radar. + +; Phobos PlacementPreview +PlacementGrid.Translucency=0 +PlacementGrid.TranslucencyWithPreview=50 + +PlacementPreview=yes +PlacementPreview.Translucency=75 ; ******* Crate rules ******* ; General crate rules and controls are specified here. @@ -2782,6 +2794,22 @@ Mutant=Special 1070=YAPOWR_BD 1071=YAPOWR_CD +; belonit - additions needed for Ares +1200=D +1201=WCLBOLT2 +1202=SMOKEY2 +1203=gtpowexp +1204=tstlexp +1205=CAWA15DM +1206=CACH06DM +1207=YURICNTL +1208=APMUZZLE +1209=BBBLELRG +1210=MININUKE - added 11/30 +1211=APOCEXP +1212=MINDANIMR +1213=xxxx + ; *** Animation List *** ; This is the complete list of voxel animations available. ; VoxelAnims are meant to be flying debris. Things like @@ -2843,6 +2871,216 @@ Mutant=Special 12=LGSparkSys 13=PsychCloudSys +; belonit - additions needed for Ares +14=SmallGreySmokeSys + +[WeaponTypes] +; belonit - additions needed for Ares +1=Vulcan2 +2=NukeCarrier +3=Vulcan +4=RedEye2 +5=CoilBolt +6=OPCoilBolt +7=PrismShot +8=PrismSupport +9=BarrelExplosion +10=GrandCannonWeapon +11=NukePayload +12=FlakWeapon +13=HoverMissile +14=OilExplosion +15=EiffelBolt +16=MayanPrism +17=AGGattling +18=AGGattlingE +19=AAGattCann +20=AAGattlingE +21=AGGattling2 +22=AGGattling2E +23=AAGattCann2 +24=AAGattling2E +25=AGGattling3 +26=AGGattling3E +27=AAGattCann3 +28=AAGattling3E +29=MultipleMindControlTower +30=BlimpBombEffect +31=20mmRapid +32=20mmRapidE +33=Maverick +34=MaverickE +35=HornetBomb +36=HornetCollision +37=HornetBombE +38=ASWBomb +39=ASWCollision +40=ParaDropWeapon +41=Maverick2 +42=Maverick2E +43=BlimpBomb +44=Maverick3 +45=Maverick3E +46=SpyCameraWeapon +47=120mmx +48=MammothTusk +49=120mmxE +50=120mm +51=120mmE +52=105mm +53=105mmE +54=HornetLauncher +55=V3Launcher +56=BlimpBombE +57=DroneJump +58=VirtualScanner +59=FlakTrackGun +60=FlakTrackAAGun +61=FlakTrackGunE +62=FlakTrackAAGunE +63=155mm +64=ASWLauncher +65=155mmE +66=SubTorpedo +67=SubTorpedoE +68=Medusa +69=MedusaE +70=DredLauncher +71=BlackHawkCannon +72=BlackHawkCannonE +73=SquidGrab +74=SquidPunch +75=SquidGrabE +76=SquidPunchE +77=SonicZap +78=SonicZapE +79=SABOT +80=SABOTE +81=HowitzerGun +82=TankBolt +83=TankBoltE +84=ATGUN +85=ATGUNE +86=Comet +87=SuperComet +88=CometFragment +89=TeslaFragment +90=SuperCometFragment +91=FlakWeaponE +92=MirageGun +93=MirageGunE +94=CRNuke +95=HoverMissileE +96=RepairBullet +97=CRM60 +98=CRFlakGuyGun +99=CRMP5 +100=AWPE +101=CRElectricBolt +102=CRMindControl +103=CRRadBeamWeapon +104=CRNeutronRifle +105=CRTerrorBomb +106=CowShot +107=CRPsychicJab +108=CRVirusGun +109=CRSuperMindBlast +110=CRMissileLauncher +111=DefaultDeathWeapon +112=Demobomb +113=AAGattling +114=AAGattling2 +115=AAGattling3 +116=MagneticBeam +117=MagneShake +118=MagneticBeamE +119=ChaosAttack +120=BoomerTorpedo +121=CruiseLauncher +122=BoomerTorpedoE +123=160mm +124=160mmE +125=MultipleMindControlTank +126=DiskLaser +127=DiskDrain +128=DiskLaserE +129=Robogun +130=M60 +131=Para +132=M60E +133=ParaE +134=UCPara +135=UCElitePara +136=M1Carbine +137=M1CarbineE +138=UCM1Carbine +139=UCEliteM1Carbine +140=ElectricBolt +141=AssaultBolt +142=ElectricBoltE +143=DefuseKit +144=20mm +145=20mmE +146=MP5 +147=Sapper +148=MP5E +149=MindControl +150=PsiWave +151=IvanBomber +152=IvanBomberE +153=RadBeamWeapon +154=RadEruptionWeapon +155=RadBeamWeaponE +156=BadTeeth +157=Pistola +158=V3Cluster +159=NeutronRifle +160=NeutronRifleE +161=MakeupKit +162=ChronoMP5 +163=FakeC4 +164=ChronoMP5E +165=MindControlE +166=SuperMindControl +167=SuperPsiWave +168=AWP +169=AlligatorBite +170=DoublePistols +171=DoublePistolsE +172=FlakGuyGun +173=FlakGuyAAGun +174=FlakGuyGunE +175=FlakGuyAAGunE +176=TerrorBomb +177=GoodTeeth +178=BearBite +179=ChimpBite +180=MissileLauncher +181=MissileLauncherE +182=PsychicJab +183=PsychicJabE +184=UCPsychicJab +185=UCElitePsychicJab +186=AKM +187=Flare +188=AKME +189=Punch +190=Smash +191=PunchE +192=SmashE +193=Virusgun +194=VirusgunE +195=CLINTGUN +196=TERMIGUN +197=STALGUN +198=STALGREN +199=Mummypunch +200=Mummysmash +201=Lunarlaser +202=TRexInfBite +203=TRexBite +204=SHOVEL + ; *** Super Weapon List ** ; This is a list of the various types of super weapons available in the game [SuperWeaponTypes] @@ -3216,6 +3454,11 @@ MultiplayPassive=true Side=GDI SmartAI=yes +[ThirdSide] +UIName=Name:YuriCountry +Name=YuriCountry +Sidebar.MixFileIndex=3 + [British] UIName=Name:British Name=Great Britain @@ -11913,6 +12156,8 @@ HasStupidGuardMode=false NumberImpassableRows=1 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west ImmuneToPsionics=no ; defaults to yes for buildings, no for others +UnitSell=no ; belonit - additions needed for Ares + ; advanced tech center [GATECH] UIName=Name:GATECH @@ -12701,6 +12946,8 @@ HasStupidGuardMode=false NumberImpassableRows=1 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west ImmuneToPsionics=no ; defaults to yes for buildings, no for others +UnitSell=no ; belonit - additions needed for Ares + ; Soviet Tech Center [NATECH] UIName=Name:NATECH @@ -13369,11 +13616,11 @@ DamageSmokeOffset=220, 390, 150 AIBuildThis=yes;GEF it's the new radar, the computer needs to be able to build it now for prereqs. AIBuildThis=no ; ;took it out at HY's request -DB To fool the player -- it's not like it's necessary. HasRadialIndicator=true ConcentricRadialIndicator=true ; SJM: If HasRadialIndicator, use a concentric-ring effect rather than radar sweep. -DetectDisguise=yes -DetectDisguiseRange=15 +DetectDisguise=no ; belonit - Restore YR's vanilla behavior +DetectDisguiseRange=0 ; belonit - Restore YR's vanilla behavior ;Sensors=yes ;GEF buildings and units use different methods of saying that they are sensors, grumble -SensorArray=yes -SensorsSight=15 +SensorArray=no ; belonit - Restore YR's vanilla behavior +SensorsSight=0 ; belonit - Restore YR's vanilla behavior Spyable=yes ; A spy can do something to this, works like captureable ImmuneToPsionics=no ; defaults to yes for buildings, no for others SuperWeapon=PsychicRevealSpecial @@ -13901,6 +14148,8 @@ LeaveRubble=yes NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building) +UnitSell=no ; belonit - additions needed for Ares + [CAAIRP] UIName=Name:CAAIRP Name=Tech Airport @@ -31067,3 +31316,5 @@ FlashSidebarTabFrames=120; default is always, put 0 for never, or a number for x 12=Machineshop 13=Hospital + + diff --git a/game-assets/cncnet.pack/sidec01.pack/addon.shp b/game-assets/cncnet.pack/sidec01.pack/addon.shp new file mode 100644 index 00000000..5c8c868f Binary files /dev/null and b/game-assets/cncnet.pack/sidec01.pack/addon.shp differ diff --git a/game-assets/cncnet.pack/sidec01.pack/bkgdlg.shp b/game-assets/cncnet.pack/sidec01.pack/bkgdlg.shp new file mode 100644 index 00000000..c517d27b Binary files /dev/null and b/game-assets/cncnet.pack/sidec01.pack/bkgdlg.shp differ diff --git a/game-assets/cncnet.pack/sidec01.pack/bkgdmd.shp b/game-assets/cncnet.pack/sidec01.pack/bkgdmd.shp new file mode 100644 index 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differ diff --git a/game-assets/cncnet.pack/sidec03.pack/uibkgdy.pal b/game-assets/cncnet.pack/sidec03.pack/uibkgdy.pal new file mode 100644 index 00000000..a54d6bba Binary files /dev/null and b/game-assets/cncnet.pack/sidec03.pack/uibkgdy.pal differ diff --git a/game-assets/cncnet.pack/sidec03.pack/wayp.shp b/game-assets/cncnet.pack/sidec03.pack/wayp.shp new file mode 100644 index 00000000..eac9a8a8 Binary files /dev/null and b/game-assets/cncnet.pack/sidec03.pack/wayp.shp differ diff --git a/game-assets/cncnet.pack/soundmd.ini b/game-assets/cncnet.pack/soundmd.ini new file mode 100644 index 00000000..4fe56d08 --- /dev/null +++ b/game-assets/cncnet.pack/soundmd.ini @@ -0,0 +1,5732 @@ +; SOUND.INI +; All sounds in the game are specified here. The sound must +; first be specified in the sound list section. Then the appropriate +; sound data should be specified for those sounds that differ from +; the default ratings. + +;[NameOfSoundEvent] +;Control = ; +;Sounds= ; +;Volume= ; <0..100> +;Delay= ; minDelay maxDelay (milliseconds) +;Priority= ; +;Type= ; < GLOBAL NORMAL SCREEN LOCAL PLAYER> +;FShift= ; minFDelta maxFDelta (in percent delta from normal pitch) +;Limit= ; max number of events at one time +;Range= ; number of cells +;Loop= ; stop looping after this many iterations - loop control must be set +;MinVolume= ; minimum volume for GLOBAL Type event (ignored for all other types) + + +; the defaults for all events +[Defaults] +MinVolume=50 +Range=10 +Volume=80 +Limit=5 +Type= NORMAL SCREEN UNSHROUD +Priority=NORMAL + +; All sounds in the game are listed here (by name). + + +[SoundList] +1=ChronoLegionAttack +2=ChronoLegionAttackCommand +3=ChronoLegionMove +4=ChronoLegionSelect +5=ChronoLegionFear +6=ChronoLegionDie +7=CivAttack +8=CivAllAttackCommand +9=CivAllMove +10=CivAllSelect +11=CivAllFear +12=CivAllDie +13=;CivAllFemaleDie +14=CivSovAttackCommand +15=CivSovMove +16=CivSovSelect +17=CivSovFear +18=CivSovDie +19=;CivSovFemaleDie +20=ConscriptAttack +21=ConscriptAttackCommand +22=ConscriptMove +23=ConscriptSelect +24=ConscriptFear +25=ConscriptDie +26=CrazyIvanAttack +27=CrazyIvanAttackCommand +28=CrazyIvanMove +29=CrazyIvanSelect +30=CrazyIvanDeploy +31=CrazyIvanFear +32=CrazyIvanDie +33=DesolatorAttack +34=DesolatorAttackCommand +35=DesolatorMove +36=DesolatorSelect +37=DesolatorDeploy +38= ;DesolatorFear +39=DesolatorDie +40=DogAttack +41=DogAttackCommand +42=DogMove +43=DogSelect +44=DogFear +45=DogDie +46=EngAllAttackCommand ;telling him to move into a building +47=EngAllMove +48=EngAllSelect +49=EngAllFear +50=EngAllDie +51=EngSovAttackCommand ;telling him to move into a building +52=EngSovMove +53=EngSovSelect +54=EngSovFear +55=EngSovDie +56=FlakTroopAttackGround +57=FlakTroopAttackAir +58=FlakTroopAttackCommand +59=FlakTroopMove +60=FlakTroopSelect +61=FlakTroopFear +62=FlakTroopDie +63=GIAttack +64=GIAttackDeployed +65=GIAttackCommand +66=GIMove +67=GISelect +68=GIDeploy +69=GIFear +70=GIDie +71=RocketeerAttack +72=RocketeerAttackCommand +73=RocketeerMove +74=RocketeerSelect +75=RocketeerFear +76=RocketeerDie +77=SealAttack +78=SealAttackCommand +79=SealMove +80=SealSelect +81=SealPlaceBomb +82= ;SealFear +83=SealDie +84=SniperAttack +85=SniperAttackCommand +86=SniperMove +87=SniperSelect +88=SniperFear +89=SniperDie +90=SpyAttack ;Spy changes disguise +91=SpyAttackCommand ;telling him to move into a building +92=SpyMove +93=SpySelect +94=SpyFear +95=SpyDie +96=TanyaAttack +97=TanyaAttackCommand +98=TanyaMove +99=TanyaSelect +100= ;TanyaFear +101=TanyaDie +102=TerroristAttack ;terrorist changes disguise +103=TerroristAttackCommand +104=TerroristMove +105=TerroristSelect +106=TerroristFear +107=TerroristDie +108=TeslaTroopAttack +110=TeslaTroopAttackCommand +111=TeslaTroopMove +112=TeslaTroopSelect +113=TeslaTroopRechargeCoil +114=TeslaTroopFear +115=TeslaTroopDie +116=YuriMindControl ;enemy unit is converted +117=YuriAttackCommand +118=YuriMove +119=YuriSelect +120=YuriDeploy +121= ;YuriFear +122=YuriDie +123=;InfantrySovFeedback +124=;InfantryAllFeedback +125= ;InfantryDie +126=InfantrySquish +127=;InfantrySquish2 +128=InfantryMelt +129=InfantryZap +130=InfantryPsyCrush +131=AegisAttack +132=ApocalypseAttackGround +133=ApocalypseAttackAir +134=ApocalypseMove +135=ArmoredTransportAttack +136=BlackOpsAttack +137=BlackOpsAttackCommand +138=BlackOpsMove +139=BlackOpsSelect +140= ;BlackOpsTakeOff +141= ;BlackOpsLanding +142=BlackOpsDie +143=BlackEagleAttack +144=BlackEagleAttackCommand +145=BlackEagleMove +146=BlackEagleSelect +147= ;BlackEagleTakeOff +148= ;BlackEagleLanding +149=BlackEagleDie +150=ChronoMinerTeleport +151=DestroyerAttack +152=DemoTruckAttackCommand +153=DemoTruckMove +154=DemoTruckSelect +155=DemoTruckDie +156=DolphinAttack +157=DolphinAttackCommand +158=DolphinMove +159=DolphinSelect +160=DolphinFear +161=DolphinDie +162=DreadnoughtAttack +163=FlakTrackAttackGround +164=FlakTrackAttackAir +165=GrizzlyTankAttack +166=HornetAttack +167=HornetTakeoff +168=HornetLanding +169=HornetDie +170=HornetCollision +171=IFVAttackGround +172=IFVAttackAir +173=IFVCowshot +174=IFVRepair +175=IntruderAttack +176=IntruderAttackCommand +177=IntruderMove +178=IntruderSelect +179=IntruderTakeOff +180=IntruderLanding +181=IntruderDie +182=KirovAttack +183=KirovAttackCommand +184=KirovMove +185=KirovSelect +186=KirovDie +187=LightTankAttack +188= ;MCVDeploy +189=MirageTankAttack +190=MirageTankDisguise +191=OspreyAttack +192=OspreyTakeOff +193=OspreyLanding +194=OspreyCollision +195=OspreyDie +196=PrismTankAttack +197= ;PrismTankAttackFrag +198=RhinoTankAttack +199=SeawolfAttack +200=SquidAttack +201=SquidAttackNonShip +202=SquidAttackCommand +203=SquidMove +204=SquidSelect +205=SquidFear +206=SquidDie +207=SubAttack +208=SubMoveStart +209=SubFear +210=TankDestroyerAttack +211=TeslaTankAttack +212=TerrorDroneAttack +213=TerrorDroneAttackCommand +214=TerrorDroneMove +215=TerrorDroneSelect +216=TerrorDroneDie +217=V3Attack +218=WarMinerAttack +219=GenVehicleDie +220= ;GenSmallVehicleMove +221= ;GenCivVehicleMove +222= ;GenLargeWaterMove +223=GenSmallWaterMove +224=GenLargeWaterDie +225=GenSmallWaterDie +226=GenAllVehicleAttackCommand +227=GenAllVehicleMove +228=GenAllVehicleSelect +229=GenAllWaterAttackCommand +230=GenAllWaterMove +231=GenAllWaterSelect +232=GenSovVehicleAttackCommand +233=GenSovVehicleMove +234=GenSovVehicleSelect +235=GenSovWaterAttackCommand +236=GenSovWaterMove +237=GenSovWaterSelect +238=NavalUnitEmerge +239=ChronosphereMove +240=IronCurtainBlast +241=IronCurtainDeflect +242=IronCurtainOff +243=NukeIntro +244=NukeExplosion +245=NukeSiren +246=WeatherIntro +247=WeatherStrike +248=SpySpecialAttack +249= +250= +251=ParachuteDrop +252=AlliedOccupiedAttack +253=SovietOccupiedAttack +254=FlakCannonAttack +255=GrandCannonAttack +256=PatriotAttack +257=PillboxAttack +258=PrismTowerAttack +259= ;PrismTowerSupport +260=SentryGunAttack +261=TeslaCoilAttack +262=TeslaCoilSuper +263=AlligatorAttack +264=AlligatorAttackCommand +265=AlligatorMove +266=AlligatorSelect +267= ;AlligatorFear +268=AlligatorDie +269=CowMove +270=CowSelect +271=CowFear +272=CowDie +273=DefuseKit +274=Dummy +275=Explosion01 ;0 animations +276=;Explosion02 ;0 animations +277=;Explosion03 ;0 animations +278=;Explosion04 ;0 animations +279=Explosion05 ;2 animations +280=Explosion06 ;1 animation +281=Explosion07 ;1 animation +282=;Explosion08 ;0 animations +283=Explosion09 ;2 animations +284=Explosion10 ;4 animations +285=Explosion11 ;2 animations +286=Explosion12 ;6 animations +287=Explosion13 ;3 animations +288=Explosion14 ;5 animations +289=Explosion15 ;5 animations +290=BuildingDamaged +291=ExplosionShard +292=ExplosionWaterLarge +293=HealCrate +294=CommandBar +295=CreditUp +296=CreditDown +297=GameClosed +298=GenericBeep +299=MenuClick +300=MessageText +301=NewGame +302=OptionsChanged +303=PlaceBuilding +304=PlayerJoined +305= ;PlayerLeft +306=RadarOn +307=RadarOff +308=MenuScold +309=SellBuilding +310=TeslaCoilPowerUp +311=EngAllPowerDown +312=EngSovPowerDown +313=GrandCannonRotate +314=KirovMoveLoop +315=BlackOpsMoveLoop +316=ExplosionWaterMed +317=ExplosionWaterSmall +318= PropagandaTruck +319=_Amb_UrbanMurmur1 +320=_Amb_OceanHeavy +321=_Amb_UrbanMurmur2 +322=_Amb_BirdsHarbor +323=_Amb_Traffic +324=_Amb_WindCold +325=_Amb_OceanLight +326=_Amb_WindPlains +327=_Amb_BirdsPark +328=_Amb_BirdsTemperate1 +329=_Amb_BirdsTemperate2 +330=_Amb_BirdsJungle1 +331=_Amb_CricketChirps +332=_Amb_CricketBed +333=_Amb_River +334=_Amb_BirdsJungle2 +335=_Amb_BirdsNightOwl +336=_Amb_BirdsBeach +337=_Amb_WavesLake +338=_Amb_BirdsMorning + + +340=OilDerrickLoop +341=OreRefineryProcessing +342=SpyUplinkOn +343=SpyUplinkOff +344=PsychicSensorDetects +345=CloningVatsCreate +346=IFVTransform +347=OreTruckHarvest +348=RocketeerMoveLoop +349=ApocalypseMoveStart +350=RhinoTankMoveStart +351=V3MoveStart +352=GrizzlyTankMoveStart +353=DestroyerMoveStart +354=IFVMoveStart +355=SpyCreated +356=TanyaCreated +357=KirovCreated +358=TanyaEntersWater +359=TanyaLeavesWater +360=WaterfallLoop +361=PDPlaneMoveLoop +362=PDPlaneDie +363=FlakTrackMoveStart +364=MCVMoveStart +365=PrismTankMoveStart +366=CowAmbient +367=GIUndeploy +368=TerrorDroneMoveLoop +369=MirageTankMoveStart +370=TankDestroyerMoveStart +371=SeawolfMoveStart +372=LandingCraftMoveStart +373=DemoTruckMoveStart +374=IntruderMoveLoop +375=BlackEagleMoveLoop +376=PoliceSirenLoop +377=CampfireLoop +378=FountainLoop +379=EnterTransport +380=ExitTransport +381=OreMineExtract +382=PowerOn +383=PowerOff +384=WarningAlarm +385=Flare +386=UpgradeVeteran +387=UpgradeElite +388=WallCrushSandbag +389=WallCrushBlack +390=WallCrushWhite +400=WallCrushKremlin +401=PrismTowerPowerUp +402=BaseUnderAttackSiren +403=KirovVoiceDie +404=ACCMoveStart +405=DreadnoughtMoveStart +406=AegisMoveStart +407=TeslaTankMoveStart +408=Cheer +409=CivTexanAttack +410=CivTexanAttackCommand +411=CivTexanMove +412=CivTexanSelect +413=CivTexanDie +414=CivTexanFear +415=CivAllFemSelect +416=CivAllFemMove +417=CivAllFemDie +418=CivAllFemAttackCommand +419=CivAllFemFear +420=CivSovFemMove +421=CivSovFemDie +422=CivSovFemFear +423=CivSovFemSelect +424=CivSovFemAttackCommand +425=ChimpAttack +426=ChimpAttackCommand +427=ChimpMove +428=ChimpSelect +429=ChimpFear +430=ChimpDie +431=BearAttack +432=BearAttackCommand +433=BearMove +434=BearSelect +435=BearFear +436=BearDie +437=ChimpAmbient +438=MenuTab +439=MenuBuild +440=MenuACBOpen +441=MenuACBClose +442=Bonus +443=SealSpecialAttack +445=ChronoMinerMove +446=TextBleep +447=CameraSwitch +448=LandingCraftSelect +449=LandingCraftMove +450=AirRaidSiren +451=CruiseShipAmbience +452=GenCarSelect +453=TeslaTroopEliteAttack +454=HuskySelect +455=KirovEliteBomb +456=PsychicAmplifierLoop +457=MonumentCrumble +458=ExplosionCrazyIvan +459=ExplosionBarrel +460=ParisTowerAttack +461=PoliceCarDie +462=MenuSlideIn +463=BuildingMetalDamaged +464=BuildingGenericDie +465=PowerPlantDie +466=BlackOpsVoiceDie +467=IntruderVoiceDie +468=KirovVoiceDie +479=BlackEagleVoiceDie +480=WeatherControlReadyLoop +481=ExplosionApocalypse +482=SSSelect +483=SSAttackCommand +484=SSMove +485=SSDie +486=ChronoLegionTeleport +487=ChronoLegionKill +488=ChronosphereSelect +489=PsychicAmplifierDie +490=MenuSlideOut +491=IronCurtainReadyLoop +492=BuildingGarrisoned +493=NuclearSiloReady +494=ChronosphereReadyLoop +495=MovieOn +496=MovieOff +497=BeaconPlaced +498=BuildingRepaired +499=ChronosphereOpen +500= ;MenuArrive +501=GenAircraftCrash +502=KirovCrash +503=RocketeerCrash +504=NukeLaunch +505=BuildingFireBig +506=BuildingFireMed +507=PlanningModeAdd +508=PlanningModeStart +509=PlanningModeEnd +510=CrazyIvanBombTick +511=IronCurtainReady +512=WeatherControlReady +513=CrateMoney +514=CrateArmor +515=CrateFirePower +516=CrateSpeed +517=CrateReveal +518=CrateFreeUnit +519=CivFatDie +520=CivThinDie +521=CratePromoted +523=TugBoatAmbience +524=ScoreEmblemSoundLoop +525=DemoTruckCreated +526=TechOutpostAttack +527=ChronoCommandoCreated +528=ChronoCommandoSelect +529=ChronoCommandoMove +530=ChronoCommandoSpecialAttack +531=ChronoCommandoAttackCommand +532=AlliedCampaignSelect +533=SovietCampaignSelect +534=BootCampSelect + + +;============= Mission Disk sounds ============ + +535=GuardianGiDeployedAttack +536=TrexRoar +537=TrexFoot +538=TrexSelect +539=TrexMove +540=TrexDie +541=TrexFall +542=TrexAttack +543=_Amb_CricketDesert +544=LasherTankAttack +545=BrontoSelect +546=BrontoMove +547=BrontoMoveStart +548=BrontoAmbient +549=BrontoDie +550=GuardianGIDeployVoice +551=InitiateAttack +552=VirusAttack +553=ChaosDroneSelect +554=ChaosDroneAttackCommand +555=ChaosDroneMove +556=MigMoveLoop +557=RobotTankSelect +558=RobotTankMove +559=RobotTankMoveStart +560=RobotTankAttackCommand +561=RobotTankDie +562=RobotTankPowerDown +563=VirusVictimSwell +564=SlaveAttack +565=VirusVictimExplode +566=ChaosDroneDie +567=AegisSelect +568=AegisMove +569=AegisAttackCommand +570=AircraftCarrierSelect +571=AircraftCarrierMove +572=AircraftCarrierAttackCommand +573=ApocalypseSelect +575=ApocalypseAttackCommand +576=ArnoldSelect +577=ArnoldMove +578=ArnoldAttackCommand +579=ArnoldFear +580=ArnoldPsyResist +581=ArnoldDie +582=BattleFortressSelect +583=BattleFortressMove +584=BattleFortressAttackCommand +585=BoomerSelect +586=BoomerMove +587=BoomerAttackLandCommand +588=BoomerAttackWaterCommand +589=BorisSelect +590=BorisMove +591=BorisAttackCommand +592=BorisAirstrikeVoice +593=BorisFear +594=BorisCreated +595=BorisDie +596=BruteSelect +597=BruteMove +598=BruteAttackCommand +599=BruteFear +600=BruteCrushing +601=BruteDie +602=ChronoMinerSelect +604=ChronoMinerHarvest +605=ChronoMinerReturn +606=ClintSelect +607=ClintMove +608=ClintAttackCommand +609=ClintFear +610=ClintPsyResist +611=ClintDie +612=EinsteinSelect +613=EinsteinMove +614=EinsteinAttackCommand +615=EinsteinFear +616=EinsteinDie +617=EngYuriSelect +618=EngYuriMove +619=EngYuriCapture +620=EngYuriFear +621=EngYuriDie +622=FlakTrackSelect +623=FlakTrackMove +624=FlakTrackAttackCommand +625=FloatingDiscSelect +626=FloatingDiscMove +627=FloatingDiscAttackCommand +628=FloatingDiscSteal +629=GattlingTankSelect +630=GattlingTankMove +631=GattlingTankAttackCommand +632=GuardianGISelect +633=GuardianGIMove +634=GuardianGIAttackCommand +635=GuardianGIDeploy +636=GuardianGIFear +637=GuardianGIDie +638=HoverAlliedSelect +639=HoverAlliedMove +640=HoverSovietSelect +641=HoverSovietMove +642=HoverYuriSelect +643=HoverYuriMove +644=IFVSelect +645=IFVMove +646=IFVAttackCommand +647=InitiateSelect +648=InitiateMove +649=InitiateAttackCommand +650=InitiateFear +651=InitiateDie +652=LaserCosmoSelect +653=LaserCosmoMove +654=LaserCosmoAttackCommand +655=LaserCosmoFear +656=LaserCosmoDie +657=LasherTankSelect +658=LasherTankMove +659=LasherTankAttackCommand +660=MagnetronSelect +661=MagnetronMove +662=MagnetronAttackCommand +663=MasterMindSelect +664=MasterMindMove +665=MasterMindAttackCommand +666=MasterMindOverloadVoice +667=MCVAlliedSelect +668=MCVAlliedMove +669=MCVSovietSelect +670=MCVSovietMove +671=MCVYuriSelect +672=MCVYuriMove +673=MIGMove +674=MIGAttackVoice +675=MIGVoiceDie +676=MirageTankSelect +677=MirageTankMove +678=MirageTankAttackCommand +679=PrismTankSelect +680=PrismTankMove +681=PrismTankAttackCommand +682=RomanovSelect +683=RomanovMove +684=RomanovAttackCommand +685=RomanovFear +686=RomanovDie +687=SeaScorpionSelect +688=SeaScorpionMove +689=SeaScorpionAttackCommand +690=SeigeChopperSelect +691=SeigeChopperMove +692=SeigeChopperAttackAir +693=SeigeChopperAttackLand +694=SeigeChopperVoiceDie +695=SlaveFreedSelect +696=SlaveFreedMove +697=SlaveFreedAttackCommand +698=SlaveFreedFear +699=SlaveFreedDie +700=SlaveMinerSelect +701=SlaveMinerMove +702=SlaveMinerAttackCommand +703=SlaveMinerHarvest +704=SlaveWorkerSelect +705=SlaveWorkerMove +706=SlaveWorkerAttackCommand +707=SlaveWorkerFear +708=SlaveWorkerHarvest +709=SlaveWorkerLiberated +710=SlaveWorkerDie +711=SlySelect +712=SlyMove +713=SlyAttackCommand +714=SlyFear +715=SlyPsyResist +716=SlyDie +717=TankDestroyerSelect +718=TankDestroyerMove +719=TankDestroyerAttackCommand +720=TanyaPrimeSelect +721=TanyaPrimeMove +722=TanyaPrimeAttackCommand +723=TanyaPrimePsyResist +724=TanyaPrimeCreated +725=TanyaPrimeFear +726=TanyaPrimeDie +727=TeslaTankSelect +728=TeslaTankMove +729=TeslaTankAttackCommand +730=TyphoonSubSelect +731=TyphoonSubMove +732=TyphoonSubAttackCommand +733=V3Select +734=V3Move +735=V3AttackCommand +736=VirusSelect +737=VirusMove +738=VirusAttackCommand +739=VirusFear +740=VirusDie +741=WarMinerSelect +742=WarMinerMove +743=WarMinerAttackCommand +744=WarMinerHarvest +745=YuriCloneSelect +746=YuriCloneMove +747=YuriCloneAttackCommand +748=YuriCloneFear +749=YuriCloneDie +750=YuriPrimeSelect +751=YuriPrimeMove +752=YuriPrimeAttackCommand +753=YuriPrimeFear +754=YuriPrimePsyResist +755=YuriPrimeCreated +756=YuriPrimeDie +757=GattlingGunAttackLoop1 +758=GattlingGunAttackLoop2 +759=GattlingGunAttackLoop3 +760=GattlingGunDecreaseLoop3 +761=GattlingGunDecreaseLoop2 +762=GattlingGunDecreaseLoop1 +763=LCiv1Select +764=LCiv2Select +765=LCiv3Select +766=LCiv4Select +767=ForceShieldFading +768=ForceShieldStarting +769=DemoTruck-Sov07 +770=Terrorist-Sov07 +771=MIGMissionAborted +772=FloatingDiscMoveLoop +773=MagnetronAttack +774=BoomerAttack1 +775=BoomerAttack2 +776=BruteSmashAttack +777=FloatingDiscStealLoop +778=MasterMindMoveStart +779=MagnetronMoveStart +780=YuriPrimeMoveLoop +781=SeigeChopperMoveLoop +782=BoomerMoveStart +783=GattlingTankMoveStart +784=LasherTankMoveStart +785=SlaveMinerMoveStart +786=ChaosDroneMoveStart +787=BattleFortressMoveStart +788=Einstein_HereIAm +789=Tanya_NoFear +790=ChronoScreenSound +791=TugBoatSelect +792=CruiseShipSelect +793=BridgeRepaired +794=_Amb_DesertHawk +795=_Amb_JurrasicBed +796=_Amb_JurrasicHowls +797=_Amb_JurrasicTrexRoar +798=GrinderGrinding +799=BioReactorEnter +800=BioReactorExit +801=TankBunkerUp +802=TankBunkerDown +803=SeigeChopperDeploy +804=SlaveMinerDeploy +805=RobotTankOnline +806=RobotTankOffline +807=PsychicDominatorActivate +808=TankCrush +809=PsychicDominatorReadyLoop +810=GeneticMutatorReadyLoop +811=GeneticMutatorActivate +812=PsychicDominatorOpen +813=GeneticMutatorOpen +814=ChaosDroneAttack +815=SpyPlaneMoveLoop +816=SpyPlaneSnapShot +817=SpyPlaneDie +818=MindCleared +819=LaserCosmoAttack +820=MigAttack +821=FloatingDiscAttack +822=PsychicRevealActivate +823=CamelSelect +824=CamelMove +825=CamelDie +826=CamelMoveStart +827=MummySelect +828=MummyDie +829=MummyMove +830=MummyAttack +831=SeigeChopperDie +832=SeigeChopperAttackDeployed +833=RobotTankAttack +834=_Amb_LondonCivilians +835=RobotTankSelectDeactivated +836=GenCarMoveStart +837=BigBenBell +838=CableCarSelect +839=FloatingDiscChargeUp +840=ArnoldAttack +841=SlyGrenadeLauncher +842=SlyAttack +843=ClintAttack +844=BorisAttack +845=FloatingDiscCreated +846=MagnetronMagneShake +847=FloatingDiscDie +848=SlaveMinerUndeploy +849=MagnetronMagneShakeVoice +850=YuriBustRotate +851=YuriBustAttack +852=SlaveMinerDeployVoice +853=SlaveMinerUnDeployVoice +854=ChronoScreenSoundAgain +855=SealCreated + + + + + + +999=NoCanDo + +// items after 1000 are for debug only +1001=Test1 +1002=Test2 +1003=Test3 +1004=Test4 +1005=Test5 +1006=Test6 +1007=Test7 +1008=Test8 +1009=Test9 +1010=Test10 +1011=TestRandom +1012=TestRandomLoopAll +1013=TestRandomLoopDelayAll +1014=TestLoopAll +1015=TestEnvelope +1016=TestEnvelopeFShift +1017=TestEffect + +[BruteSmashAttack] +Sounds=ibruatta ibruattb ibruattc ibruattd ibruatte ibruattf +Control= random +Volume=80 + +[ChronoLegionAttack] +Sounds=ichratta +Priority=high +Range=15 +Volume=60 + +[ChronoLegionKill] +Sounds=ichrkill +Range=15 +Priority=high +Volume=90 + +[ChronoLegionTeleport] +Sounds=ichrmova +Control= interrupt +Limit=1 +Range=20 +Priority=high +Volume=75 + +[CivAttack] +Sounds= icivatta icivattb +Control= random +FShift= -3 3 +volume=70 + +[CivFatDie] +Sounds= iciv1dia iciv1dib iciv1dic +Control=random +Priority=low +Volume=90 + +[CivThinDie] +Sounds= iciv2dia iciv2dib iciv2dic iciv2did +Control=random +Priority=low +Volume=90 + +[CivTexanAttack] +Sounds= icivatta icivattb +Control= random +FShift= -7 7 +volume=70 + +[ConscriptAttack] +Sounds=iconatta iconattb iconattc iconattd iconatte iconatte iconattc +Control= random interrupt +VShift= 15 +Limit=3 +Volume=65 + +[CrazyIvanAttack] +Sounds=icraatta +Volume=70 + +[CrazyIvanDeploy] +Sounds=icraatta +Volume=55 + +[CrazyIvanBombTick] +Sounds=icraloop +Control=loop +Limit=3 +Priority=high +Volume=45 + + +[DesolatorAttack] +Sounds=idesat1a + +[DesolatorDeploy] +Sounds=idesat2a + +[DogAttack] +Sounds=idogatta +Volume=50 +FShift= -5 5 + +[DogAttackCommand] +Sounds=idogatca +Volume=70 +FShift= -5 5 + +[DogMove] +Sounds=idogmova +Volume=35 +FShift= -5 5 + +[DogSelect] +Sounds=idogsela +FShift= -5 5 +Volume=85 + +[DogFear] +Sounds= idogfea idogfeb idogfec +Control= random interrupt +FShift= -5 5 +Priority=low +Volume=65 + +[DogDie] +Sounds= idogdiea +FShift= -5 5 +Priority=low +Volume=65 + +[HuskySelect] +Sounds=idogsela +Control= random interrupt +VShift=10 + +[FlakTroopAttackGround] +Sounds= vflaat1a vflaat1b +Control= random interrupt +FShift= -5 5 +VShift=10 +Volume=90 + +[FlakTroopAttackAir] +Sounds= vflaat2a vflaat2b vflaat2c vflaat2d +FShift= -10 10 +Control= random interrupt +Volume=95 + + +[GuardianGIDeploy] +Sounds= iggidepa +Control= interrupt +FShift= -5 5 +Volume=60 +Limit=3 + +[GuardianGiUnDeploy] +Sounds= iggidepa +Control= interrupt +FShift= -5 5 +Volume=40 +Limit=3 + +[GuardianGiDeployedAttack] +Sounds= iggiat2a iggiat2b +Control= interrupt +FShift= -5 5 +VShift=10 +Limit=3 + + +[GIAttack] +Sounds=igiat1a igiat1b igiat1c +Control= random interrupt +VShift=15 +Volume=65 + +[GIAttackDeployed] +Sounds=igiat2a igiat2b igiat2c igiat2d igiat2c igiat2d +Control= random interrupt +VShift= 20 +Volume=45 + +[GIDeploy] +Sounds= igidepa igidepb +Control= random interrupt +FShift= -10 10 +Volume=40 + +[GIUndeploy] +Sounds= igidepa igidepb +Control= random interrupt +FShift= -10 10 +Volume=40 + +[InitiateAttack] +Sounds=iiniatta +Control= interrupt +FShift= -5 5 +VShift=15 +Volume=60 +Limit=3 + + +[RocketeerAttack] +Sounds=irocatta +FShift= -10 10 +Control= random interrupt +VShift=10 +Volume=70 + + +[RocketeerDie] +Sounds= irocdiea ;$irocdia $irocdib $irocdic +Priority=low +Control= +FShift= -5 5 +Volume=70 + +[RocketeerMoveLoop] +Sounds=iroclo1 iroclo2a iroclo2b iroclo2c iroclo3 +Control= loop random all decay attack +FShift= -5 5 +Priority=Low +Limit=3 +VShift=10 +Volume=25 + +[RocketeerCrash] +Sounds=iroccraa iroccrab +Control=random +FShift=-10 10 + +[SealAttack] +Sounds=iseaatta iseaattb +Control= random interrupt +FShift= -5 5 +Volume=60 + +[SlaveAttack] +Sounds=isl1atta +FShift=-2 2 +VShift=10 + +[SniperAttack] +Sounds=isniatta +Control= random +Priority=critical +FShift= -5 5 +Range=30 +Volume=90 + +[SpyAttack] +Sounds=vmirat2a +Range=15 +Volume=65 + + +[TanyaAttack] +Sounds=itanatta itanattb +Control= random interrupt +FShift= -5 5 +VShift=15 +Volume=70 + + +[TanyaEntersWater] +Sounds=gexpwasa gexpwasb +Control= random interrupt +FShift= -10 10 +Volume=50 + +[TanyaLeavesWater] +Sounds= vnavupa +FShift= -10 10 +Volume=50 + + +[TerroristAttack] +Sounds=igiat2a +Volume=35 + +[TeslaTroopAttack] +Sounds=itesatta +FShift= -5 5 +VShift=10 + +[TeslaTroopEliteAttack] +Sounds=itesat2a itesat2b +Control= random +VShift=10 +Volume=60 + +[TeslaTroopRechargeCoil] +Sounds=iteschaa +Limit=3 +VShift=10 +Volume=15 + +[VirusAttack] +Sounds=iviratta +Priority=critical +FShift= -5 5 +Range=30 +Volume=90 + + +[YuriMindControl] +Sounds=iyurat1a +Type=global +Priority=critical +MinVolume=70 +Volume=80 + +[YuriDeploy] +Sounds=iyurat2a + + +[InfantrySquish] +Sounds=igensqua +FShift= -10 10 +Volume=65 + +[InfantryMelt] +Sounds=igenmela igenmelb igenmelc +Control=random +FShift= -10 10 +VShift=20 +Priority=Low + +[InfantryZap] +Sounds=igenzapa +FShift= -10 10 +VShift=20 +Volume=70 +Priority=Low + +[InfantryPsyCrush] +Sounds=igenexpa +Priority=low +FShift= -10 10 +VShift=10 +Volume=90 + + + +;----------------------------------- +;------------VEHICLES--------------- +;----------------------------------- + +[AegisAttack] +Sounds=vaegatta vaegattb +Control= random +FShift= -10 10 +Volume=50 + +[AegisMoveStart] +Sounds=vaegstaa vaegstab +Control=random predelay +Delay=0 400 +FShift= -2 2 +VShift= 15 +Volume= 50 + +[ACCMoveStart] +Sounds= vaccstaa vaccstab +Control= random predelay +Delay=0 400 +FShift= -2 2 +Vshift=15 +Volume=50 + +[ApocalypseAttackGround] +Sounds=vapoat1a +FShift= -10 10 +Volume=90 + +[ApocalypseAttackAir] +Sounds=vapoat2a vapoat2b vapoat2c +Control= random +FShift= -10 10 +VShift=20 +Volume=50 + + +[ApocalypseMoveStart] +Sounds=vapostaa vapostab vapostac +Control= random predelay +Delay=0 400 +Priority=Low +FShift= -5 5 +VShift=10 +Volume=50 + +[ArmoredTransportAttack] +Sounds=varmatta varmattb +Control= random +FShift= -10 10 +Volume=35 + +[BlackOpsAttack] +Sounds=vblhatta vblhattb +Control= random interrupt +VShift=10 +Volume=65 + +;[BlackOpsTakeOff] +;Sounds= +;Control= random +;FShift= -5 5 +;Volume=45 + +;[BlackOpsLanding] +;Sounds= +;Control= random +;FShift= -5 5 +;Volume=40 + +[BlackOpsDie] +Sounds=vblhdiea +Volume=55 + +[BlackOpsMoveLoop] +Sounds= vblhlo1 vblhlo2a vblhlo2b vblhlo2c vblhlo3 +Control= loop random all decay attack +Volume=50 + +[BlackEagleAttack] +Sounds=vbleatta vbleattb +FShift= -5 5 +Volume=45 + +;[BlackEagleTakeOff] +;Sounds= +;FShift= -10 10 +;Volume=35 + +;[BlackEagleLanding] +;Sounds= +;FShift= -10 10 +;Volume=35 + + + +[BlackEagleDie] +Sounds=vblediea vbledieb +Control=random +Volume=50 + + +[BlackEagleMoveLoop] +Sounds= vintlo1a vintlo1b vintlo1c vintlo2a vintlo2b vintlo2c vintlo3 +Control= loop random all decay attack +Attack=3 +Priority=low +FShift= -10 10 +VShift=10 +Volume=20 + + +[ChaosDroneSelect] +Sounds= vchasela vchaselb +Control= random +Volume=60 + +[ChaosDroneAttackCommand] +Sounds= vchaatca +Control= random +Volume=60 + +[ChaosDroneMove] +Sounds= vchamova vchamovb vchamovc vchamovd +Control= random +Volume=60 + +[ChaosDroneDie] +Sounds=vchadiea +FShift=-10 10 +Volume=80 + + +[ChronoMinerTeleport] +Sounds=vchrtele +Control= interrupt +Limit=1 +Volume=50 + +[DemoTruckDie] +Sounds=vdemdiea +FShift=-5 5 +Volume=90 + +[DemoTruckMoveStart] +Sounds= vdemstaa vdemstab vdemstac +Control= random predelay +Delay=0 400 +Priority=low +FShift= -2 2 +VShift=10 +Volume=40 + +[DestroyerAttack] +Sounds= vdesatta vdesattb +Control= random +FShift= -10 10 +VShift=15 + +[DestroyerMoveStart] +Sounds= vdesstaa vdesstab +Control= random predelay +Delay=0 400 +Priority=Low +FShift= -2 -2 +VShift=10 +Volume=30 + +[DolphinAttack] +Sounds=vdolatta +FShift= -10 10 +Volume=60 + +[DolphinAttackCommand] +Sounds= vdolatca vdolatcb vdolatcc +Control= random +FShift= -10 10 +Volume=50 + +[DolphinMove] +Sounds= vdolmova vdolmovb +Control= random +FShift= -10 10 +Volume=60 + +[DolphinSelect] +Sounds= vdolsela vdolselb +Control= random +FShift= -10 10 +Volume=60 + +[DolphinDie] +Sounds=vdoldiea vdoldieb +Control=random +FShift= -5 5 +Volume=70 + +[DolphinFear] +Volume=0 ; no sound + + + +[DreadnoughtAttack] +Sounds= vdreatta vdreattb +Control= random interrupt +FShift= -10 10 +Limit=2 +Volume=60 + +[DreadnoughtMoveStart] +Sounds=vdrestaa vdrestab vdrestac +Control= random predelay +Priority=low +Delay=0 400 +FShift= -5 5 +VShift=20 +Volume=50 + +[FlakTrackAttackGround] +Sounds= vflaat1a vflaat1b +FShift= -5 5 +Control= random interrupt +VShift=10 +Volume=90 + +[FlakTrackAttackAir] +Sounds= vflaat2a vflaat2b vflaat2c vflaat2d +FShift= -10 10 +Control= random interrupt +Volume=95 + +[FlakTrackMoveStart] +Sounds= vflastaa vflastab vflastac vflastad +Control= random predelay +Delay=0 400 +Priority=Low +FShift= -10 10 +VShift=20 +Volume=35 + +[FloatingDiscMoveLoop] +Sounds= vflolo1a vflolo2a vflolo2b vflolo3a +Control= loop random all decay attack +Range=20 +Volume=40 +Priority=High + +[FloatingDiscStealLoop] +Sounds=vflolo4a vflolo5a vflolo5b vflolo6a +Control= all random loop attack decay +Priority= high +Volume=65 + + +[GattlingGunAttackLoop1] +Sounds= vgatlo1a vgatlo2a vgatlo2b vgatlo2c vgatlo3a +Control= attack loop random all decay +Limit=2 +Volume=60 + +[GattlingGunAttackLoop2] +Sounds= vgatlo4a vgatlo5a vgatlo5b vgatlo6a +Control= attack loop random all decay +Volume=65 +Limit=2 + +[GattlingGunAttackLoop3] +Sounds= vgatlo7a vgatlo8a vgatlo8b vgatlo9a +Control= attack loop random all decay +Volume=75 +Limit=2 + +[GattlingGunDecreaseLoop3] +Sounds= vgatlo9a +Control= random all +Volume=65 + +[GattlingGunDecreaseLoop2] +Sounds= vgatlo6a +Control= random all +Volume=5 + +[GattlingGunDecreaseLoop1] +Sounds= vgatlo3a +Control= random all +Volume=65 + +[GrizzlyTankAttack] +Sounds= vgriatta vgriattb vgriattc +FShift= -10 10 +Control=random +VShift=10 + +[GrizzlyTankMoveStart] +Sounds= vgristaa vgristab vgristac +Control= random predelay +Delay=0 400 +Priority=low +FShift= -10 10 +VShift=15 +Volume=40 + +[HornetAttack] +Sounds= vospatta +Limit=3 +Control= interrupt +FShift= -5 5 +Volume=60 + +[HornetTakeoff] +Sounds= vhortaka vhortakb +Priority=low +FShift= -10 10 +Control= random +Volume=45 + +[HornetLanding] +Sounds= vhorlana vhorlanb +Control= random predelay +Priority=low +Delay=0 200 +FShift= -10 10 +Volume=45 + +[HornetCollision] +Sounds=gexpshaa gexpshaa +Control=interrupt random +Priority=low +FShift= -10 10 +Limit=2 +VShift=10 +Volume=25 + +[HornetDie] +Sounds=vhordiea vhordieb +Control=random +FShift=-5 5 +Volume=60 + +[IFVAttackGround] +Sounds=vifvat2a vifvat2b vifvat2c +Control= random interrupt +VShift= 15 +Limit=3 +Volume=60 + +[IFVAttackAir] +Sounds=vifvatta +FShift= -10 10 +Volume=40 + +[IFVCowshot] +Sounds=bpriat1a +FShift= -10 10 + +[IFVRepair] +Sounds=vifvrepa +FShift= -10 10 +Priority=low +Volume=65 + +[IFVTransform] +Sounds=vifvtran +Volume=60 + +[IFVMoveStart] +Sounds= vifvstaa vifvstab vifvstac +Control= random predelay +Delay=0 400 +Priority=low +FShift= -10 10 +VShift=20 +Volume=30 + +[IntruderAttack] +Sounds=vintatta +FShift= -10 10 +Volume=55 + +[IntruderMoveLoop] +Sounds= vintlo1a vintlo1b vintlo1c vintlo2a vintlo2b vintlo2c vintlo3 +Control= loop random all decay attack +Attack=3 +Priority=low +FShift= -10 10 +VShift=10 +Volume=20 + +[IntruderTakeOff] +Sounds= vintupa +Control= predelay +Delay= 0 500 +Limit=2 +Priority=low +Volume=30 + +[IntruderLanding] +Sounds=vintdna +Priority=low +FShift= -5 5 +Limit=2 +Volume=30 + +[IntruderDie] +Sounds=vintdiea vintdieb +Control=random +Volume=50 + +[KirovAttack] +Sounds= vkiratta +Fshift= -5 5 +Volume=40 + +[KirovDie] +Sounds= vkirdiea +Volume=90 + +[KirovCrash] +Sounds=vkircraa +Volume=90 + +[KirovEliteBomb] +Sounds=vkirbo2a vkirbo2b +Control= random + +[LandingCraftMoveStart] +Sounds=vlanstaa vlanstab vlanstac +Control= random predelay +Delay=0 400 +Priority=Low +FShift= -10 10 +VShift=15 +Volume=45 + +[LasherTankAttack] +Sounds= vlasatta +FShift= -10 10 +VShift=10 +Volume= 90 + +[LightTankAttack] +Sounds= vgriatta +FShift= -10 10 + +[MagnetronAttack] +Sounds= vmagatta +Range=20 +VShift=15 +Volume=70 + +;[MCVDeploy] +;Sounds= + +[MCVMoveStart] +Sounds= vmcvstaa +Priority=Low +FShift= -2 2 +VShift=20 +Volume=40 + +[MigMoveLoop] +Sounds= vblelo1a vblelo2a vblelo2b vblelo2c vblelo3 +Control= loop random all decay attack +Limit=2 +FShift=-5 5 +VShift=10 +Volume=35 + +[MirageTankAttack] +Sounds=vmiratta +FShift= -10 10 + +[MirageTankDisguise] +Sounds=vmirat2a +Volume=65 + +[MirageTankMoveStart] +Sounds=vmirstaa vmirstab vmirstac +Control= random predelay +Delay=0 400 +VShift=10 +Volume=35 + +[OspreyAttack] +Sounds= vospatta +Control= interrupt +FShift= -10 10 +Limit=3 +VShift=10 + +[OspreyTakeOff] +Sounds= vospstaa +Priority=low +FShift= -10 10 +Volume=35 + +[OspreyLanding] +Sounds=vosplana +Priority=low +FShift= -10 10 +Volume=35 + +[OspreyDie] +Sounds= vospdiea +Priority=low +Volume=50 + +[OspreyCollision] +Volume=0 ; no sound + +[RobotTankSelect] +Sounds= vrobsela +Control= random +Volume=55 + +[RobotTankMove] +Sounds= vrobmova vrobmovb +Control= random +Volume=55 + +[RobotTankAttackCommand] +Sounds= vrobatca +Control= random +Volume=55 + +[RobotTankDie] +Sounds= vrobdiea +Control=random +FShift=-15 15 +VShift=20 +Volume=85 + +[RobotTankPowerDown] +Volume=0 ; no sound + +[PrismTankAttack] +Sounds=vpriatta +Volume=90 + +;[PrismTankAttackFrag] +;Sounds= +;FShift= -10 10 + +[PrismTankMoveStart] +Sounds=vpristaa vpristab vpristac +Control= random predelay +Priority=low +Delay=0 400 +FShift= -10 10 +VShift=10 +Volume=30 + +[RhinoTankAttack] +Sounds= vrhiatta vrhiattb vrhiattc vrhiattd +Limit=3 +FShift= -10 10 +Control= random interrupt +Volume=75 + +[RhinoTankMoveStart] +Sounds= vrhistaa vrhistab vrhistac vrhistad +Control= random predelay +Delay=0 400 +Priority=Low +FShift= -10 10 +VShift=15 +Volume=30 + +[SeawolfAttack] +Sounds=vifvatta +FShift= -10 10 +Volume=50 + +[SeawolfMoveStart] +Sounds=vseastaa vseastab vseastac vseastad +Control= random predelay +Delay=0 400 +Priority=Low +FShift= -10 10 +VShift=15 +Volume=40 + +[BoomerAttack1] +Sounds=vbooat1a +FShift= -10 10 +Limit=2 +Volume=60 + + +[BoomerAttack2] +Sounds= vbooat2a +FShift= -10 10 +Volume=50 + + + +[SquidAttack] +Sounds=vsquat1a +FShift= -10 10 + +[SquidAttackNonShip] +Sounds=vsquat1a +FShift= -10 10 + +[SquidAttackCommand] +Sounds= vsqumova vsqumovb +Control= random +FShift= -10 10 + +[SquidMove] +Sounds= vsqumova vsqumovb +FShift= -10 10 +Control= random +Volume=35 + +[SquidSelect] +Sounds= vsqusela +FShift= -10 10 + +[SquidDie] +Sounds=vsqudiea +FShift= -10 10 + +[SquidFear] +Volume=0 ; no sound + +[SubAttack] +Sounds= vsubatta +FShift= -10 10 +Volume=50 + +[SubMoveStart] +Sounds= vsqumova vsqumovb +Control= random +FShift= -10 10 +Volume=45 + +[SubFear] +Volume=0 ; no sound + +[TankDestroyerAttack] +Sounds= vtadatta vtadattb vtadattc +Control= random +FShift= -10 10 +Volume=85 + +[TankDestroyerMoveStart] +Sounds= vtadstaa vtadstab +Control= random predelay +Priority=low +Delay=0 400 +FShift= -2 2 +VShift=10 +Volume=40 + +[TeslaTankAttack] +Sounds= vtesatta vtesattb +Control= random interrupt +Limit=3 +VShift=15 +Volume=60 + + +[TeslaTankMoveStart] +Sounds=vtesstaa vtesstab +Control=random predelay +Priority=low +Delay=0 400 +VShift=15 +Volume=35 + +[TerrorDroneAttack] +Sounds= vteratta +FShift= -10 10 +Volume=55 + +[TerrorDroneAttackCommand] +Sounds= vtermova +FShift= -10 10 +Volume=40 + +[TerrorDroneMove] +Sounds= vtermova +FShift= -10 10 +Volume=40 + +[TerrorDroneMoveLoop] +Sounds=vterlo1a vterlo1b vterlo1c vterlo2a vterlo2b vterlo2c vterlo3 +Control=Random loop all attack decay +Priority= high +Attack=3 +VShift=10 +FShift=-10 0 +Volume=25 + +[TerrorDroneSelect] +Sounds= vtersela vterselb +Control= random +FShift= -10 10 +Volume=50 + +[TerrorDroneDie] +Sounds= vterdiea vterdieb +Control=random +VShift=20 +Volume=75 + +[V3Attack] +Sounds= vv3latta vv3lattb +Control=random predelay +Delay=0 300 +Limit=3 +FShift= -10 10 +Volume=70 + + +[V3MoveStart] +Sounds=vv3lstaa vv3lstab vv3lstac +Control= random predelay +Delay=0 400 +Priority=Low +FShift= -10 10 +VShift=20 +Volume=35 + +[WarMinerAttack] +Sounds= vwaratta vwarattb +Control= random +VShift=10 +Volume=70 + +[OreTruckHarvest] +Sounds= vorehara +Volume=30 + +[GenVehicleDie] +Sounds= vgendiea vgendieb vgendiec vgendied vgendiee vgendief +Control=random +FShift=-15 15 +VShift=20 +Volume=85 + +;[GenSmallVehicleMove] +;Sounds= + +;[GenCivVehicleMove] +;Sounds= + +;[GenLargeWaterMove] +;Sounds= + + + +[GenLargeWaterDie] +Sounds=gnavsina +Control= predelay interrupt +Delay= 0 500 +FShift= -10 10 +Limit=2 +Volume=85 + +[GenSmallWaterDie] +Sounds=gnavsina +Control= predelay +Delay= 0 500 +FShift= -10 10 +Limit=2 +Volume=85 + +[GenAircraftCrash] +Sounds=vaircraa vaircrab vaircrac +Control=random +FShift=-10 +VShift=20 +Volume=50 + + + +[NavalUnitEmerge] +Sounds= vnavupa +Control= predelay +FShift= -10 10 +Delay= 0 500 +Volume=55 + +[PropagandaTruck] +Sounds= ;GEF Removed because they won't be in AudioMD ;$aprotr1 $aprotr2 $aprotr3 $aprotr4 $aprotr5 +Control= random loop all ambient +Type= global +Priority=high +Delay=5000 7000 +MinVolume=35 +Range=15 + + + +;--------------------------------- +;---------SPECIALS---------------- +;--------------------------------- + +[ChronosphereMove] +Sounds= schrmov +Priority= high +Type=global +MinVolume=60 + +[ChronosphereSelect] +Sounds=schrlo1 schrlo2a schrlo2b schrlo2c schrlo3 +Control= all random loop attack decay +Priority= high +Volume=65 + +[ChronosphereOpen] +Sounds=schropen +Type=global shroud +Priority=high +MinVolume=45 +Volume=70 + +[ChronosphereReadyLoop] +Sounds=schrlo4 schrlo5a schrlo5b schrlo5c schrlo6 +Control= random all loop attack decay +Type= shroud +Volume=50 + + +[IronCurtainBlast] +Sounds= siroon +Type=global +Priority=high +MinVolume=70 +Volume=90 + +[IronCurtainDeflect] +Sounds=sirodefa sirodefb sirodefc sirodefd +Control=random interrupt +Limit=2 +Vshift=10 +Volume=30 + +[IronCurtainOff] +Sounds=siroof +Type=global +MinVolume=70 + +[IronCurtainReady] +Sounds=siroread +Type=global +Priority=high +MinVolume=60 +Volume=90 + +[IronCurtainReadyLoop] +Sounds=sirolo2a sirolo2b sirolo2c +Control= all random loop +Type= shroud +Volume=40 + + +[NukeIntro] +Sounds=snukintr +Type=global +MinVolume=50 + +[ForceShieldFading] +Sounds=sforceof +Type=global +MinVolume=70 +Volume=90 + +[ForceShieldStarting] +Sounds= sforceon +Type=global +Priority=high +MinVolume=70 +Volume=90 + +[NukeExplosion] +Sounds=snukexpl +Type=global +MinVolume=50 + +[NukeSiren] +Sounds=snuksire +Type=global +MinVolume=50 +Priority=critical + +[NuclearSiloReady] +Sounds=snukread +Type=global shroud +Priority=high +MinVolume=50 +Volume=70 + +[NukeLaunch] +Sounds=snuklaun +Type=global +Volume=90 + + +[WeatherIntro] +Sounds=sweaintr +Type=global +MinVolume=55 + +[WeatherStrike] +Sounds= sweastra sweastrb sweastrc sweastrd +Control= random +FShift= -10 10 +Type=global +VShift=40 +MinVolume=40 + +[WeatherControlReadyLoop] +Sounds=swealo2a swealo2b swealo2c +Control=random all loop +Type=shroud +Volume=53 + +[WeatherControlReady] +Sounds=swearead +Type=global shroud +MinVolume=50 + + +[ParachuteDrop] +Sounds=sparadra +FShift= -10 10 +VShift=15 + +[PDPlaneMoveLoop] +Sounds=sparlo2a sparlo2b sparlo2c +Control=random loop all +Limit=3 +Priority=high +Range=20 +Volume=35 + +[PDPlaneDie] +Sounds=sparlo3 +Range=20 +Volume=45 + + + + +;--------------------------- +;--------Buildings---------- +;--------------------------- + +[AlliedOccupiedAttack] +Sounds= baocatta baocattb baocattc +Control= random +Limit=3 +FShift= -5 5 +Volume=75 + +[SovietOccupiedAttack] +Sounds= baocatta baocattb baocattc +Control= random +Limit=3 +FShift= -5 5 +Volume=75 + +[FlakCannonAttack] +Sounds= bflaatta bflaattb bflaattc bflaattd +FShift= -5 5 +Control= random interrupt +Volume= 70 + +[GrandCannonAttack] +Sounds=bgraatta +Range=20 +Volume=85 + +[GrandCannonRotate] +Sounds= bgralo1 bgralo2a bgralo2b bgralo3 +Control= loop random all decay attack +Range=20 +Volume=30 + +[PatriotAttack] +Sounds=bpatatta +FShift= -5 5 +VShift=10 + +[PillboxAttack] +Sounds=bpilatta bpilattb bpilattc bpilattd bpilattc +Control=random +VShift=15 +Volume=70 + +[PrismTowerAttack] +Sounds=bpriat1a + +;[PrismTowerSupport] +;Sounds= + +[PrismTowerPowerUp] +Sounds=bpripow +Volume=60 + + +[SentryGunAttack] +Sounds=bsenatta bsenattb bsenattc bsenattd +Control= random +Volume=65 + +[TeslaCoilPowerUp] +Sounds=btespow +Volume=85 + +[TeslaCoilAttack] +Sounds=btesat1a +Volume=85 + +[TeslaCoilSuper] +Sounds=btesat2a +Volume=75 + +[OilDerrickLoop] +Sounds= boillo1 boillo2a boillo2b boillo2c boillo3 +Control= loop random all decay attack +Priority=lowest +Limit=2 +Volume=35 + +[OreRefineryProcessing] +Sounds= borerefa +Volume=40 + +[SpyUplinkOn] +Sounds=bspyon +Priority=high + +[SpyUplinkOff] +Sounds=bspyof + +[PsychicSensorDetects] +Sounds=bpsydet + +[CloningVatsCreate] +Sounds=bclovata + +[TechOutpostAttack] +Sounds=vblhatta vblhattb +Control= random interrupt +VShift=10 +Volume=70 + + + + +;------------------------------- +;----------GENERIC-------------- +;------------------------------- + +[AlligatorAttack] +Sounds=galiatta galiattb +Control= random +FShift= -5 5 +VShift=10 +Volume=60 + +[AlligatorAttackCommand] +Sounds=gallmova gallmovb +FShift= -5 5 +Control= random +VShift=10 +Volume=65 + +[AlligatorMove] +Sounds=gallmova gallmovb +FShift= -5 5 +Control= random +VShift=10 +Volume=65 + +[AlligatorSelect] +Sounds=gallsela gallselb +FShift= -10 10 +Control= random +VShift=10 +Volume=65 + +;[AlligatorFear] +;Sounds= + +[AlligatorDie] +Sounds=galldiea +FShift= -5 5 +Volume=70 + +[CowMove] +Sounds=gcowmova gcowmovb +FShift= -5 5 +Control= random interrupt +Volume=65 + +[CowSelect] +Sounds=gcowsela gcowselb gcowselc +FShift= -10 10 +Control= random interrupt +Volume=60 + +[CowFear] +Sounds=gcowsela gcowselb gcowselc +FShift= -10 10 +Control= random +Priority=low +Volume=90 + +[CowDie] +Sounds=gcowdiea +FShift= -10 10 +Volume=60 + +[CowAmbient] +Sounds=gcowsela gcowselb gcowselc +Control= random interrupt ambient +Delay=5000 10000 +Priority=lowest +Type=local +FShift= -10 10 +VShift=15 +Volume=45 + + +[ChimpAttack] +Sounds=gchiatta gchiattb gchiattc +Control=random +Volume=60 + +[ChimpAttackCommand] +Sounds=gchiatta gchiattb gchiattc +Control=random +Volume=60 + +[ChimpMove] +Sounds=gchimova gchimovb +Control=random +Volume=60 + +[ChimpSelect] +Sounds=gchisela gchiselb +Control=random +Volume=60 + +[ChimpFear] +Sounds=gchifeaa gchifeab +Control=random +Priority=low + +[ChimpDie] +Sounds=gchidiea gchidieb +Control=random + +[ChimpAmbient] +Sounds=gchiamba gchiambb gchiambc +Control=random all ambient +Delay= 5000 10000 +Priority=lowest +Type=local +FShift= -10 10 +VShift=15 +Volume=50 + +[BearAttack] +Sounds=gbeaatta gbeaattb +Control=random +FShift=-5 5 +Volume=60 + +[BearAttackCommand] +Sounds=gbeamova gbeamovb gbeamovc +Control=random +FShift=-5 5 +Volume=60 + +[BearMove] +Sounds=gbeamova gbeamovb gbeamovc +Control=random +FShift=-5 5 +Volume=60 + +[BearSelect] +Sounds=gbeasela gbeaselb +Control=random +FShift=-5 5 +Volume=60 + +[BearFear] +Sounds=gbeafeaa gbeafeab +Control=random +Priority=low +FShift=-5 5 +Volume=60 + +[BearDie] +Sounds=gbeadiea gbeadieb +Control=random +FShift=-5 5 + +[TrexRoar] +Sounds=grexroa1 grexroa2 +Control=random +FShift= -2 2 +VShift= 10 + + +[TrexFoot] +Sounds=grexfooa grexfoob grexfooc +Control=random +FShift= -2 2 +VShift= 10 +Volume= 55 + +[TrexSelect] +Sounds=grexsela grexselb grexselc +Control=random +FShift= -2 2 +VShift= 10 +Volume=60 + +[TrexMove] +Sounds=grexmova grexmovb +Control=random +FShift= -2 2 +VShift= 10 +Volume=60 + +[TrexDie] +Sounds=grexdiea +FShift= -2 2 +Volume=80 + +[TrexFall] +Sounds=grexfala +FShift= -2 2 +VShift= 10 +Volume=60 + +[TrexAttack] +Sounds=grexatta grexattb grexattc +Control=random +FShift= -5 5 +VShift= 10 +Volume=60 + +[BrontoAmbient] +Sounds= gbroamba gbroambb +Control=random loop all ambient +Limit=1 +Delay=6000 12000 +Priority=lowest +VShift=20 +Volume=55 + +[BrontoSelect] +Sounds= gbrosela gbroselb gbroselc +Control=random +FShift= -2 2 + +[BrontoMove] +Sounds= gbromova gbromovb gbromovc +Control=random +FShift= -2 2 + +[BrontoMoveStart] +Sounds= gbrostaa gbrostab +Control=random predelay +Delay=0 400 +FShift= -5 5 +VShift= 15 +Volume= 50 + +[BrontoDie] +Sounds= gbrodiea +FShift= -2 2 + + + +[TugBoatAmbience] +Sounds=gtugboaa gtugboab +Control=random loop all ambient +Limit=1 +Delay=6000 12000 +Priority=lowest +VShift=20 +Volume=40 + + +[DefuseKit] +Sounds=gdefuse + +[Dummy] +Volume=0 ; no sound + +[Explosion01] +Sounds=gexp01a +Control= interrupt +FShift= -10 10 +VShift=20 + +;[Explosion02] +;Sounds= +;FShift= -10 10 +;Control= interrupt + +;[Explosion03] +;Sounds= +;FShift= -10 10 +;Control= interrupt + +;[Explosion04] +;Sounds= +;FShift= -10 10 +;Control= interrupt + +[Explosion05] +Sounds=gexpshaa gexpshaa +Control=interrupt random +Priority=low +FShift= -10 10 +Limit=2 +VShift=10 +Volume=25 + +[Explosion06] +Sounds=gexp06a +Control= interrupt +Limit=3 +FShift= -10 10 +VShift=20 + +[Explosion07] +Sounds=gexp07a +FShift= -10 10 +VShift=20 +Control= interrupt +Volume=60 + +;[Explosion08] +;Sounds= +;FShift= -10 10 +;Control= interrupt + +[Explosion09] +Sounds= gexpifva gexpifvb gexpifvc +Control= interrupt random +Limit=2 +FShift= -10 10 +VShift=15 +Volume=50 + +[Explosion10] +Sounds= gexpshaa gexpshaa +Limit=3 +Control= interrupt +FShift= -10 10 +VShift=20 +Volume=50 + +[Explosion11] +Sounds= gexp11a +Control= interrupt +Limit=3 +FShift= -10 10 +VShift=20 +Volume=60 + +[Explosion12] +Sounds= gexp14a gexp14b gexp14c gexp14d +FShift= -10 10 +Limit=3 +Control= random interrupt + +[Explosion13] +Sounds= gexpifva gexpifvb gexpifvc +Control= interrupt random +FShift= -10 10 +Limit=3 +VShift=15 +Volume=70 + +[Explosion14] ;this is for all the tank shots +Sounds= gexp14a gexp14b gexp14c gexp14d +FShift= -10 10 +Control= random interrupt + +[Explosion15] +Sounds= gexp15a +FShift= -10 10 +Limit=3 +Control= interrupt + +[BuildingDamaged] +Sounds= gdamag1a gdamag1b gdamag1c gdamag1d gdamag1e +FShift= -10 10 +Control= random interrupt +VShift=10 +Volume=85 + +[ExplosionShard] +Sounds=gexpshaa gexpshaa +Control=interrupt random +Priority=low +FShift= -10 10 +Limit=2 +VShift=10 +Volume=25 + +[ExplosionWaterLarge] +Sounds=gexpwala gexpwalb gexpwalc +Control= random interrupt +Limit=3 +FShift= -10 10 +VShift=20 +Volume=55 + +[ExplosionWaterMed] +Sounds=gexpwama gexpwamb +Control= random interrupt +Limit=3 +FShift= -10 10 +VShift=20 +Volume=55 + +[ExplosionWaterSmall] +Sounds=gexpwasa gexpwasb +Control= random interrupt +Limit=3 +FShift= -10 10 +VShift=20 +Volume=55 + +[ExplosionCrazyIvan] +Sounds=gexpcraa + +[ExplosionBarrel] +Sounds=gexpbara gexpbarb gexpbarc +Control= random + +[ExplosionApocalypse] +Sounds=gexpapoa gexpapob gexpapoc +Control=random interrupt +Limit=3 +Fshift= -10 10 +VShift=20 + + +[HealCrate] +Sounds=gcraheal +Type=global +MinVolume=80 + +[CrateMoney] +Sounds=ubonus +Type=global +MinVolume=80 + +[CrateArmor] +Sounds=gcraarmo +Type=global +MinVolume=80 + +[CrateFirePower] +Sounds=gcrafire +Type=global +MinVolume=90 + +[CrateSpeed] +Sounds=gcraspee +Type=global +MinVolume=80 + +[CrateReveal] +Sounds=bspyon +Type=global +MinVolume=80 + +[CrateFreeUnit] +Sounds=gcrafree +Type=global +MinVolume=80 + +[CratePromoted] +Sounds=gcraprom +Type=global +MinVolume=80 + + +[ScoreEmblemSoundLoop] +Sounds= uscolo1 uscolo2a uscolo2b uscolo2c +Control= loop random all attack + + +[WaterfallLoop] +Sounds=awatloa awatlob awatloc +Control= random all loop +Priority= low +Limit=2 +Volume=15 + +[OreMineExtract] +Sounds=goreupa +FShift= -10 10 +Priority= low +Volume=60 + +[CampfireLoop] +Sounds= ;gcamlo1a gcamlo1b gcamlo1c gcamlo1d gcamlo1e gcamlo1f +Control= random loop all +Priority=low +Type=Local +Volume=45 + +[FountainLoop] +Sounds=gfoulo1a gfoulo1b gfoulo1c +Control= random loop all +Priority=low +Type=Local +Volume=25 + +[PowerOn] +Sounds=gpowon +Priority= critical +Limit=1 +Volume=60 + +[PowerOff] +Sounds=gpowof +Priority= critical +Limit=1 +Volume=65 + +[Flare] +Sounds=gflare +Volume=60 + +[AirRaidSiren] +Sounds=gairraid +Type=global +Volume=50 + +[WallCrushSandbag] +Sounds=gsancrua gsancrub +Control=random interrupt +Limit=3 +FShift=-10 10 +VShift=15 +Volume=60 + +[WallCrushBlack] +Sounds=gblacrua gblacrub +Control=random interrupt +Limit=3 +FShift=-5 5 +VShift=15 +Volume=55 + +[WallCrushWhite] +Sounds=gblacrua gblacrub +Control=random interrupt +Limit=3 +Volume=60 + +[WallCrushKremlin] +Sounds=gsancrua gsancrub +Limit=3 +Control=random interrupt +Volume=60 + +[PoliceSirenLoop] +Sounds=vcoplo1 vcoplo2a vcoplo2b +Control= random attack all loop +FShift= -1 1 +Volume=30 + +[PoliceCarDie] +Sounds=gcopdiea +FShift= -5 5 +Volume=40 + +[EnterTransport] +Sounds=genter1a +FShift= -2 2 +Volume=60 + +[ExitTransport] +Sounds=gexit1a +FShift= -1 1 +Limit=2 +Volume=60 + +[GenCarSelect] +Sounds=gcarsela + +[CruiseShipAmbience] +Sounds=gship1a +Control= loop ambient +Limit=1 +Delay=10000 20000 +Priority=lowest +Volume=40 + +[PsychicAmplifierLoop] +Sounds=gpsyampa gpsyampb gpsyampc +Control= random loop all +Priority= Low +Range= 20 +Type= local shroud +Volume=50 + +[PsychicAmplifierDie] +Sounds=bpsydiea +Volume=70 + +[ParisTowerAttack] +Sounds=bparatta +Volume=90 + +[MonumentCrumble] +Sounds=gmondiea +Priority=high + +[BuildingGenericDie] +Sounds=bgendiea bgendieb bgendiec bgendied bgendiee bgendief +Control=random +FShift= -10 10 +VShift=10 +Volume=90 + +[BuildingMetalDamaged] +Sounds=bmetdama bmetdamb bmetdamc +Control=random interrupt +Limit=2 +FShift= -10 10 +VShift= 15 +Volume=40 + +[PowerPlantDie] +Sounds=bpowdiea bpowdieb +Control=random +Priority= high +FShift= -10 10 + +[BuildingFireBig] +Sounds=gfirlo1a gfirlo1b gfirlo1c gfirlo1d gfirlo1a gfirlo1b gfirlo1c gfirlo1d gfirlo1e gfirlo1f gfirlo1g +Control=random loop all +Priority=low +Limit=3 +Volume=25 + +[BuildingFireMed] +Sounds=gfirlo2a gfirlo2b gfirlo2c gfirlo2d gfirlo2a gfirlo2b gfirlo2c gfirlo2d gfirlo2e gfirlo2f gfirlo2g +Control=random loop all +Priority=low +Limit=3 +Volume=25 + + +[VirusVictimSwell] +Sounds=gvirexpa gvirexpb +Volume=60 + +[VirusVictimExplode] +Sounds=gvirexpa +Volume=60 + +;---------------------------- +;--------USER INTERFACE------ +;---------------------------- + +[Bonus] +Sounds=ubonus + +[CommandBar] +Sounds=ucommand + +[CreditUp] +Sounds=ucredup +Control=interrupt +Limit=1 +Volume=20 + +[CreditDown] +Sounds=ucreddn +Control=interrupt +Limit=1 +Volume=30 + +[GameClosed] +Sounds=ugamclos +Volume50 + +[GenericBeep] +Sounds=ugamclos + +[MenuClick] +Sounds=umenucl1 +Volume=60 + +[MenuTab] +Sounds=utab +Volume=60 + +[MenuBuild] +Sounds=uqeue +Volume=60 + +[MenuACBOpen] +Sounds=uacbopen +Volume=70 + +[MenuACBClose] +Sounds=uacbopen +Volume=70 + +[MenuSlideIn] +Sounds=uslide1 +Volume=65 + +;[MenuArrive] +;Sounds= +;Volume=40 + +[MenuSlideOut] +Sounds=uslide2 +Volume=60 + + +[MessageText] +Sounds=umessage +Volume=60 + +[NewGame] +Sounds=unewgame +Volume=50 + +[OptionsChanged] +Sounds=ucommand + +[PlaceBuilding] +Sounds=uplace + +[PlayerJoined] +Sounds=umenscol + +;[PlayerLeft] +;Sounds= + +[RadarOn] +Sounds=uradaron +Volume=55 + +[RadarOff] +Sounds=uradarof +Volume=70 + +[MenuScold] +Sounds=umenscol +Volume=40 + +[SellBuilding] +Sounds=uselbuil + +[NoCanDo] +Sounds=umenscol + +[WarningAlarm] +Sounds=uwarning + +[UpgradeVeteran] +Sounds=gupgrad1 +Control=interrupt predelay +Delay= 400 +Limit=1 +Volume=50 + + +[UpgradeElite] +Sounds=gupgrad1 +Control=interrupt predelay +Delay= 400 +Limit=1 +Volume=50 + + +[BaseUnderAttackSiren] +Sounds=ubase +Priority=critical +Volume=55 + +[Cheer] +Sounds=ucheer +Control= predelay +Priority=high +Delay=0 300 +Volume=80 + +[TextBleep] +Sounds=utext +Control=interrupt +Limit=1 +Priority=high +Volume=60 + + +[CameraSwitch] +Sounds=ucamera + +[MovieOn] +Sounds=umovlo1a umovlo1b umovlo2a umovlo2b umovlo2c umovlo3a umovlo3b umovlo3c +Control=random loop all attack decay +Attack=2 +Decay=3 +Volume=45 + +[MovieOff] +Sounds=umovlo1a umovlo1b umovlo2a umovlo2b umovlo2c umovlo3a umovlo3b umovlo3c +Control=random loop all attack decay +Attack=2 +Decay=3 +Volume=45 + +[BeaconPlaced] +Sounds=ubeacon +Type=global + + +[BuildingGarrisoned] +Sounds=ugarris +Volume=55 + +[BuildingRepaired] +Sounds=urepair +Volume=55 + +[PlanningModeAdd] +Sounds=uplanadd +Volume=65 + +[PlanningModeStart] +Sounds=uplan1 +Volume=65 + +[PlanningModeEnd] +Sounds=uplan1 +Volume=65 + + +[AlliedCampaignSelect] +Sounds= $itanatc +Volume= 90 + +[SovietCampaignSelect] +Sounds= $vgrsatc +Volume= 90 + +[BootCampSelect] +Sounds= $igisea +Volume= 90 + + + + + +;===================== +; AMBIENCES +;===================== + +[_Amb_UrbanMurmur1] +Sounds=aurb01a aurb01b aurb01c aurb01d aurb01e aurb01f +Control= random loop all +Limit=2 +FShift= -5 5 +Priority=lowest +Range= 25 +Type= local +Volume=35 + + +[_Amb_UrbanMurmur2] +Sounds=aurb02a aurb02b aurb02c aurb02d +Control= random loop all +Limit=2 +FShift= -5 5 +Priority=lowest +Range= 25 +Type= local +Volume=30 + + +[_Amb_OceanHeavy] +Sounds= awav01a awav01b awav01c awav01d +Control= random loop all ambient +FShift= -5 5 +Priority= lowest +Delay= 2000 5000 +Range= 15 +Type= local +VShift=20 +Volume=45 + +[_Amb_BirdsHarbor] +Sounds=agul01a agul01b agul01c agul01d agul01e +Control= random loop all +Priority= lowest +Type= local +VShift=10 +Volume=35 + +[_Amb_Traffic] +Sounds= atra01a atra01b atra01c atra01d atra01e atra01f +Control= random loop all ambient +FShift= -5 5 +Priority= lowest +Delay= 6000 10000 +Range= 15 +Type= local +VShift=20 +Volume=40 + + +[_Amb_WindCold] +Sounds= awin01a awin01b awin01c awin01d +Control= random loop all ambient +FShift= -5 5 +Priority= lowest +Delay= 5000 10000 +Range= 10 +Type= local +VShift=20 +Volume=45 + + +[_Amb_OceanLight] +Sounds= awav02a awav02b awav02c awav02d +Control= random loop all ambient +FShift= -5 5 +Priority= lowest +Delay= 2000 4000 +Range= 15 +Type= local +VShift=20 +Volume=55 + + +[_Amb_WindPlains] +Sounds= awin02a awin02b awin02c awin02d +Control= random loop all ambient +FShift= -5 5 +Priority= lowest +Delay= 5000 10000 +Range= 10 +Type= local +VShift=20 +Volume=55 + + +[_Amb_BirdsPark] +Sounds= abirp01a abirp01b abirp01c abirp01d abirp01e +Control= random loop all ambient +FShift= -5 5 +Priority= lowest +Delay= 5000 8000 +Range= 15 +Type= local +VShift=10 +Volume=35 + + +[_Amb_BirdsTemperate1] +Sounds= abirt01a abirt01b abirt01c abirt01d abirt01e abirt01f abirt01g +Control= random loop all ambient +FShift= -5 5 +Priority= lowest +Delay= 5000 8000 +Type= local +VShift=10 +Volume=35 + + +[_Amb_BirdsTemperate2] +Sounds= abirt02a abirt02b +Control= random loop all ambient +FShift= -5 5 +Priority= lowest +Delay= 5000 8000 +Type= local +VShift=10 +Volume=35 + + +[_Amb_BirdsJungle1] +Sounds= abirj01a abirj01b abirj01c abirj01d abirj01e abirj01f +Control= random loop all ambient +FShift= -5 5 +Priority= lowest +Delay= 5000 8000 +Range= 15 +Type= local +VShift=15 +Volume=35 + + +[_Amb_CricketChirps] +Sounds= acri01a acri01b acri01c +Control= random loop all ambient +Priority= lowest +Delay= 8000 16000 +Type= local +VShift=10 +Volume=25 + + +[_Amb_CricketBed] +Sounds= acri02a acri02b acri02c acri02d acri02e acri02f acri02a acri02b acri02c acri02d +Control= random loop all +Priority= lowest +Type= local +VShift=10 +Volume=35 + + +[_Amb_River] +Sounds= ariv01a ariv01b ariv01c +Control= random loop all +FShift= -5 5 +Limit=2 +Priority= lowest +Type= local +Range=15 +Volume=40 + +[_Amb_BirdsBeach] +Sounds=agul02a agul02b agul02c agul02d agul02e agul02f agul02g agul02h agul02i agul02j +Control= random loop all ambient +Delay=4000 8000 +Priority= lowest +Type= local +VShift=10 +Volume=30 + +[_Amb_BirdsJungle2] +Sounds= abirj02a abirj02b abirj02c abirj02d abirj02e abirj02f abirj02g +Control= random loop all ambient +FShift= -5 5 +Priority= lowest +Delay= 5000 8000 +Type= local +VShift=10 +Volume=30 + +[_Amb_BirdsNightOwl] +Sounds= aowl01a aowl01b aowl01c aowl01d aowl01e aowl01f +Control= random loop all ambient +FShift= -5 5 +Priority= lowest +Delay= 5000 10000 +Type= local +VShift=10 +Volume=45 + +[_Amb_WavesLake] +Sounds= awav03a awav03b awav03c awav03d awav03e +Control= random loop all ambient +FShift= -15 0 +Priority= lowest +Delay= 3000 5000 +Type= local +VShift=10 +Volume=45 + +[_Amb_BirdsMorning] +Sounds= abirm01a abirm01b abirm01c +Control= random loop all ambient +Priority= lowest +Delay= 7000 12000 +Type= local +VShift=10 +Volume=40 + +[_Amb_CricketDesert] +Sounds= acric03a acric03b acric03c acric03a acric03b acric03a acric03b +Control= random loop all +Priority= lowest +Type= local +VShift=10 +Volume=70 + + +; Debug only + +[Test1] +Sounds=ts1 +Priority= HIGH + +[Test2] +Sounds=ts2 +Priority= HIGH + +[Test3] +Sounds=ts3 +Priority= HIGH + +[Test4] +Sounds=ts4 +Priority= HIGH + +[Test5] +Sounds=ts5 +Priority= HIGH + +[Test6] +Sounds=ts6 +Priority= HIGH + +[Test7] +Sounds=ts7 +Priority= HIGH + +[Test8] +Sounds=ts8 +Priority= HIGH + +[Test9] +Sounds=ts9 +Priority= HIGH + +[Test10] +Sounds=ts10 +Priority= HIGH + +[TestRandom] +Sounds = ts1 ts2 ts3 ts4 ts5 ts6 ts7 ts8 ts9 ts10 +Control = random all +Priority= HIGH + +[TestRandomLoopAll] +Sounds = ts1 ts2 ts3 ts4 ts5 ts6 ts7 ts8 ts9 ts10 +Control = random loop all +Priority= HIGH + +[TestRandomLoopDelayAll] +Sounds = ts1 ts2 ts3 ts4 ts5 ts6 ts7 ts8 ts9 ts10 +Control = random loop all +Delay = 500 3000 +Priority= HIGH + +[TestLoopAll] +Sounds = ts1 ts2 ts3 ts4 ts5 ts6 ts7 ts8 ts9 ts10 +Control = loop all +Priority= HIGH + + +[TestEnvelope] +Sounds = ts1 ts2 ts3 +Control = loop random attack decay all +Priority=HIGH + +[TestEnvelopeFShift] +Sounds = ts1 ts2 ts3 ts4 ts5 ts6 ts7 ts8 ts9 ts10 +Control = random +Decay= 2 +Attack=3 +Loop=3 +;Delay = 500 +Priority=HIGH + +[TestEffect] +Sounds = ts1 + + + + + +;==================================== +;===== Unit Response Dialog ========= +;==================================== + + +[BlackEagleAttackCommand] +Sounds= vblecl1a vblecl1b vblecl1c $vbleata $vbleatb $vbleatc vblecl3a vblecl3b vblecl3c +Control= random attack decay +Attack=3 +Decay=3 +Volume=85 + +[BlackEagleMove] +Sounds= vblecl1a vblecl1b vblecl1c $vblemoa $vblemob $vblemoc vblecl3a vblecl3b vblecl3c +Control= random attack decay +Attack=3 +Decay=3 +Volume=85 + +[BlackEagleSelect] +Sounds= vblecl1a vblecl1b vblecl1c $vblesea $vbleseb $vblesec $vblesed $vblesee $vblesef vblecl3a vblecl3b vblecl3c +Control= random attack decay +Attack=3 +Decay=3 +Volume=85 + +[BlackEagleVoiceDie] +Sounds= $vbledia $vbledib $vbledic $vbledid $vbledie +Priority=low +Control= random +Volume=65 + + +[BlackOpsAttackCommand] +Sounds= $vblhata $vblhatb $vblhatc $vblhatd +Control= random + +[BlackOpsMove] +Sounds= $vblhmoa $vblhmob $vblhmoc $vblhmod +Control= random + +[BlackOpsSelect] +Sounds= $vblhsea $vblhseb $vblhsec $vblhsed +Control= random + +[BlackOpsVoiceDie] +Sounds= $vblhdia $vblhdib $vblhdic +Priority=low +Control= random + + +[ChronoLegionAttackCommand] +Sounds= $ichrata $ichratb $ichratc $ichratd +Control= random +Volume=90 + +[ChronoLegionMove] +Sounds= $ichrsea $ichrseb $ichrsec $ichrsed $ichrsee +Control= random +Volume=90 + +[ChronoLegionSelect] +Sounds= $ichrsea $ichrseb $ichrsec $ichrsed $ichrsee +Control= random +Volume=90 + +[ChronoLegionFear] +Sounds= $ichrfea $ichrfeb $ichrfec +Control= random +Priority=low +Volume=90 + +[ChronoLegionDie] +Sounds= $ichrdia $ichrdib $ichrdic +Control= random +Volume=90 + +[ChronoCommandoSelect] +Sounds=$iseaexc $iseaseb $iseased +Control= random interrupt +Volume=90 + +[ChronoCommandoAttackCommand] +Sounds= $iseaata $iseaatb $iseaatc +Control= random interrupt +Volume=90 + +[ChronoCommandoMove] +Sounds= $iseamoa $iseamob +Control= random interrupt +Volume=90 + +[ChronoCommandoSpecialAttack] +Sounds=$iseaexa +Type=global +Volume=90 + +[ChronoCommandoCreated] +Sounds= $iseasec +Type=Global +MinVolume=90 +Volume=90 + +[CivAllAttackCommand] +Sounds= $iciaata $iciaatb $iciaatc +Control= random + +[CivAllMove] +Sounds= $iciamoa $iciamob $iciamoc +Control= random + +[CivAllSelect] +Sounds= $iciasea $iciaseb $iciasec +Control= random + +[CivAllFear] +Sounds= $iciafea $iciafeb $iciafec +Control= random +Priority=Low +Volume=90 + +[CivAllDie] +Sounds= $iciadia $iciadib $iciadic $iciadid +Priority=low +Control= random +Volume=90 + +[CivAllFemSelect] +Sounds= $icfasea $icfaseb $icfasec $icfased +Control=random + +[CivAllFemMove] +Sounds=$icfamoa $icfamob $icfamoc $icfamod +Control=random + +[CivAllFemAttackCommand] +Sounds=$icfaata $icfaatb $icfaatc $icfaatd +Control=random + +[CivAllFemFear] +Sounds=$icfafea $icfafeb $icfafec +Control=random +Priority=Low + +[CivAllFemDie] +Sounds=$icfadia $icfadib $icfadic +Priority=low +Control=random + + + +[CivSovAttackCommand] +Sounds= $icisata $icisatb $icisatc +Control= random + +[CivSovMove] +Sounds= $icismoa $icismob $icismoc +Control= random + +[CivSovSelect] +Sounds= $icissea $icisseb $icissec $icissed +Control= random + +[CivSovFear] +Sounds= $icisfea $icisfeb $icisfec +Control= random +Priority=Low + +[CivSovDie] +Sounds= $icisdia $icisdib $icisdic +Priority=low +Control= random + + + +[CivSovFemSelect] +Sounds=$icfssea $icfsseb $icfssec $icfssed $icfssee +Control=random + +[CivSovFemMove] +Sounds=$icfsmoa $icfsmob $icfsmoc $icfsmod +Control=random + +[CivSovFemAttackCommand] +Sounds=$icfsata $icfsatb $icfsatc $icfsatd +Control=random + +[CivSovFemFear] +Sounds=$icfsfea $icfsfeb +Control=random +Priority=Low + +[CivSovFemDie] +Sounds=$icfsdia $icfsdib $icfsdic +Priority=low +Control=random + + +[CivTexanAttackCommand] +Sounds=$icteata $icteatb $icteatc $icteatd +Control=random + +[CivTexanMove] +Sounds=$ictemoa $ictemob $ictemoc $ictemod +Control=random + +[CivTexanSelect] +Sounds=$ictesea $icteseb $ictesec $ictesed $ictesea +Control=random + +[CivTexanDie] +Sounds=$ictedia $ictedib $ictedic +Control=random + +[CivTexanFear] +Sounds=$ictefea $ictefeb $ictefec +Control=random + +[ConscriptAttackCommand] +Sounds= $iconata $iconatb $iconatc $iconatd +Control= random +Volume=85 + +[ConscriptMove] +Sounds= $iconmoa $iconmob $iconmoc $iconmod +Control= random +Volume=85 + +[ConscriptSelect] +Sounds= $iconsea $iconseb $iconsec +Control= random +Volume=85 + +[ConscriptFear] +Sounds= $iconfea $iconfeb $iconfec +Control= random +Priority=Low +Volume=85 + +[ConscriptDie] +Sounds= $icondia $icondib $icondic $icondid $icondie +Priority=low +Control= random +Volume=85 + +[CrazyIvanAttackCommand] +Sounds= $icraata $icraatb $icraatc $icraatd +Control= random +Volume=85 + +[CrazyIvanMove] +Sounds= $icramoa $icramob $icramoc $icramod $icramof +Control= random +Volume=85 + +[CrazyIvanSelect] +Sounds= $icrasea $icraseb $icrasec $icrased $icrasee $icrasef $icraseg +Control= random +Volume=85 + +[CrazyIvanFear] +Sounds= $icraseg $icrasea +Control= random +Priority=Low +Volume=90 + +[CrazyIvanDie] +Sounds= $icradia $icradib +Control= random +Volume=85 + +[DemoTruckAttackCommand] +Sounds= $vdemata $vdematb $vdematc $vdematd $vdemate +Control= random +Volume=85 + +[DemoTruckMove] +Sounds= $vdemmoa $vdemmob $vdemmoc +Control= random +Volume=85 + +[DemoTruckSelect] +Sounds= $vdemsea $vdemseb $vdemsec $vdemsed +Control= random +Volume=85 + +[DemoTruckCreated] +Sounds=$vdemsea +Type=global +Priority=critical +MinVolume=90 +Volume=90 + +[DesolatorAttackCommand] +Sounds= $idesata $idesatb $idesatc $idesatd $idesate $idesatf +Control= random +Volume=85 + +[DesolatorMove] +Sounds= $idesmoa $idesmob $idesmoc $idesmod $idesmoe +Control= random +Volume=85 + +[DesolatorSelect] +Sounds= $idessea $idesseb $idessec $idessed $idessee +Control= random +Volume=85 + +;[DesolatorFear] +;Sounds= + +[DesolatorDie] +Sounds= $idesdia $idesdib $idesdic +Control= random + +[EngAllAttackCommand] +Sounds= $ienaata $ienaatb $ienaatc +Control= random +Volume=85 + +[EngAllMove] +Sounds= $ienamoa $ienamob $ienamoc +Control= random +Volume=85 + +[EngAllSelect] +Sounds= $ienasea $ienaseb $ienasec $ienased +Control= random +Volume=85 + +[EngAllFear] +Sounds= $ienafea $ienafeb $ienafec +Control= random +Priority=low +Volume=90 + +[EngAllPowerDown] +Sounds= $ienapow + +[EngAllDie] +Sounds= $ienadia $ienadib $ienadic $ienadid +Control= random +Volume=85 + + +[EngSovAttackCommand] +Sounds= $iensata $iensatb +Control= random +Volume=85 + +[EngSovMove] +Sounds= $iensmoa $iensmob $iensmoc +Control= random +Volume=85 + +[EngSovSelect] +Sounds= $ienssea $iensseb $ienssec +Control= random +Volume=85 + +[EngSovFear] +Sounds= $iensfea $iensfeb $iensfec +Control= random +Priority=low +Volume=90 + +[EngSovPowerDown] +Sounds= $ienspow +Volume=85 + +[EngSovDie] +Sounds= $iensdia $iensdib $iensdic +Control= random +Volume=85 + + +[FlakTroopAttackCommand] +Sounds= $iflaata $iflaatb $iflaatc $iflaatd +Control= random +Volume=85 + +[FlakTroopMove] +Sounds= $iflamoa $iflamob $iflamoc $iflamod +Control= random +Volume=85 + +[FlakTroopSelect] +Sounds= $iflasea $iflaseb $iflasec $iflased +Control= random +Volume=85 + +[FlakTroopFear] +Sounds= $iflafea $iflafeb $iflafec $iflafed +Control= random +Priority=low +Volume=85 + +[FlakTroopDie] +Sounds= $ifladia $ifladib $ifladic $ifladid $ifladie +Priority=low +Control= random + + +[GIAttackCommand] +Sounds= $igiata $igiatb $igiatc $igiatd $igiate $igiatf +Control= random +Volume=85 + +[GIMove] +Sounds= $igimoa $igimob $igimoc $igimod $igimoe $igimof +Control= random +Volume=85 + +[GISelect] +Sounds= $igisea $igiseb $igisec $igised $igisee $igisef +Control= random +Volume=85 + +[GIFear] +Sounds= $igifea $igifeb +Control= random +Priority=low +Volume=90 + +[GIDie] +Sounds= $igidia $igidib $igidic $igidid $igidie +Priority=low +Control= random +FShift= -10 10 +Volume=85 + +[IntruderAttackCommand] +Sounds= gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f gradio1g $vintata $vintatb $vintatc $vintatd $vintate gradio3a gradio3b gradio3c gradio3d gradio3e gradio3f gradio3g +Control= random attack decay +Attack=7 +Decay=7 +Volume=85 + +[IntruderMove] +Sounds= gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f gradio1g $vintmoa $vintmob $vintmoc $vintmod gradio3a gradio3b gradio3c gradio3d gradio3e gradio3f gradio3g +Control= random attack decay +Attack=7 +Decay=7 +Volume=85 + +[IntruderSelect] +Sounds= gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f gradio1g $vintsea $vintseb $vintsec $vintsed gradio3a gradio3b gradio3c gradio3d gradio3e gradio3f gradio3g +Control= random attack decay +Attack=7 +Decay=7 +Volume=85 + +[IntruderVoiceDie] +Sounds= $vintdia $vintdib $vintdic +Priority=low +Control= random +Volume=65 + +[KirovMoveLoop] +Sounds= vkirlo1 vkirlo2a vkirlo2b vkirlo2c vkirlo3 +Control= loop random all decay attack +Priority=low +Volume=40 + +[KirovAttackCommand] +Sounds= $vkirata $vkiratb $vkiratc $vkiratd +Control= random +Volume=85 + +[KirovMove] +Sounds= $vkirmoa $vkirmob $vkirmoc +Control=random +Volume=85 + +[KirovSelect] +Sounds= $vkirseb $vkirsec $vkirsed +Control=random +Volume=85 + +[KirovVoiceDie] +Sounds= $vkirdia $vkirdib $vkirdic $vkirdid +Control= random +Priority=low +Volume=70 + +[KirovCreated] +Sounds= $vkirsea +Type=global +Priority=critical +MinVolume=90 +Volume=90 + +[LandingCraftMove] +Sounds= $vwaamoa $vwaamob $vwaamod $vwaamoe +Control= random + +[LandingCraftSelect] +Sounds= $vwaasea $vwaaseb $vwaased +Control= random + +[RocketeerAttackCommand] +Sounds= $irocata $irocatb $irocatc $irocatd $irocate +Control= random + +[RocketeerMove] +Sounds= $irocmoa $irocmob $irocmoc $irocmod $irocmoe $irocmof +Control= random interrupt + +[RocketeerSelect] +Sounds= $irocsea $irocseb $irocsec $irocsed $irocsee $irocsef $irocseg +Control= random interrupt + +[RocketeerFear] +Sounds= $irocfea $irocfeb $irocfec +Control= random interrupt +Priority=low + +[SealAttackCommand] +Sounds= $iseaata $iseaatb $iseaatc +Control= random interrupt +Volume=90 + +[SealMove] +Sounds= $iseamoa $iseamob $iseamoc +Control= random interrupt +Volume=90 + +[SealSelect] +Sounds= $iseaseb $iseased $iseaexc +Control= random interrupt +Volume=90 + +[SealPlaceBomb] +Sounds=icraatta +Volume=60 + +;[SealFear] +;Sounds= +;Control= random + +[SealDie] +Sounds= $iseadia $iseadib $iseadic +Control= random interrupt +Volume=90 + +[SealSpecialAttack] +Sounds=$iseaexa $iseaexb +Control=random interrupt +Type=global +Volume=90 + +[SealCreated] +Sounds= $iseasea +Priority=CRITICAL +Type=Global +MinVolume=90 +Volume=90 + +[SSSelect] +Sounds= $isecsea $isecseb $isecsec $isecsed $isecsee $isecsef +Control=random + +[SSAttackCommand] +Sounds=$isecata $isecatb $isecatc $isecatd $isecate +Control=random + +[SSMove] +Sounds=$isecmoa $isecmob $isecmoc $isecmod +Control=random + +[SSDie] +Sounds=$isecdia $isecdib $isecdic +Control=random + +[SniperAttackCommand] +Sounds= $isniata $isniatb $isniatc +Control= random interrupt + +[SniperMove] +Sounds= $isnimoa $isnimob $isnimoc $isnimod $isnimoe +Control= random interrupt +Volume=90 + +[SniperSelect] +Sounds= $isnisea $isniseb $isnisec $isnised +Control= random interrupt +Volume=90 + +[SniperFear] +Sounds= $isnifea $isnifeb $isnifec +Control= random interrupt +Priority=low +Volume=90 + +[SniperDie] +Sounds= $isnidia $isnidib $isnidic +Control= random interrupt +Volume=90 + +[SpyAttackCommand] +Sounds= $ispyatb + +[SpyMove] +Sounds= $ispyata $ispymob $ispymoc $ispymod $ispymoe +Control= random interrupt +Volume=90 + +[SpySelect] +Sounds= $ispysea $ispyseb $ispysec $ispysed +Control= random interrupt +Volume=90 + +[SpyFear] +Sounds= $ispyfea $ispyfeb +Control= random interrupt +Volume=90 + +[SpyDie] +Sounds= $ispydia $ispydib $ispydic +Control= random interrupt + +[SpyCreated] +Sounds= $ispyatc +Type= global +Priority=critical +MinVolume=45 + +[SpySpecialAttack] +Sounds=$ispyatd +Control=random interrupt +Type=global +Volume=90 + +[TanyaAttackCommand] +Sounds= $itanata $itanatb $itanatc $itanatd +Control= random interrupt +Volume=90 + +[TanyaMove] +Sounds= $itanmoa $itanmob $itanmoc $itanmod $itanmoe $itanmof +Control= random interrupt +Volume=90 + +[TanyaSelect] +Sounds= $itansea $itanseb $itansec $itansed $itansee +Control= random interrupt +Volume=90 + +;[TanyaFear] +;Sounds= + +[TanyaDie] +Sounds= $itandia $itandib $itandic ;$itandid $itandie +Volume=90 + +[TanyaCreated] +Sounds= $itanatb +Type=global +Priority=critical +MinVolume=80 + +[TerroristAttackCommand] +Sounds= $iterata $iteratb $iteratc $iteratd +Control= random interrupt +Volume=90 + +[TerroristMove] +Sounds= $itermoa $itermob $itermoc +Control= random interrupt +Volume=90 + +[TerroristSelect] +Sounds= $itersea $iterseb $itersec +Control= random interrupt +Volume=90 + +[TerroristFear] +Sounds= $iterfea $iterfeb $iterfec +Control= random interrupt +Volume=90 +Priority=Low + +[TerroristDie] +Sounds= $iterdia $iterdib $iterdic +Priority=low +Control= random interrupt +Volume=90 + +[TeslaTroopAttackCommand] +Sounds= $itesata $itesatb $itesatc $itesatd $itesate +Control= random interrupt +Volume=85 + +[TeslaTroopMove] +Sounds= $itesmoa $itesmob $itesmoc $itesmod $itesmoe $itesmof +Control= random interrupt +Volume=85 + +[TeslaTroopSelect] +Sounds= $itessea $itessec $itessed $itessee $itesmoc +Control= random interrupt +Volume=85 + +[TeslaTroopFear] +Sounds= $itesfea $itesfeb $itesfec +Control= random interrupt +Priority=low +Volume=90 + +[TeslaTroopDie] +Sounds= $itesdia $itesdib $itesdic $itesdid +Priority=low +Control= random interrupt +Volume=90 + +[YuriAttackCommand] +Sounds= $iyurata $iyuratb $iyuratc $iyuratd $iyurate +Control= random interrupt + +[YuriMove] +Sounds= $iyurmoa $iyurmob $iyurmoc $iyurmod +Control= random interrupt + +[YuriSelect] +Sounds= $iyursea $iyurseb $iyursec $iyursed $iyursee +Control= random interrupt + +[YuriDie] +Sounds= $iyurdia $iyurdib $iyurdic +Control= random interrupt + + + + + + + + + + + + +;============================================== +;=========New Unit Voices added =============== +;============================================== + +[GenAllVehicleAttackCommand] +Sounds= $vgraata $vgraatb $vgraatc $vgraatd $vgraate +Control= random +Volume=85 + +[GenAllVehicleMove] +Sounds= $vgramoa $vgramob $vgramoc $vgramod $vgramoe $vgramof +Control= random +Volume=85 + +[GenAllVehicleSelect] +Sounds= $vgrasea $vgraseb $vgrasec $vgrased $vgrasee +Control= random +Volume=85 + +[GenAllWaterAttackCommand] +Sounds= $vwaaata $vwaaatb $vwaaatc +Control= random +Volume=85 + +[GenAllWaterMove] +Sounds= $vwaamoa $vwaamob $vwaamoc $vwaamod $vwaamoe +Control= random +Volume=85 + +[GenAllWaterSelect] +Sounds= $vwaasea $vwaaseb $vwaasec $vwaased +Control= random +Volume=85 + +[GenSovVehicleAttackCommand] +Sounds= $vgrsata $vgrsatb $vgrsatc $vgrsatd +Control= random +Volume=85 + +[GenSovVehicleMove] +Sounds= $vgrsmoa $vgrsmob $vgrsmoc +Control= random +Volume=85 + +[GenSovVehicleSelect] +Sounds= $vgrssea $vgrsseb $vgrssec +Control= random +Volume=85 + +[GenSovWaterAttackCommand] +Sounds= $vwasata $vwasatb $vwasatc +Control= random +Volume=85 + +[GenSovWaterMove] +Sounds= $vwasmoa $vwasmob $vwasmoc $vwasmod +Control= random +Volume=85 + +[GenSovWaterSelect] +Sounds= $vwassea $vwasseb $vwassec +Control= random +Volume=85 + +[GenSmallWaterMove] +Sounds= $vwaamoa $vwaamob $vwaamoc $vwaamod $vwaamoe +Control=random +Volume=85 + + +[AegisSelect] +Sounds= $vaegsea $vaegseb $vaegsec $vaegsed $vaegsee +Control=random +Volume=85 + +[AegisMove] +Sounds=$vaegmoa $vaegmob $vaegmoc $vaegmod $vaegmoe +Control=random +Volume=85 + +[AegisAttackCommand] +Sounds=$vaegata $vaegatb $vaegatc $vaegatd $vaegate $vaegatf $vaegatg $vaegath +Control=random +Volume=85 + +[AircraftCarrierSelect] +Sounds=$vairsea $vairseb $vairsec $vairsed $vairsee +Control=random +Volume=85 + +[AircraftCarrierMove] +Sounds=$vairmoa $vairmob $vairmoc $vairmod $vairmoe +Control=random +Volume=85 + +[AircraftCarrierAttackCommand] +Sounds=$vairata $vairatb $vairatc $vairatd $vairate +Control=random +Volume=85 + +[ApocalypseSelect] +Sounds=$vaposea $vaposeb $vaposec $vaposed $vaposee +Control=random +Volume=85 + +[ApocalypseMove] +Sounds=$vapomoa $vapomob $vapomoc $vapomod $vapomoe +Control=random +Volume=85 + +[ApocalypseAttackCommand] +Sounds=$vapoata $vapoatb $vapoatc $vapoatd $vapoate $vapoatf +Control=random +Volume=85 + +[ArnoldSelect] +Sounds= $iarnsea $iarnseb $iarnsec $iarnsed ;$iarnsee +Control=random +Volume=85 + +[ArnoldMove] +Sounds= $iarnmod $iarnmoe ;$iarnmoa $iarnmob $iarnmoc +Control=random +Volume=85 + +[ArnoldAttackCommand] +Sounds= $iarnata $iarnatb $iarnatc $iarnatd $iarnate +Control=random +Volume=85 + +[ArnoldFear] +Sounds= $iarnfea $iarnfeb $iarnfec $iarnfed $iarnfee +Control=random +Volume=85 + +[ArnoldPsyResist] +Sounds= $iarnrea $iarnreb $iarnrec ;$iarnred +Control=random +Volume=85 + +[ArnoldDie] +Sounds= $iarndia $iarndib $iarndic $iarndid $iarndie +Control=random +Volume=85 + +[BattleFortressSelect] +Sounds=$vbatsea $vbatseb $vbatsec $vbatsed $vbatsee $vbatsef +Control=random +Volume=85 + +[BattleFortressMove] +Sounds=$vbatmoa $vbatmob $vbatmoc $vbatmod $vbatmoe +Control=random +Volume=85 + +[BattleFortressAttackCommand] +Sounds=$vbatatb $vbatatc $vbatatd $vbatate ;$vbatata +Control=random +Volume=85 + +[BoomerSelect] +Sounds=$vboosea $vbooseb $vboosec $vboosed $vboosee +Control=random +Volume=85 + +[BoomerMove] +Sounds=$vboomoa $vboomob $vboomoc $vboomod $vboomoe +Control=random +Volume=85 + +[BoomerAttackLandCommand] +Sounds=$vbooa1a $vbooa1b $vbooa1c $vbooa1d $vbooa1e $vbooa1f +Control=random +Volume=85 + +[BoomerAttackWaterCommand] +Sounds=$vbooa2a $vbooa2b $vbooa2c $vbooa2d $vbooa2e $vbooa2f +Control=random +Volume=85 + +[BorisSelect] +Sounds=$iborsea $iborseb $iborsec $iborsed $iborsee +Control=random +Volume=85 + +[BorisMove] +Sounds=$ibormoa $ibormob $ibormoc $ibormod $ibormoe +Control=random +Volume=85 + +[BorisAttackCommand] +Sounds=$iborata $iboratb $iboratc $iboratd $iborate +Control=random +Volume=85 + +[BorisAirstrikeVoice] +Sounds=$iboraib ;$iboraie $iboraia $iboraic $iboraid +Type=global +Priority=critical +MinVolume=80 + +[BorisFear] +Sounds=$iborfea $iborfeb $iborfec $iborfed +Control=random +Volume=85 + +[BorisCreated] +Sounds=$iborcra $iborcrb $iborcrc $iborcrd $iborcre +Type=global +Priority=critical +MinVolume=80 + +[BorisDie] +Sounds=$ibordia $ibordib $ibordic $ibordid $ibordie +Control=random +Volume=85 + +[BruteSelect] +Sounds=$ibrusea $ibruseb $ibrusec $ibrused $ibrusee +Control=random +Volume=85 + +[BruteMove] +Sounds=$ibrumoa $ibrumob $ibrumoc $ibrumod $ibrumoe +Control=random +Volume=85 + +[BruteAttackCommand] +Sounds=$ibruata $ibruatb $ibruatc $ibruatd $ibruate +Control=random +Volume=85 + +[BruteFear] +Sounds=$ibrufea $ibrufeb $ibrufec $ibrufed $ibrufee +Control=random +Volume=85 + +[BruteCrushing] +Sounds=$ibrucra $ibrucrb $ibrucrc $ibrucrd +Control=random +Volume=85 + +[BruteDie] +Sounds=$ibrudia $ibrudib $ibrudic $ibrudid $ibrudie +Control=random +Volume=85 + +[ChronoMinerSelect] +Sounds=$vchrsea $vchrseb $vchrsec $vchrsed $vchrsee +Control=random +Volume=85 + +[ChronoMinerMove] +Sounds=$vchrmoa $vchrmob $vchrmoc $vchrmod $vchrmoe +Control=random +Volume=85 + +[ChronoMinerHarvest] +Sounds=$vchrhaa $vchrhab $vchrhac $vchrhad $vchrhae +Control=random +Volume=85 + +[ChronoMinerReturn] +Sounds=$vchrgoa $vchrgob $vchrgoc $vchrgod $vchrgoe +Control=random +Volume=85 + +[ClintSelect] +Sounds= $icliseb $iclisec $iclised $iclisee ;$iclisea +Control=random +Volume=85 + +[ClintMove] +Sounds=$iclimoa $iclimob $iclimoc $iclimod $iclimoe +Control=random +Volume=85 + +[ClintAttackCommand] +Sounds=$icliata $icliatc $icliatd $icliate ;$icliatb +Control=random +Volume=85 + +[ClintFear] +Sounds=$iclifea $iclifec $iclifed ;$iclifeb +Control=random +Volume=85 + +[ClintPsyResist] +Sounds=$iclirea $iclireb $iclired ;$iclirec +Control=random +Volume=85 + +[ClintDie] +Sounds= $iclidia $iclidib $iclidic $iclidid $iclidie +Control=random +Volume=85 + +[EinsteinSelect] +Sounds= $ieinsea $ieinseb $ieinsec $ieinsed $ieinsee +Control=random +Volume=85 + +[EinsteinMove] +Sounds= $ieinmoa $ieinmob $ieinmoc $ieinmod $ieinmoe +Control=random +Volume=85 + +[EinsteinAttackCommand] +Sounds= $ieinata $ieinatb $ieinatc $ieinatd $ieinate +Control=random +Volume=85 + +[EinsteinFear] +Sounds= $ieinfea $ieinfeb $ieinfec $ieinfed $ieinfee +Control=random +Volume=85 + +[EinsteinDie] +Sounds= $ieindia $ieindib $ieindic $ieindid $ieindie +Control=random +Volume=85 + +[EngYuriSelect] +Sounds=$ienysea $ienyseb $ienysec $ienysed $ienysee +Control=random +Volume=85 + +[EngYuriMove] +Sounds=$ienymoa $ienymob $ienymoc $ienymod $ienymoe +Control=random +Volume=85 + +[EngYuriCapture] +Sounds=$ienyata $ienyatb $ienyatc $ienyatd $ienyate +Control=random +Volume=85 + +[EngYuriFear] +Sounds=$ienyfea $ienyfeb $ienyfec $ienyfed $ienyfee +Control=random +Volume=85 + +[EngYuriDie] +Sounds=$ienydia $ienydib $ienydic $ienydid $ienydie +Control=random +Volume=85 + +[FlakTrackSelect] +Sounds=$vflasea $vflaseb $vflasec $vflased $vflasee +Control=random +Volume=85 + +[FlakTrackMove] +Sounds=$vflamoa $vflamob $vflamoc $vflamod $vflamoe +Control=random +Volume=85 + +[FlakTrackAttackCommand] +Sounds=$vflaata $vflaatb $vflaatc $vflaatd $vflaate +Control=random +Volume=85 + +[FloatingDiscSelect] +Sounds=$vflosea $vfloseb $vflosec $vflosed ;$vflosee +Control=random +Volume=85 + +[FloatingDiscMove] +Sounds= $vflomob $vflomoc $vflomod ;$vflomoe $vflomoa +Control=random +Volume=85 + +[FloatingDiscAttackCommand] +Sounds=$vfloata $vfloatb $vfloatc $vfloatd $vfloate +Control=random +Volume=85 + +[FloatingDiscSteal] +Sounds=$vflosta $vflostb $vflostd $vfloste $vflostf ;$vflostc +Control=random +Volume=85 + +[GattlingTankSelect] +Sounds=$vgatsea $vgatseb $vgatsec $vgatsed $vgatsee +Control=random +Volume=85 + +[GattlingTankMove] +Sounds=$vgatmoa $vgatmob $vgatmoc $vgatmod $vgatmoe +Control=random +Volume=85 + +[GattlingTankAttackCommand] +Sounds=$vgatata $vgatatb $vgatatc $vgatatd $vgatate $vgatatf +Control=random +Volume=85 + +[GuardianGISelect] +Sounds=$iggisea $iggiseb $iggisec $iggised $iggisee $iggisef +Control=random +Volume=85 + +[GuardianGIMove] +Sounds=$iggimoa $iggimob $iggimoc $iggimod $iggimoe +Control=random +Volume=85 + +[GuardianGIAttackCommand] +Sounds=$iggiata $iggiatb $iggiatc $iggiatd $iggiate +Control=random +Volume=85 + +[GuardianGIDeployVoice] +Sounds=$iggidea $iggideb $iggidec +Control=random +Volume=85 + +[GuardianGIFear] +Sounds=$iggifea $iggifeb $iggifec $iggifed $iggifee $iggifef +Control=random +Volume=85 + +[GuardianGIDie] +Sounds=$iggidia $iggidib $iggidic $iggidid $iggidie +Control=random +Volume=85 + +[HoverAlliedSelect] +Sounds=$vhoasea $vhoaseb $vhoasec $vhoased $vhoasee +Control=random +Volume=85 + +[HoverAlliedMove] +Sounds=$vhoamoa $vhoamob $vhoamoc $vhoamod $vhoamoe +Control=random +Volume=85 + +[HoverSovietSelect] +Sounds=$vhossea $vhosseb $vhossec $vhossed $vhossee +Control=random +Volume=85 + +[HoverSovietMove] +Sounds=$vhosmoa $vhosmob $vhosmod $vhosmoe ;$vhosmoc +Control=random +Volume=85 + +[HoverYuriSelect] +Sounds=$vhoysea $vhoyseb $vhoysec $vhoysed $vhoysee +Control=random +Volume=85 + +[HoverYuriMove] +Sounds=$vhoymoa $vhoymob $vhoymoc $vhoymod $vhoymoe +Control=random +Volume=85 + +[IFVSelect] +Sounds=$vifvsea $vifvseb $vifvsec $vifvsed $vifvsee $vifvsef + $vifvseg +Control=random +Volume=85 + +[IFVMove] +Sounds=$vifvmoa $vifvmob $vifvmoc $vifvmod $vifvmoe $vifvmof +Control=random +Volume=85 + +[IFVAttackCommand] +Sounds=$vifvata $vifvatb $vifvatc $vifvatd $vifvate +Control=random +Volume=85 + +[InitiateSelect] +Sounds=$iinisea $iiniseb $iinisec $iinisee ;$iinised +Control=random +Volume=85 + +[InitiateMove] +Sounds=$iinimoa $iinimoc $iinimod $iinimoe ;$iinimob +Control=random +Volume=85 + +[InitiateAttackCommand] +Sounds=$iiniata $iiniatb $iiniatc $iiniatd $iiniate $iiniatf +Control=random +Volume=85 + +[InitiateFear] +Sounds=$iinifea $iinifeb $iinifec $iinifed $iinifee +Control=random +Volume=85 + +[InitiateDie] +Sounds=$iinidia $iinidib $iinidic $iinidid $iinidie +Control=random +Volume=85 + +[LaserCosmoSelect] +Sounds= $ilassea $ilasseb $ilassec $ilassed $ilassee +Control=random +Volume=85 + +[LaserCosmoMove] +Sounds=$ilasmoa $ilasmob $ilasmoc $ilasmod $ilasmoe +Control=random +Volume=85 + +[LaserCosmoAttackCommand] +Sounds=$ilasata $ilasatb $ilasatc $ilasatd $ilasate +Control=random +Volume=85 + +[LaserCosmoFear] +Sounds=$ilasfea $ilasfeb $ilasfec $ilasfed +Control=random +Volume=85 + +[LaserCosmoDie] +Sounds=$ilasdia $ilasdib $ilasdic $ilasdid $ilasdie +Control=random +Volume=85 + +[LasherTankSelect] +Sounds= $vlassed $vlassef $vlasseg $vlasmod ;$vlassea $vlasseb $vlassec $vlassee +Control=random +Volume=85 + +[LasherTankMove] +Sounds= $vlasmoa $vlasmoc $vlasmof $vlasatd ;$vlasmob $vlasmoe +Control=random +Volume=85 + +[LasherTankAttackCommand] +Sounds= $vlasata $vlasatc $vlasate $vlasatf $vlasatg ;$vlasatb +Control=random +Volume=85 + +[MagnetronSelect] +Sounds=$vmagsea $vmagseb $vmagsec $vmagsed $vmagsee +Control=random +Volume=85 + +[MagnetronMove] +Sounds=$vmagmoa $vmagmob $vmagmoc $vmagmod $vmagmoe +Control=random +Volume=85 + +[MagnetronAttackCommand] +Sounds=$vmagata $vmagatb $vmagatc $vmagatd $vmagate $vmagatf +Control=random +Volume=85 + +[MagnetronMagneShakeVoice] +Sounds= $vmagatc $vmagate $vmagatf +Control=random +Volume=85 + +[MasterMindSelect] +Sounds=$vmassea $vmasseb $vmassec $vmassed $vmassee $vmassef +Control=random +Volume=85 + +[MasterMindMove] +Sounds=$vmasmoa $vmasmob $vmasmoc $vmasmod $vmasmoe +Control=random +Volume=85 + +[MasterMindAttackCommand] +Sounds=$vmasata $vmasatb $vmasatc $vmasatd $vmasate $vmasatf +Control=random +Volume=85 + +[MasterMindOverloadVoice] +Sounds=$vmasdib +Priority=high +Range=30 +Volume=95 + +[MCVAlliedSelect] +Sounds=$vmcasea $vmcaseb $vmcasec $vmcased $vmcasee $vmcasef +Control=random +Volume=85 + +[MCVAlliedMove] +Sounds=$vmcamoa $vmcamob $vmcamoc $vmcamod $vmcamoe $vmcamof +Control=random +Volume=85 + +[MCVSovietSelect] +Sounds=$vmcssea $vmcsseb $vmcssec $vmcssed $vmcssee +Control=random +Volume=85 + +[MCVSovietMove] +Sounds=$vmcsmoa $vmcsmob $vmcsmoc $vmcsmod $vmcsmoe +Control=random +Volume=85 + +[MCVYuriSelect] +Sounds=$vmcysea $vmcyseb $vmcysec $vmcysed $vmcysee +Control=random +Volume=85 + +[MCVYuriMove] +Sounds=$vmcymoa $vmcymob $vmcymoc $vmcymod $vmcymoe +Control=random +Volume=85 + +[MIGMove] +Sounds= $vmigmoa $vmigmob ;$vmigmoc $vmigmod +Control=random predelay +Delay= 1500 +Type= global +MinVolume=90 + +[MIGAttackVoice] +Sounds= $vmigata $vmigatb +Control=random +Volume=85 + +[MIGVoiceDie] +Sounds=$vmigdia $vmigdic +Control=random +Volume=85 + +[MIGMissionAborted] +Sounds=$vmigdib +Control=random +Range=40 +Volume=85 + +[MirageTankSelect] +Sounds=$vmirsea $vmirseb $vmirsec $vmirsed $vmirsee $vmirsef ;$vmirseg +Control=random +Volume=85 + +[MirageTankMove] +Sounds=$vmirmoa $vmirmob $vmirmoc $vmirmod $vmirmoe $vmirmof $vmirmog +Control=random +Volume=85 + +[MirageTankAttackCommand] +Sounds=$vmirata $vmiratb $vmiratc $vmiratd $vmirate +Control=random +Volume=85 + +[PrismTankSelect] +Sounds=$vprisea $vpriseb $vprisec $vprised $vprisee +Control=random +Volume=85 + +[PrismTankMove] +Sounds=$vprimoa $vprimob $vprimoc $vprimod $vprimoe +Control=random +Volume=85 + +[PrismTankAttackCommand] +Sounds=$vpriata $vpriatb $vpriatc $vpriatd $vpriate +Control=random +Volume=85 + +[RomanovSelect] +Sounds= $iromsea $iromseb $iromsec $iromsee ;$iromsed +Control=random +Volume=85 + +[RomanovMove] +Sounds= $irommoa $irommob $irommoc $irommod $irommoe +Control=random +Volume=85 + +[RomanovAttackCommand] +Sounds= $iromata $iromatb $iromatc $iromatd $iromate +Control=random +Volume=85 + +[RomanovFear] +Sounds= $iromfea $iromfeb $iromfec $iromfed $iromfee +Control=random +Volume=85 + +[RomanovDie] +Sounds= $iromdia $iromdib $iromdic $iromdid $iromdie +Control=random +Volume=85 + +[SeaScorpionSelect] +Sounds=$vscosea $vscoseb $vscosec $vscosed $vscosee +Control=random +Volume=85 + +[SeaScorpionMove] +Sounds=$vscomoa $vscomob $vscomoc $vscomod $vscomoe +Control=random +Volume=85 + +[SeaScorpionAttackCommand] +Sounds=$vscoata $vscoatb $vscoatc $vscoatd $vscoate +Control=random +Volume=85 + +[SeigeChopperSelect] +Sounds=$vchosea $vchoseb $vchosec $vchosed $vchosee +Control=random +Volume=85 + +[SeigeChopperMove] +Sounds=$vchomoa $vchomob $vchomoc $vchomod $vchomoe +Control=random +Volume=85 + +[SeigeChopperAttackAir] +Sounds=$vchoa1a $vchoa1b $vchoa1c $vchoa1d $vchoa1e +Control=random +Volume=85 + +[SeigeChopperAttackLand] +Sounds=$vchoa2a $vchoa2b $vchoa2c $vchoa2d $vchoa2e $vchoa2e +Control=random +Volume=85 + +[SeigeChopperVoiceDie] +Sounds=$vchodia $vchodib $vchodic $vchodid $vchodie +Control=random +Volume=85 + +[SlaveFreedSelect] +Sounds=$isl2sea $isl2seb $isl2sec $isl2sed $isl2see +Control=random +Volume=85 + +[SlaveFreedMove] +Sounds=$isl2moa $isl2mob $isl2moc $isl2mod $isl2moe +Control=random +Volume=85 + +[SlaveFreedAttackCommand] +Sounds=$isl2ata $isl2atb $isl2atc $isl2atd $isl2ate +Control=random +Volume=85 + +[SlaveFreedFear] +Sounds=$isl2fea $isl2feb $isl2fec $isl2fed $isl2fee +Control=random +Volume=85 + +[SlaveFreedDie] +Sounds=$isl2dia $isl2dib $isl2dic $isl2did $isl2die +Control=random +Volume=85 + +[SlaveMinerSelect] +Sounds=$vslasea $vslaseb $vslasec $vslased $vslasee $vslasef $vslaseg +Control=random +Volume=85 + +[SlaveMinerMove] +Sounds=$vslamoa $vslamoc $vslamoe $vslamof +Control=random +Volume=85 + +[SlaveMinerAttackCommand] +Sounds=$vslaata $vslaatb $vslaatc $vslaate ;$vslaatd +Control=random +Volume=85 + +[SlaveMinerHarvest] +Sounds=$vslahaa $vslahab $vslahac $vslahad $vslamod +Control=random +Volume=85 + +[SlaveMinerDeployVoice] +Sounds= $vslahae +Control=random +Volume=85 + +[SlaveMinerUnDeployVoice] +Sounds= $vslamob +Control=random +Volume=85 + + +[SlaveWorkerSelect] +Sounds= $isl1sea $isl1seb $isl1sec $isl1sed $isl1see $isl1sef +Control=random +Volume=85 + +[SlaveWorkerMove] +Sounds= $isl1moa $isl1mob $isl1moc $isl1mod $isl1moe +Control=random +Volume=85 + +[SlaveWorkerAttackCommand] +Sounds= $isl1ata $isl1atb $isl1atc $isl1atd $isl1ate +Control=random +Volume=85 + +[SlaveWorkerFear] +Sounds= $isl1fea $isl1feb $isl1fec $isl1fed $isl1fee $isl2fea $isl2feb $isl2fec $isl2fed $isl2fee +Control=random +Range=30 +Volume=85 + +[SlaveWorkerHarvest] +Sounds=$isl1haa $isl1hab $isl1hac $isl1had $isl1hae +Control=random +Volume=85 + +[SlaveWorkerLiberated] +Sounds= $isl1lia ;$isl1lib $isl1lic +Control=random +Range= 30 +Volume=95 + +[SlaveWorkerDie] +Sounds=$isl2dia $isl2dib $isl2dic $isl2did $isl2die +Control=random +Range=30 +Volume=85 + +[SlySelect] +Sounds= $islysea $islyseb $islysec ;$islysed $islysee +Control=random +Volume=85 + +[SlyMove] +Sounds= $islymoa $islymob $islymoc $islymod $islymoe +Control=random +Volume=85 + +[SlyAttackCommand] +Sounds= $islyata $islyatb $islyatc $islyatd $islyate +Control=random +Volume=85 + +[SlyFear] +Sounds= $islyfec $islyfed $islyfee ;$islyfea $islyfeb +Control=random +Volume=85 + +[SlyPsyResist] +Sounds= $islyrea $islyreb $islyrec $islyred $islyree +Control=random +Volume=85 + +[SlyDie] +Sounds= $islydia $islydib $islydic $islydid $islydie +Control=random +Volume=85 + +[TankDestroyerSelect] +Sounds=$vtansea $vtanseb $vtansec $vtansed $vtansee +Control=random +Volume=85 + +[TankDestroyerMove] +Sounds=$vtanmoa $vtanmob $vtanmoc $vtanmod $vtanmoc +Control=random +Volume=85 + +[TankDestroyerAttackCommand] +Sounds= $vtanata $vtanatb $vtanatc $vtanatd $vtanate +Control=random +Volume=85 + +[TanyaPrimeSelect] +Sounds= $itapsea $itapseb $itapsec $itapsed $itapsee +Control=random +Volume=85 + +[TanyaPrimeMove] +Sounds= $itapmoa $itapmob $itapmoc $itapmod +Control=random +Volume=85 + +[TanyaPrimeAttackCommand] +Sounds= $itapata $itapatb $itapatc $itapatd +Control=random +Volume=85 + +[TanyaPrimePsyResist] +Sounds= $itaprea $itapreb $itaprec $itapred $itapree +Control=random +Volume=85 + +[TanyaPrimeCreated] +Sounds= $itapcra $itapcrb $itapcrc $itapcrd +Type=global +Priority=critical +MinVolume=90 + +[TanyaPrimeFear] +Sounds= $itapfea $itapfeb $itapfec $itapfed +Control=random +Volume=85 + +[TanyaPrimeDie] +Sounds= $itapdia $itapdib $itapdic $itapdid $itapdie +Control=random +Volume=85 + +[TeslaTankSelect] +Sounds=$vtessea $vtesseb $vtessec $vtessed $vtessee +Control=random +Volume=85 + +[TeslaTankMove] +Sounds=$vtesmoa $vtesmob $vtesmoc $vtesmod $vtesmoe +Control=random +Volume=85 + +[TeslaTankAttackCommand] +Sounds=$vtesata $vtesatb $vtesatd $vtesate ;$vtesatc +Control=random +Volume=85 + +[TyphoonSubSelect] +Sounds=$vsubsea $vsubseb $vsubsec $vsubsed $vsubsee +Control=random +Volume=85 + +[TyphoonSubMove] +Sounds=$vsubmoa $vsubmob $vsubmoc $vsubmod $vsubmoe +Control=random +Volume=85 + +[TyphoonSubAttackCommand] +Sounds=$vsubata $vsubatb $vsubatc $vsubatd $vsubate +Control=random +Volume=85 + +[V3Select] +Sounds=$vv3lsea $vv3lseb $vv3lsec $vv3lsed $vv3lsee +Control=random +Volume=85 + +[V3Move] +Sounds=$vv3lmob $vv3lmoc $vv3lmod $vv3lmoe ;$vv3lmoa +Control=random +Volume=85 + +[V3AttackCommand] +Sounds=$vv3lata $vv3latb $vv3latc $vv3latd $vv3late +Control=random +Volume=85 + +[VirusSelect] +Sounds=$ivirsea $ivirseb $ivirsec $ivirsed $ivirsee +Control=random +Volume=85 + +[VirusMove] +Sounds=$ivirmoa $ivirmob $ivirmoc $ivirmod $ivirmoe +Control=random +Volume=85 + +[VirusAttackCommand] +Sounds=$ivirata $iviratb $iviratc $iviratd $iviratf $iviratg ;$ivirate +Control=random +Volume=85 + +[VirusFear] +Sounds=$ivirfea $ivirfeb $ivirfec $ivirfed $ivirfee +Control=random +Volume=85 + +[VirusDie] +Sounds=$ivirdia $ivirdib $ivirdic $ivirdid $ivirdie +Control=random +Volume=85 + +[WarMinerSelect] +Sounds=$vwarsea $vwarseb $vwarsec $vwarsed $vwarsee +Control=random +Volume=85 + +[WarMinerMove] +Sounds=$vwarmoa $vwarmob $vwarmoc $vwarmod $vwarmoe +Control=random +Volume=85 + +[WarMinerAttackCommand] +Sounds=$vwarata $vwaratb $vwaratc $vwaratd $vwarate +Control=random +Volume=85 + +[WarMinerHarvest] +Sounds=$vwarhaa $vwarhab $vwarhac $vwarhad +Control=random +Volume=85 + +[YuriCloneSelect] +Sounds=$iclosea $icloseb $iclosec $iclosed $iclosee +Control=random +Volume=85 + +[YuriCloneMove] +Sounds=$iclomoa $iclomob $iclomoc $iclomod $iclomoe +Control=random +Volume=85 + +[YuriCloneAttackCommand] +Sounds=$icloata $icloatb $icloatc $icloatd $icloate +Control=random +Volume=85 + +[YuriCloneFear] +Sounds=$iclofea $iclofeb $iclofec $iclofed $iclofee +Control=random +Volume=85 + +[YuriCloneDie] +Sounds=$iclodib $iclodic $iclodid $iclodie ;$iclodia +Control=random +Volume=85 + +[YuriPrimeSelect] +Sounds= $iyupsea $iyupseb $iyupsec $iyupsed $iyupsee $iyupsef +Control=random +Volume=85 + +[YuriPrimeMove] +Sounds= $iyupmoa $iyupmob $iyupmoc $iyupmod $iyupmoe $iyupmof $iyupmog +Control=random +Volume=85 + +[YuriPrimeAttackCommand] +Sounds= $iyupata $iyupatb $iyupatc $iyupatd $iyupate $iyupatf $iyupatg +Control=random +Volume=85 + +[YuriPrimeFear] +Sounds= $iyupfea $iyupfeb $iyupfec +Control=random +Volume=85 + +[YuriPrimePsyResist] +Sounds= $iyuprea $iyupreb $iyuprec $iyupred +Control=random +Volume=85 + +[YuriPrimeCreated] +Sounds= $iyupcrd +Type=global +Priority=critical +MinVolume=95 +Volume=95 + +[YuriPrimeDie] +Sounds= $iyupdia $iyupdib $iyupdic $iyupdid +Control=random +Volume=85 + +[LCiv1Select] +Sounds= $xs3c101 $xs3c102 $xs3c103 +Control= random + +[LCiv2Select] +Sounds= $xs3c201 $xs3c202 $xs3c203 +Control= random + +[LCiv3Select] +Sounds= $xs3c301 $xs3c302 $xs3c303 +Control= random + +[LCiv4Select] +Sounds= $xs3c401 $xs3c402 $xs3c403 +Control= random + + +[DemoTruck-Sov07] +Sounds= $vdematb +Type=global + +[Terrorist-Sov07] +Sounds= $itermoc +Type=global + + + + +[MasterMindMoveStart] +Sounds= vmasstaa vmasstab vmasstac +Control= random predelay +Delay=0 400 +Priority=Low +FShift= -10 10 +VShift=10 +Volume=65 + +[MagnetronMoveStart] +Sounds= vmagstaa vmagstab vmagstac +Control= random predelay +Delay=0 400 +Priority=Low +FShift= -10 10 +VShift=10 +Volume=65 + +[YuriPrimeMoveLoop] +Sounds= iyuplo1a iyuplo2a iyuplo2b iyuplo2b iyuplo3a +Control= loop random all decay attack +Priority=Low +Limit=2 +Range=15 +Volume=35 + +[SeigeChopperMoveLoop] +Sounds= vcholo1a vcholo2a vcholo2b vcholo2c vcholo3a +Control= loop random all decay attack +FShift= -5 5 +Priority=Low +Limit=3 +Volume=45 + +[BoomerMoveStart] +Sounds= vboostaa vboostab +Control= random predelay +Delay=0 400 +Priority=Low +FShift= -10 10 +VShift=20 +Volume=60 + +[GattlingTankMoveStart] +Sounds= vgatstaa vgatstab vgatstac +Control= random predelay +Delay=0 400 +Priority=Low +FShift= -10 10 +VShift=20 +Volume=35 + +[LasherTankMoveStart] +Sounds= vlasstaa vlasstab vlasstac +Control= random predelay +Delay=0 400 +Priority=Low +FShift= -10 10 +VShift=20 +Volume=35 + +[SlaveMinerMoveStart] +Sounds= vslastaa vslastab +Control= random predelay +Delay=0 400 +Priority=Low +FShift= -10 10 +VShift=10 +Volume=55 + +[ChaosDroneMoveStart] +Sounds= vchastaa vchastab vchastac +Control= random predelay +Delay=0 400 +Priority=Low +FShift= -10 10 +VShift=10 +Volume=50 + +[RobotTankMoveStart] +Sounds= vrobstaa vrobstab vrobstac +Control= random predelay +Delay=0 400 +Priority=Low +FShift= -10 10 +VShift=15 +Volume=40 + +[BattleFortressMoveStart] +Sounds=vbatstaa vbatstab vbatstac +Control= random predelay +Delay=0 400 +Priority=Low +FShift= -5 5 +VShift=10 +Volume=50 + + +[Einstein_HereIAm] +Sounds= $ieinsea +Type=global +Priority=critical +MinVolume=70 +Volume=80 + + +[Tanya_NoFear] +Sounds=itapcrd + + +[ChronoScreenSound] +Sounds=gtimeshi +Type=global +MinVolume=50 +Volume=80 + +[TugBoatSelect] +Sounds=gtugboaa gtugboab +Control= random +VShift=20 +Volume=40 + +[CruiseShipSelect] +Sounds=gship1a +Volume=40 + +[BridgeRepaired] +Sounds=urepair +Type=global +MinVol=55 +Volume=55 + + + +[_Amb_DesertHawk] +Sounds= ades01a +Control= loop ambient +Priority= lowest +Delay= 20000 30000 +Type= local +FShift= -10 10 +VShift=10 +Volume=40 + +[_Amb_JurrasicBed] +Sounds= ajur01a ajur01b ajur01c ajur01a ajur01b ajur01c ajur01d ajur01e +Control= random loop all +Priority= lowest +Type= local +VShift=10 +Volume=40 + + +[_Amb_JurrasicHowls] +Sounds= ajur02a ajur02b ajur02c ajur02d +Control= loop ambient random all +Priority= lowest +Delay= 7000 12000 +Type= local +VShift=10 +Volume=55 + + + +[_Amb_JurrasicTrexRoar] +Sounds= grexroa1 grexroa2 +Control= loop ambient random all +Priority= lowest +Delay= 7000 12000 +Type= local +VShift=10 +Volume=55 + + +[GrinderGrinding] +Sounds= bgrinda +Fshift= -5 5 +Vshift=15 +Volume=60 + +[BioReactorEnter] +Sounds=bbioenta +Control= interrupt +FShift= -5 5 +Vshift=15 +Volume=50 + +[BioReactorExit] +Sounds=bbioenta +FShift= -5 5 +Vshift=15 +Volume=50 + +[TankBunkerUp] +Sounds=btanupa +Vshift=15 +Volume=75 + +[TankBunkerDown] +Sounds=btandowa +Vshift=15 +Volume=75 + +[SeigeChopperDeploy] +Sounds=vchodepa +Limit=2 +Vshift=15 +Volume=60 + +[SlaveMinerDeploy] +Sounds=vsladepa +Vshift=15 +Volume=70 + +[RobotTankOnline] +Sounds=vrobon +Priority= critical +Limit=1 +Range=15 +Volume=60 + +[RobotTankOffline] +Sounds=vroboff +Priority= critical +Limit=1 +Range=15 +Volume=60 + +[PsychicDominatorActivate] +Sounds= $spsydom +Priority= critical +Type=global +MinVolume=100 +Volume=100 + +[GeneticMutatorActivate] +Sounds= sgenon +Type=global +Limit=1 +Priority=critical +MinVolume=85 +Volume=95 + +[TankCrush] +Sounds=vcrusha + + +[PsychicDominatorReadyLoop] +Sounds= spsylo1a spsylo2a spsylo2b spsylo2c spsylo3a +Control= random all loop attack decay +Type= shroud +Volume=55 + + +[GeneticMutatorReadyLoop] +Sounds= sgenlo1a sgenlo2a sgenlo2b sgenlo2c sgenlo3a +Control= random all loop attack decay +Type= shroud +Volume=45 + +[PsychicDominatorOpen] +Sounds=spsyopen +Type=global shroud +Priority=high +MinVolume=60 +Volume=90 + +[GeneticMutatorOpen] +Sounds=sgenopen +Type=global shroud +Priority=high +MinVolume=60 +Volume=90 + +[ChaosDroneAttack] +Sounds= vchaatta +FShift= -10 10 +Volume=55 + + +[SpyPlaneSnapShot] +Sounds=vspysnap +Limit=1 +Delay= 500 +VShift= 15 +Volume=60 + + +[SpyPlaneDie] +Sounds=vspylo3a +Range=20 +Volume=45 + + +[SpyPlaneMoveLoop] +Sounds=vspylo2a vspylo2b vspylo2c +Control=random loop all attack +Limit=3 +Priority=high +Range=10 +Volume=60 + + +[MindCleared] +Sounds=gmindcle +Type=global +Priority=high +MinVolume=70 +Volume=80 + +[LaserCosmoAttack] +Sounds=ilasatta +FShift= -5 5 +Control= random interrupt +VShift=10 +Volume=60 + + +[MigAttack] +Sounds=vmigatta +FShift= -5 5 +VShift=10 +Volume=70 + +[FloatingDiscAttack] +Sounds=vfloatta +FShift= -5 5 +VShift=10 + + +[PsychicRevealActivate] +Sounds=spsyreve +Volume=80 + +[CamelSelect] +Sounds=gcamsela gcamselb gcamselc +Control=random +FShift= -5 5 +VShift=10 + +[CamelMove] +Sounds=gcammova gcammovb +Control=random +FShift= -5 5 +VShift=10 + +[CamelDie] +Sounds=gcamdiea +FShift= -5 5 +VShift=10 + +[CamelMoveStart] +Sounds=gcamstaa gcamstab +Control=random +FShift= -10 10 +VShift=15 +Volume= 25 + + +[MummySelect] +Sounds=gmumsela gmumselb gmumselc +Control=random +FShift=-10 10 +VShift=10 +Volume=45 + + +[MummyDie] +Sounds=gmumdiea gmumdieb gmumdiec gmumdied +Control=random +FShift=-10 10 +VShift=10 +Volume=45 + +[MummyMove] +Sounds= gmummova gmummovd ;gmummovb gmummovc +Control=random +FShift=-10 10 +VShift=10 +Volume=45 + +[MummyAttack] +Sounds=gmumatta gmumattb gmumattc +Control=random +FShift=-10 10 +VShift=10 +Volume=45 + +[SeigeChopperDie] +Sounds=vchodiea +Volume=80 + +[SeigeChopperAttackDeployed] +Sounds=vchoat2a +FShift= -10 10 +VShift= 10 +Volume=80 + +[RobotTankAttack] +Sounds=vrobatta +FShift= -5 5 +VShift= 10 +Volume=70 + +[_Amb_LondonCivilians] +Sounds=$xs3c101 $xs3c102 $xs3c103 $xs3c201 $xs3c202 $xs3c203 $xs3c301 $xs3c302 $xs3c303 $xs3c401 $xs3c402 $xs3c403 +Control=random loop all ambient +Delay= 5000 10000 +Range= 30 +Type= local +VShift=20 +Volume=70 + +[RobotTankSelectDeactivated] +Sounds= vrobse2a vrobse2b vrobse2c +Control=random + +[GenCarMoveStart] +Sounds=vcabstaa +VShift=10 +Volume=45 + + +[BigBenBell] +Sounds=gbigben +Volume=60 + + +[CableCarSelect] +Sounds=vtrosela vtroselb +Control=random +VShift=10 +Volume=50 + +[FloatingDiscChargeUp] +Sounds= vfloat1a +Volume=65 + +[ArnoldAttack] +Sounds=iarnatta iarnattb +Control=random interrupt +VShift=15 +Limit=1 + + +[SlyGrenadeLauncher] +Sounds=islyat2a +Volume=90 + + +[SlyAttack] +Sounds=islyat1a islyat1b +Control= random interrupt +FShift= -5 5 +Volume=70 + +[ClintAttack] +Sounds= icliatta icliattb icliattc +Control=random +VShift= 10 +FShift= -10 10 + +[BorisAttack] +Sounds=iboratta iborattb +Control= random interrupt +FShift= -5 5 +Volume=70 + +[FloatingDiscCreated] +Sounds= $vflomoe +Type=global +Priority=critical +MinVolume=90 +Volume=90 + +[MagnetronMagneShake] +Sounds= vmagat2a +VShift=15 + +[FloatingDiscDie] +Sounds= vflodiea +Volume=85 + +[SlaveMinerUndeploy] +Sounds= vslade2a + +[YuriBustRotate] +Sounds= byublo1a byublo2a byublo2b byublo2c byublo3a +Control= loop random all decay attack +Range=20 +Volume=70 + +[YuriBustAttack] +Sounds=byubatta + +[ChronoScreenSoundAgain] +Sounds=gtimesh2 + + + + + + + diff --git a/game-assets/cncnet.pack/uimd.ini b/game-assets/cncnet.pack/uimd.ini new file mode 100644 index 00000000..55c8e353 --- /dev/null +++ b/game-assets/cncnet.pack/uimd.ini @@ -0,0 +1,16 @@ +[VersionInfo] +Name=Yuri’s Revenge (CnCnet) +Version=1.001 + +[AdvancedCommandBar] +ButtonList=Team01,Team02,TypeSelect,Deploy,Guard,PlanningMode + +[MultiplayerAdvancedCommandBar] +ButtonList=Team01,Team02,TypeSelect,Deploy,Guard,PlanningMode,Beacon + +[Sidebar] +CenterPauseMenuBackground=yes + +[ToolTips] +ExtendedToolTips=yes + diff --git a/game-assets/ra2mode.pack/NACLON/naclon.shp b/game-assets/ra2mode.pack/NACLON/naclon.shp new file mode 100644 index 00000000..71196e11 Binary files /dev/null and b/game-assets/ra2mode.pack/NACLON/naclon.shp differ diff --git a/game-assets/ra2mode.pack/NACLON/naclon_a.shp b/game-assets/ra2mode.pack/NACLON/naclon_a.shp new file mode 100644 index 00000000..2f725199 Binary files /dev/null and b/game-assets/ra2mode.pack/NACLON/naclon_a.shp differ diff --git a/game-assets/ra2mode.pack/NACLON/naclonmk.shp b/game-assets/ra2mode.pack/NACLON/naclonmk.shp new file mode 100644 index 00000000..c7d3f665 Binary files /dev/null and b/game-assets/ra2mode.pack/NACLON/naclonmk.shp differ diff --git a/game-assets/ra2mode.pack/NACLON/ndclon.shp b/game-assets/ra2mode.pack/NACLON/ndclon.shp new file mode 100644 index 00000000..4c0366e1 Binary files /dev/null and b/game-assets/ra2mode.pack/NACLON/ndclon.shp differ diff --git a/game-assets/ra2mode.pack/NACLON/ndclon_a.shp b/game-assets/ra2mode.pack/NACLON/ndclon_a.shp new file mode 100644 index 00000000..b41e71a4 Binary files /dev/null and b/game-assets/ra2mode.pack/NACLON/ndclon_a.shp differ diff --git a/game-assets/ra2mode.pack/NACLON/ndclonmk.shp b/game-assets/ra2mode.pack/NACLON/ndclonmk.shp new file mode 100644 index 00000000..c2c1df0f Binary files /dev/null and b/game-assets/ra2mode.pack/NACLON/ndclonmk.shp differ diff --git a/game-assets/ra2mode.pack/NACLON/ngclon.shp b/game-assets/ra2mode.pack/NACLON/ngclon.shp new file mode 100644 index 00000000..4c0366e1 Binary files /dev/null and b/game-assets/ra2mode.pack/NACLON/ngclon.shp differ diff --git a/game-assets/ra2mode.pack/NACLON/ngclon_a.shp b/game-assets/ra2mode.pack/NACLON/ngclon_a.shp new file mode 100644 index 00000000..b41e71a4 Binary files /dev/null and b/game-assets/ra2mode.pack/NACLON/ngclon_a.shp differ diff --git a/game-assets/ra2mode.pack/NACLON/ngclonmk.shp b/game-assets/ra2mode.pack/NACLON/ngclonmk.shp new file mode 100644 index 00000000..c2c1df0f Binary files /dev/null and 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b/game-assets/ra2mode.pack/NAPSIS/nupsismk.shp differ diff --git a/game-assets/ra2mode.pack/artmd.ini b/game-assets/ra2mode.pack/artmd.ini new file mode 100644 index 00000000..8109c8b2 --- /dev/null +++ b/game-assets/ra2mode.pack/artmd.ini @@ -0,0 +1,14778 @@ +; ART.INI +; This control file provides the information necessary to handle the +; artwork in Tiberian Sun. The information usually covers sprite +; animation and related characteristics. There is one section +; for each sprite data file. The sprite section names are unique +; within the system and are referred to by name in the RULES.INI +; control file. + +; *** Game Object Art *** +; Cameo = image to use if this object happens to appear in the sidebar (def=none) +; Voxel = Is this a voxel image (def=no)? +; Remapable = Can this object be remapped to owner's color (def=no)? +; Normalized = If its animation be regulated to appear constant speed (def=no)? +; Theater = Does it have theater specific imagery (def=no)? +; NewTheater = Does it have theater specific name (def=no)? This changes the second character of the name dependant on theater. +; RotCount = number of rotation stages [old system only] (def=32)? +; ShadowIndex = index of voxel piece to use for the shadow (def=0) [only needed for voxel hierarchies] +; TurretOffset = turret center offset along body centerline, in leptons (def=0) +; FireAngle = default angle to raise barrel above direct line to targe [in degrees] (def=10) +; BarrelLength = length of barrel expressed in 1.5 inch increments (def = 0 i.e., no independant barrel equipped) +; PrimaryFireFLH = lepton offset [Forward,Lateral,Height from turret center] for bullet start position (def=0,0,0) +; SecondaryFireFLH = alternate weapon offset for bullet start position (def=0,0,0) +; ElitePrimaryFireFLH = elite version of PrimaryFireFLH. +; EliteSecondaryFireFLH = elite version of SecondaryFireFLH. +; <<< applies only to artwork used for infantry >>> +; Sequence = infantry animation sequence name [required] +; Crawls = Does the infantry have crawling animation [else it is running] (def=yes)? +; FireUp = frame of projectile launch when firing standing [required if it has firing animation] (def=0) +; <<< applies only to vehicles >>> +; VisibleLoad = Does the unit have duplicate shape set for loaded with ammo state (def=no)? +; UseTurretShadow = use the turret of the object to cast shadow (def=no)? +; <<< applies only to turret changers >>> +; WeaponXFLH=like PrimaryFireFLH, but for Weapon X where X is an integer. (def=0) +; WeaponXBarrelLength=like PBarrelLength (def=0) +; WeaponXBarrelThickness=like PBarrelThickness (def=0) +; WeaponXTurretLocked=indicates that the turret does not rotate (used for non-weaponed turrets) (def=false) +; <<< applies only to building types >>> +; Foundation = the size of the building [width x height] (def=1x1) +; Height = height of the building [in levels] (def = 2) +; <<< 'behind building' stuff >>> +; OccupyHeight = visible height of the building [in levels] (def = 2). Used for behind building stuff. Defaults to same as 'Height' +; CanHideThings = true/false - specifies whether this building marks cells so other objects will be hidden on the cells it occupies +; CanBeHidden = true/false - specfies whether this building can be 'hidden' by others +; AddOccupy[1..4] = offsetX,offsetY - adds tiles to the 'hidden' occupancy list at offset from where building is placed +; RemoveOccupy[1..4] = offsetX,offsetY - removes tiles to the 'hidden' occupancy list at offset from where building is placed +; PrimaryFirePixelOffset = Pixel offset to apply to building when firing a bullet. Used when the building has no turret and so the offset is fixed. +; SecondaryFirePixelOffset = Pixel offset to apply to building when firing a bullet. Used when the building has no turretand so the offset is fixed. +; SimpleDamage = Does building have simple damage imagery (def=yes)? +; Buildup = graphic image to use when construction occurs (def=none) +; AuxAnim = Anim to use for overlaying animation states. +; AltImage = Is there an alternate image [frame #2] to use when viewed by enemy player (def=no)? +; ChargeAnim = SJM: I have disabled this system and replaced it with the DelayedFire system. Does this building have Tesla-coil like charge up anim (def=no)? +; SiloDamage = Is damage image based on base Tiberium storage level (def=no)? +; Flat = Is building flat on the ground [helps with drawing logic to know this] (def=no)? +; Recoilless = Does the building NOT have recoil anim even though it might have a turret (def=no)? +; ToOverlay = when placed down, actually convert into this overlay type (def=none) +; DamageLevels = how many levels of damage it can take [for walls only] +; PowerUp1Anim = The animation to add to this building when powered up by one level +; PowerUp1AnimDamaged = Damaged version of The animation to add to this building when powered up by one level +; PowerUp1LocX = The x offset from the buildings draw position for this powerup animation +; PowerUp1LocY = The x offset from the buildings draw position for this powerup animation +; PowerUp1LocZ = Adjustment to normal Z when rendering this animation. This could be used to make the animation appear behind the building. +; PowerUp1YSort= Amount to add to anims sorting position so that it renders in the correct order relative to other objects +; PowerUp2Anim = The animation to add to this building (in addition to the level 1 power up) when powered up by two levels +; PowerUp2AnimDamaged = Damaged version of The animation to add to this building when powered up by two level +; PowerUp2LocX = The x offset from the buildings draw position for this powerup animation +; PowerUp2LocY = The x offset from the buildings draw position for this powerup animation +; PowerUp2LocZ = Adjustment to normal Z when rendering this animation. This could be used to make the animation appear behind the building. +; PowerUp2YSort= Amount to add to anims sorting position so that it renders in the correct order relative to other objects +; PowerUp3Anim = The animation to add to this building (in addition to the level 1&2 power ups) when powered up by three levels +; PowerUp3AnimDamaged = Damaged version of The animation to add to this building when powered up by three level +; PowerUp3LocX = The x offset from the buildings draw position for this powerup animation +; PowerUp3LocY = The x offset from the buildings draw position for this powerup animation +; PowerUp3LocZ = Adjustment to normal Z when rendering this animation. This could be used to make the animation appear behind the building. +; PowerUp3YSort= Amount to add to anims sorting position so that it renders in the correct order relative to other objects +; ActiveAnim = Animation to use for building active animation +; ActiveAnimDamaged = Animation to use for building active animation when damaged +; ActiveAnimX = X offset from building position for active animation +; ActiveAnimY = Y offset from building position for active animation +; ActiveAnimYSort = Adjustment to position to use when sorting the layer prior to rendering. +; ActiveAnimZAdjust = Adjustment to normal Z when rendering this animation over the building. +; ActiveAnimPowered = Does the animation require that the building has power (def=yes) +; ActiveAnimTwo = Animation to use for building active animation +; ActiveAnimTwoDamaged = Animation to use for building active animation when damaged +; ActiveAnimTwoX = X offset from building position for active animation +; ActiveAnimTwoY = Y offset from building position for active animation +; ActiveAnimTwoYSort = Adjustment to position to use when sorting the layer prior to rendering. +; ActiveAnimTwoZAdjust = Adjustment to normal Z when rendering this animation over the building. +; ActiveAnimTwoPowered = Does the animation require that the building has power (def=yes) +; ActiveAnimThree = Animation to use for building active animation +; ActiveAnimThreeDamaged = Animation to use for building active animation when damaged +; ActiveAnimThreeX = X offset from building position for active animation +; ActiveAnimThreeY = Y offset from building position for active animation +; ActiveAnimThreeYSort = Adjustment to position to use when sorting the layer prior to rendering. +; ActiveAnimThreeZAdjust = Adjustment to normal Z when rendering this animation over the building. +; ActiveAnimThreePowered = Does the animation require that the building has power (def=yes) +; TerrainPalette = Draw this in the terrain palette not the building palette. (def=no) +; <<< applies on to vessels >>> +; Rotates = Does the vessel rotate [old system only] (def=yes)? +; <<< applies only to aircraft >>> +; Rotors = Does this aicraft have an attached rotor animation (def=no)? +; CustomRotor = Does it have custom rotor shapes according to facing (def=no)? +;6-1-00 GS I took out all of the blatantly old entries and left borderline cases commented out + +[ROCK] ; Rocketeer +Cameo=JJETICON +AltCameo=JJETUICO +Sequence=RocketeerSequence +Crawls=no +Remapable=yes +FireUp=2 +PrimaryFireFLH=100,0,120 + +[SPY] ; Spy +Cameo=SPYICON +Sequence=SpySequence +Crawls=yes +Remapable=yes +FireUp=1 + +[CONS] ; Conscript +Cameo=E2ICON +AltCameo=E2UICO +Sequence=ConSequence +Crawls=yes +Remapable=yes +FireUp=6 +PrimaryFireFLH=60,0,100 + +[FLAKT] ; Flak Trooper +Cameo=FLKTICON +AltCameo=FLKTUICO +Sequence=FlakSequence +;Crawls=yes +Crawls=no +Remapable=yes +FireUp=3 +PrimaryFireFLH=90,0,175 +SecondaryFireFLH=90,0,175 + +[TRST] ; Terrorist +Cameo=TRSTICON +AltCameo=TRSTUICO +Sequence=TerroristSequence +;Crawls=yes +Crawls=no +Remapable=yes +FireUp=1 + +[CIVAN] ; Chrono Ivan +Cameo=IVNCICON +Sequence=CIvanSequence +Crawls=yes +Remapable=yes +FireUp=6 +PrimaryFireFLH=80,0,85 + +[SHK] ; Shock Trooper +Cameo=SHKICON +AltCameo=SHKUICO +Sequence=ConSequence +Crawls=yes +Remapable=yes +FireUp=2 +PrimaryFireFLH=100,-25,135 +SecondaryFireFLH=100,-25,135 + +[DESO] ; Desolator +Cameo=DESOICON +AltCameo=DESOUICO +Sequence=DesoSequence +Crawls=yes +Remapable=yes +FireUp=2 +PrimaryFireFLH=100,-25,135 + +[CLEG] ; Chrono Legion +Cameo=CLEGICON +AltCameo=CLEGUICO +Sequence=ClegSequence +Crawls=yes +Remapable=yes +FireUp=2 +PrimaryFireFLH=100,-25,135 + +[COW] ; Cow +;Sequence=COWSequence +Sequence=AnimalSequence +Crawls=no +Remapable=yes +FireUp=2 +PrimaryFireFLH=80,0,85 + +[ALL] ; Alligator +;Sequence=GatorSequence +Sequence=AnimalSequence +Crawls=no +Remapable=no +FireUp=5 + +[POLARB] ; Polar Bear +Sequence=AnimalSequence +Crawls=no +Remapable=no +FireUp=5 + +[JOSH] ; Monkey +Sequence=AnimalSequence +Crawls=no +Remapable=no +FireUp=5 + +[GI] ; GI +Cameo=GIICON +AltCameo=GIUICO +Sequence=GISequence +Crawls=yes +Remapable=yes +FireUp=2 +PrimaryFireFLH=80,0,105 + +[SNIPE] ; Sniper +Cameo=SNIPICON +AltCameo=SNIPUICO +Sequence=ConSequence ;Generic infantry that can paradrop +Crawls=yes +Remapable=yes +FireUp=5 +PrimaryFireFLH=80,0,85 + +[YURI] ; Yuri +Cameo=YURIICON +AltCameo=YURIUICO +Sequence=YuriSequence +Crawls=yes +Remapable=yes +FireUp=6 +PrimaryFireFLH=15,0,140 +SecondaryFireFLH=15,0,140 ; SJM: brain blast should come from head, not feet + +[YURIPR] ; Yuri Prime +Cameo=YURPICON +AltCameo=YURPUICO +Sequence=YuriPrSequence +Crawls=yes +Remapable=yes +FireUp=6 +PrimaryFireFLH=10,0,195 +SecondaryFireFLH=10,0,195 ; SJM: brain blast should come from head, not feet + +[PTROOP] ; P Trooper +Cameo=PSICICON +AltCameo=PSICUICO +Sequence=PsiTroopSequence +Crawls=yes +Remapable=yes +FireUp=6 +PrimaryFireFLH=15,0,140 + +[IVAN] ; Crazy Ivan +Cameo=IVANICON +Sequence=IvanSequence +Crawls=yes +Remapable=yes +FireUp=6 +PrimaryFireFLH=80,0,85 + +[DOG] ; Soviet Attack Dog +Cameo=DOGICON +AltCameo=DOGUICO +Sequence=DogSequence +Crawls=no +Remapable=yes +FireUp=6 +PrimaryFireFLH=0,0,0 + +[ADOG] ; Allied Attack Dog +Cameo=ADOGICON +AltCameo=ADOGUICO +Sequence=DogSequence +Crawls=no +Remapable=yes +FireUp=6 +PrimaryFireFLH=0,0,0 + +[SEAL] ; Regular SEAL +Cameo=SEALICON +AltCameo=SEALUICO +Sequence=SealSequence +Crawls=yes +Remapable=yes +FireUp=3 +PrimaryFireFLH=100,0,100 + +[SEALA] ; Arctic Seal +Cameo=SEALICON +AltCameo=SEALUICO +Sequence=SealSequence +Crawls=yes +Remapable=yes +FireUp=3 +PrimaryFireFLH=100,0,100 + +[TANY] ; Tanya +Sequence=TanyaSequence +Cameo=TANYICON +AltCameo=TANYUICO +Crawls=yes +Remapable=yes +FireUp=3 +PrimaryFireFLH=100,0,100 + +[CCOMAND] ; Chrono Commando +Sequence=ComandoSequence +Cameo=CCOMICON +AltCameo=CCOMUICO +Crawls=yes +Remapable=yes +FireUp=3 +PrimaryFireFLH=100,0,100 + +[ENGINEER] ; Allied/Soviet Engineer +Cameo=ENGNICON +AltCameo=ENGNUICO +Sequence=EngineerSequence +Crawls=yes +Remapable=yes +FireUp=2 + +[CIV1] +Sequence=Civ2Sequence +Crawls=no +FireUp=2 + +[CIV2] +Sequence=Civ2Sequence +Crawls=no +FireUp=2 + +[CIV3] +Sequence=TechSequence +Crawls=no +FireUp=2 + +[VLADIMIR] ; Vladimir +Cameo=SHKICON +AltCameo=SHKUICO +Sequence=E1Sequence +Crawls=yes +Remapable=yes +FireUp=2 +PrimaryFireFLH=100,-25,135 +SecondaryFireFLH=100,-25,135 + +[PENTGEN] ; Pentagon General +Cameo=SHKICON +AltCameo=SHKUICO +Sequence=GenSequence +Crawls=yes +Remapable=yes +FireUp=2 +PrimaryFireFLH=100,-25,135 +SecondaryFireFLH=100,-25,135 + +[PRES] ; President +Cameo=SHKICON +AltCameo=SHKUICO +Sequence=CivSequence +Crawls=yes +Remapable=yes +FireUp=2 +PrimaryFireFLH=100,-25,135 +SecondaryFireFLH=100,-25,135 + +[SSRV] ; Secret Service +Cameo=SHKICON +AltCameo=SHKUICO +Sequence=CivGunSequence +Crawls=yes +Remapable=yes +FireUp=2 +PrimaryFireFLH=100,-25,135 +SecondaryFireFLH=100,-25,135 + +[CIVA] +Sequence=CivGunSequence +Crawls=yes +FireUp=2 + +[CIVB] +Sequence=CivGunSequence +Crawls=yes +FireUp=2 + +[CIVC] +Sequence=CivGunSequence +Crawls=yes +FireUp=2 + +[CIVBBP] +Sequence=CivSequence +Crawls=yes +FireUp=2 + +[CIVBFM] +Sequence=CivSequence +Crawls=yes +FireUp=2 + +[CIVBF] +Sequence=CivSequence +Crawls=yes +FireUp=2 + +[CIVBTM] +Sequence=CivSequence +Crawls=yes +FireUp=2 + +[CIVSFM] +Sequence=CivGunSequence +Crawls=yes +FireUp=2 + +[CIVSF] +Sequence=CivGunSequence +Crawls=yes +FireUp=2 + +[CIVSTM] +Sequence=CivGunSequence +Crawls=yes +FireUp=2 + +; Vehicle artwork follows + +[TRUCKA] +Voxel=yes +Cameo=TRKAICON +Remapable=yes +PrimaryFireFLH=40,32,96 +SecondaryFireFLH=-32,80,120 +PBarrelLength=192 + +[TRUCKB] +Voxel=yes +Remapable=yes +PrimaryFireFLH=40,32,96 +SecondaryFireFLH=-32,80,120 +PBarrelLength=192 + +[HORV] ; Soviet harvester without back +Voxel=yes +Remapable=yes + +[HARV] ; Soviet harvester +Cameo=HARVICON +AltCameo=HARVUICO +Voxel=yes +Remapable=yes +TurretOffset=50 +PrimaryFireFLH=75,0,150 + +[CMIN] ; Allied harvester +Cameo=AHRVICON +Voxel=yes +Remapable=yes + +[CMON] ; Allied harvester without back +Voxel=yes +Remapable=yes + +[SUB] ;soviet submarine +Cameo=SubICON +Voxel=yes +Remapable=yes +PrimaryFireFLH=150,0,0 + +[DLPH] ;allied dolphin +Cameo=DLPHICON +Voxel=no +Remapable=yes +WalkFrames=6 +FiringFrames=6 + +[AEGIS] +Cameo=AGISICON +; TurretOffset=150 +Voxel=yes +Remapable=yes + +[CARRIER] +Cameo=CARRICON +;PrimaryFireFLH=240,0,20 ; offset for take off +Voxel=yes +Remapable=yes + +[DRED] +Cameo=DREDICON +Voxel=yes +Remapable=yes +PrimaryFireFLH=30,43,92 ; offset for take off -- position for missile voxels + +[VLAD] +Cameo=CARRICON +Voxel=yes +Remapable=yes +PrimaryFireFLH=30,43,92 ; offset for take off -- position for missile voxels + +[DEST] +Cameo=desticon +Voxel=yes +Remapable=yes +PrimaryFireFLH=280,0,120 + +[V3] ; V3 +Cameo=V3ICON +AltCameo=V3UICO +Voxel=yes +Remapable=yes +PrimaryFireFLH=-160,0,75 + +[V3ROCKET] +;Trailer=DURASMOKE +SpawnDelay=2;1 +Voxel=yes +Remapable=no +CanBeHidden=no + +[DMISL] +SpawnDelay=2;1 +Voxel=yes +Remapable=no +CanBeHidden=no + +[FALC] ; Intruder +Voxel=yes +Remapable=yes +Cameo=FALCICON +AltCameo=FALCUICO + +[BEAG] ; Black Eagle +Voxel=yes +Remapable=yes +Cameo=BEAGICON +AltCameo=BEAGICON + +;[ICBM] +;Voxel=yes +;Remapable=yes + +[MCV] ; Allied MCV +Cameo=MCVICON +Remapable=yes +Voxel=yes + +[SMCV] ; Soviet MCV +Cameo=SMCVICON +Remapable=yes +Voxel=yes + +[HYD] ; Sea Scorpion +Cameo=HOVRICON +Voxel=yes +Remapable=yes +PrimaryFireFLH=65,0,180 +SecondaryFireFLH=65,0,180 ;gs needs own listing + +[FV] ; IFV +Cameo=FVICON +AltCameo=FVUICO +Voxel=yes +Remapable=yes +Weapon1FLH=64,48,180 ; Missile -- missile turret +Weapon2FLH=88,0,176 ; Engineer's repair arm +Weapon3FLH=72,0,160 ; GI -- gun turret +Weapon4FLH=72,0,160 ; Flak Trooper -- gun turret +Weapon5FLH=72,0,160 ; SEAL -- gun turret +Weapon6FLH=72,0,160 ; Sniper -- gun turret +Weapon7FLH=72,0,160 ; Shock Trooper -- high-tech turret +Weapon8FLH=72,0,160 ; Crazy Ivan -- high-tech turret (he just blows up so offset not important) +Weapon9FLH=72,0,160 ; Yuri -- high-tech turret (he does brain blast) +Weapon10FLH=72,0,160 ; Desolator -- high-tech turret +Weapon11FLH=72,0,160 ; Chrono Legion -- high-tech turret +Weapon12FLH=72,0,160 ; Terrorist -- high-tech turret (he just blows up) +Weapon13FLH=72,0,160 ; Cow -- high-tech turret + +[HTK] ; Half Track +Cameo=HTKICON +AltCameo=HTKUICO +Voxel=yes +TurretOffset=-80 +Remapable=yes +PrimaryFireFLH=65,0,220 + +[HTNK] ; Rhino heavy tank +Voxel=yes +Remapable=yes +Cameo=HTNKICON +AltCameo=HTNKUICO +PrimaryFireFLH=150,0,100 +;GEF;UseTurretShadow=yes +;GEF;PBarrelLength=250 +;GEF;SBarrelLength=250 +;GEF;TurretOffset=-16 +;GEF;WalkFrames=15 + +[MTNK] ; Apocalypse tank +Voxel=yes +Remapable=yes +Cameo=MTNKICON +AltCameo=MTNKUICO +PrimaryFireFLH=190,25,120 + +[TTNK] ; Tesla tank +Voxel=yes +Remapable=yes +Cameo=TTNKICON +AltCameo=TTNKUICO +PrimaryFireFLH=60,0,100 +ElitePrimaryFireFLH=60,0,100 + +[TNKD] ; Tank destroyer +Voxel=yes +Remapable=yes +Cameo=TNKDICON +AltCameo=TNKDUICO +PrimaryFireFLH=200,0,55 + +[HWTZ] ; Howitzer +Voxel=yes +Remapable=yes +;Cameo=TICKICON +PrimaryFireFLH=200,0,55 + +[GTNK] ; Grizzly Medium Tank +Voxel=yes +Remapable=yes +Cameo=GTNKICON +AltCameo=GTNKUICO +PrimaryFireFLH=150,0,100 + +[LTNK] ; Light Tank +Voxel=yes +Remapable=yes +;Cameo=TICKICON + +[RTNK] ; Mirage Tank +Voxel=yes +Remapable=yes +;DisableVoxelCache=yes ;gs ### TEMP +;DisableShadowCache=yes ;gs ### TEMP +Cameo=RTNKICON +AltCameo=RTNKUICO +PrimaryFireFLH=130,0,80 + +[SREF] ; prism tank +Voxel=yes +Remapable=yes +Cameo=SREFICON +AltCameo=SREFUICO +Weapon1FLH=48,0,184 + +[DRON] ; Terror Drone +Voxel=no +Remapable=yes +Cameo=DRONICON +PrimaryFireFLH=0,0,30 +WalkFrames=6 +FiringFrames=4 + +[SQD] ; Squid +Voxel=no +Remapable=yes +Cameo=SQDICON +WalkFrames=20 +FiringFrames=16 + +[TRS] ; Armored Transport +Cameo=SAPCICON +Voxel=yes +Remapable=yes +PrimaryFireFLH=80,0,120 + +[LCRF] ; Landing craft +Cameo=LANDICON +Voxel=yes +Remapable=yes + +[SHAD] ; BlackHawk transport +Cameo=SHADICON +AltCameo=SHADUICO +Voxel=yes +DisableVoxelCache=yes ; SJM: this is a major cache hog +DisableShadowCache=yes ; SJM: this too +Remapable=yes +TurretOffset=50 +PrimaryFireFLH=175,0,10 +ShadowIndex=2 ;order of voxels got changed + +[HIND] ; new art for shadow transport +Cameo=HINDICON +Voxel=yes +Remapable=yes +;ShadowIndex=2 ;order of voxels got changed + +[BUS] +Voxel=yes + +[MONOCAR] +Voxel=yes + +[CARGOCAR] +Voxel=yes + +[MONOENG] +Voxel=yes + +[PICK] +Voxel=yes + +[CAR] +Voxel=yes + +[WINI] +Voxel=yes + +[PROPA] +Voxel=yes + +[CONA] +Voxel=yes + +[COP] +Voxel=yes + +[EUROC] +Voxel=yes + +[LIMO] +Voxel=yes + +[STANG] +Voxel=yes + +[SUVB] +Voxel=yes + +[SUVW] +Voxel=yes + +[TAXI] +Voxel=yes + +[PTRUCK] +Voxel=yes + +[CRUISE] +Voxel=yes + +[TUG] +Voxel=yes + +[CDEST] +Voxel=yes +Remapable=yes +PrimaryFireFLH=285,0,130 + +; Aircraft artwork follows + +[PDPLANE] ; Paradrop Plane +Cameo=OBMBICON +Voxel=yes +PrimaryFireFLH=0,32,0 +DisableVoxelCache=yes ; HY +DisableShadowCache=yes ; HY + + +[ZEP] ; Kirov Airship +Cameo=ZEPICON +AltCameo=ZEPUICO +Voxel=yes +PrimaryFireFLH=-50,0,-140 + +[HORNET] ; Carrier plane +Cameo=PROICON +Voxel=yes +PrimaryFireFLH=0,32,0 + +[ASW] ; Destroyer Plane +Cameo=PROICON +Voxel=yes +PrimaryFireFLH=0,32,0 + +;[APACHE] +;Cameo=APCHICON +;Voxel=yes +;PrimaryFireFLH=0,32,0 + +; Building artwork follows + +[GATECH] +Remapable=yes +Normalized=yes +Cameo=TECHICON +Height=12 +Foundation=3x2 +Buildup=GATECHMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=GATECH_A +ActiveAnimDamaged=GATECH_AD +ActiveAnimZAdjust=-120 +CanHideThings=True +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-26,27 +DamageFireOffset1=-2,-57 +DamageFireOffset2=22,50 + +[GAWEAP] +Remapable=yes +Cameo=gwepicon +;Foundation=3x5 +Foundation=5x3 +Height=4 +AnimActive=0,1,0 +ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 0,-25 +Buildup=GAWEAPMK +DemandLoadBuildup=true +FreeBuildup=true +DeployingAnim=GAWEAP_2 +ActiveAnim=GAWEAP_A +ActiveAnimDamaged=GAWEAP_AD +ActiveAnimZAdjust=-145 +ActiveAnimYSort=10 +;DoorAnim=GAWEAP_B +;DoorStages=10 +;DamagedDoor=yes +UnderDoorAnim=GAWEAP_1 +NewTheater=yes +BibShape=GAWEAPBB +ActiveAnimTwo=GAWEAP_B +ActiveAnimTwoDamaged=GAWEAP_BD +;ProductionAnimX=0 +;ProductionAnimY=0 +;ProductionAnimYSort=0 +ActiveAnimTwoZAdjust=-70 +RoofDeployingAnim=GAWEAP_3 +UnderRoofDoorAnim=GAWEAP_4 +DamageFireOffset0=-10,-10 +DamageFireOffset1=27,30 +DamageFireOffset2=0,70 +OccupyHeight=3 +RemoveOccupy1=0,-1 +RemoveOccupy2=1,-1 +RemoveOccupy3=2,-1 +RemoveOccupy4=3,-1 +RemoveOccupy5=2,0 +RemoveOccupy6=2,1 +RemoveOccupy7=3,1 +RemoveOccupy8=4,1 +CanBeHidden=False + +[NAWEAP] +Remapable=yes +Cameo=NWEPICON +;Foundation=3x5 +Foundation=5x3 +Height=6 +AnimActive=0,1,0 +ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 0,-25 +Buildup=NAWEAPMK +DemandLoadBuildup=true +FreeBuildup=true +ActiveAnim=NAWEAP_A +ActiveAnimZAdjust=-80 +;ActiveAnimDamaged=NAWEAP_AD +DeployingAnim=NAWEAP_2 +DeployingAnimDamaged=NAWEAP_2D +;DoorAnim=NAWEAP_B +;DoorStages=10 +;DamagedDoor=yes +UnderDoorAnim=NAWEAP_1 +UnderDoorAnimDamaged=NAWEAP_1D +UnderDoorAnimZAdjust=-45 +NewTheater=yes +BibShape=NAWEAPBB +;ProductionAnim=NAWEAP_A +;ProductionAnimX=0 +;ProductionAnimY=0 +;ProductionAnimYSort=0 +;ProductionAnimZAdjust=-119 +RoofDeployingAnim=NAWEAP_4 +RoofDeployingAnimDamaged=NAWEAP_4D +UnderRoofDoorAnim=NAWEAP_3 +UnderRoofDoorAnimDamaged=NAWEAP_3D +OccupyHeight=3 +AddOccupy1=-2,-1 +RemoveOccupy1=2,-2 +RemoveOccupy2=2,0 +RemoveOccupy3=2,1 +RemoveOccupy4=3,1 +RemoveOccupy5=4,1 +CanBeHidden=False +DamageFireOffset0=-32,35 +DamageFireOffset1=31,74 + +[NAWEAP_A] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=12 +LoopCount=-1 +Rate=200 +Layer=ground +;;DetailLevel=1 + +;[NAWEAP_AD] +;Image=NAWEAP_A +;Normalized=yes +;NewTheater=yes +;LoopStart=16 +;LoopEnd=29 +;LoopCount=-1 +;Rate=200 +;Layer=ground +;;;DetailLevel=1 + +[NAWEAP_1] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=0 +LoopCount=-1 +Rate=400 +Layer=ground +;;DetailLevel=1 + +[NAWEAP_1D] +Image=NAWEAP_1 +Normalized=yes +NewTheater=yes +Start=1 +LoopStart=1 +LoopEnd=1 +LoopCount=-1 +Rate=400 +Layer=ground +;;DetailLevel=1 + +[NAWEAP_2] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=0 +LoopCount=-1 +Rate=400 +Layer=ground +;;DetailLevel=1 + +[NAWEAP_2D] +Image=NAWEAP_2 +Normalized=yes +NewTheater=yes +Start=1 +LoopStart=1 +LoopEnd=1 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[NAWEAP_3] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=0 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[NAWEAP_3D] +Image=NAWEAP_3 +Normalized=yes +NewTheater=yes +Start=1 +LoopStart=1 +LoopEnd=1 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[NAWEAP_4] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=0 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[NAWEAP_4D] +Image=NAWEAP_4 +Normalized=yes +NewTheater=yes +Start=1 +LoopStart=1 +LoopEnd=1 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[GACNST] +Remapable=yes +Foundation=4x4 +Height=4 +AnimActive=0,26,3 +Buildup=GACNSTMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=GACNST_A +ActiveAnimDamaged=GACNST_AD +ActiveAnimZAdjust=-130 +ActiveAnimYSort=362 +ProductionAnim=GACNST_B +ProductionAnimDamaged=GACNST_BD +ProductionAnimZAdjust=-10 +ProductionAnimYSort=543 +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=-24,-1 +DamageFireOffset1=64,36 + +[NACNST] +Remapable=yes +Foundation=4x4 +Height=6 +AnimActive=0,26,3 +Buildup=NACNSTMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=NACNST_A +ActiveAnimDamaged=NACNST_AD +ActiveAnimZAdjust=-77 +IdleAnim=NACNST_C +IdleAnimZAdjust=-35 +IdleAnimYSort=700 +IdleAnimDamaged=NACNST_CD +;IdleAnimDamagedZAdjust=-77 +;ActiveAnimTwo=NACNST_C +;ActiveAnimTwoDamaged=NACNST_CD +;ActiveAnimTwoZAdjust=-77 +;ActiveAnimThree=NACNST_B +;ActiveAnimThreeZAdjust=-27 +;PreProductionAnim=NACNST_B +;PreProductionAnimZAdjust=-15 +ProductionAnim=NACNST_B +ProductionAnimDamaged=NACNST_BD +ProductionAnimZAdjust=-5 +ProductionAnimYSort=700 +OccupyHeight=4 +CanHideThings=true +CanBeHidden=False +RemoveOccupy1=-2,-1 +RemoveOccupy2=2,-1 +RemoveOccupy3=1,-2 +RemoveOccupy4=0,-2 +RemoveOccupy5=-1,-2 +RemoveOccupy6=-2,-2 +RemoveOccupy7=-2,0 +RemoveOccupy8=-2,1 +DamageFireOffset0=-65,41 + +; Damaged Production animation for construction yard +[NACNST_BD] +Image=NACNST_B +Normalized=yes +Start=22 +LoopStart=22 +LoopEnd=42 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +[NAREFN] +Remapable=yes +Cameo=NREFICON +Foundation=4x3 +Height=6 +ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 24,-48 +Buildup=NAREFNMK +DemandLoadBuildup=true +FreeBuildup=true +BibShape=NAREFNBB +QueueingCell=4,1 ;gs A harvester will aim for this cell if it wasn't allowed to reserve the docking cell and therefore the refinery +;WaitingOffset0=512,-256,0 +;WaitingOffset1=512,256,0 +;WaitingOffset2=768,-256,0 +;WaitingOffset3=768,256,0 +;WaitingOffset4=1024,-256,0 +;WaitingOffset5=1024,256,0 +;WaitingOffset6=1280,-256,0 +;WaitingOffset7=1280,256,0 +;DockingOffset0=256,0,0 +NewTheater=yes +ActiveAnim=NAREFNL1 +ActiveAnimZAdjust=-5 +ActiveAnimDamaged=NAREFNL1D +ActiveAnimTwo=NAREFNL2 +ActiveAnimTwoZAdjust=-5 +ActiveAnimTwoDamaged=NAREFNL2D +ActiveAnimThree=NAREFNL3 +ActiveAnimThreeZAdjust=-5 +ActiveAnimThreeDamaged=NAREFNL3D +ActiveAnimFour=NAREFNL4 +ActiveAnimFourZAdjust=-5 +ActiveAnimFourDamaged=NAREFNL4D +SpecialAnim=NAREFNOR +SpecialAnimZAdjust=-50 +;SpecialAnimX=800 +;SpecialAnimY=800 +;ActiveAnim=NAREFN_C +;ActiveAnimZAdjust=-100 +;ActiveAnimTwo=NAREFN_B +;ActiveAnimTwoZAdjust=-250 +;ActiveAnimTwoPowered=no +;PreProductionAnim=NAREFN_A +;ProductionAnim=NAREFN_AR +OccupyHeight=4 +CanBeHidden=False +CanHideThings=true +RemoveOccupy1=0,-2 +RemoveOccupy2=1,-1 +RemoveOccupy3=1,-2 +RemoveOccupy4=2,-1 +RemoveOccupy5=-2,0 +RemoveOccupy6=-2,-1 +RemoveOccupy7=-2,-2 +RemoveOccupy8=3,1 +DamageFireOffset0=30,30 + +[GAREFN] +Remapable=yes +Cameo=REFICON +Foundation=4x3 +Height=4 +ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 24,-48 +Buildup=GAREFNMK +DemandLoadBuildup=true +FreeBuildup=true +BibShape=GAREFNBB +QueueingCell=4,1 ;gs A harvester will aim for this cell if it wasn't allowed to reserve the docking cell and therefore the refinery +NewTheater=yes +ActiveAnim=GAREFNL1 +ActiveAnimZAdjust=-40 +ActiveAnimYSort=724 +ActiveAnimTwo=GAREFNL2 +ActiveAnimTwoZAdjust=-40 +ActiveAnimTwoYSort=724 +ActiveAnimThree=GAREFNL3 +ActiveAnimThreeZAdjust=-40 +ActiveAnimThreeYSort=724 +ActiveAnimFour=GAREFNL4 +ActiveAnimFourZAdjust=-40 +ActiveAnimFourYSort=724 +SpecialAnim=GAREFNOR +SpecialAnimZAdjust=-40 +SpecialAnimYSort=724 +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +AddOccupy1=-1,0 +AddOccupy2=-1,-1 +RemoveOccupy1=3,1 +DamageFireOffset0=-33,31 +DamageFireOffset1=-3,48 + +[GAREFNL4] +Normalized=yes +LoopStart=0 +LoopEnd=3 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +[GAOREP] +Remapable=yes +Cameo=gorep +Foundation=3x3 +Height=4 +Buildup=GAOREPMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=GAOREP_A +ActiveAnimDamaged=GAOREP_AD +ActiveAnimZAdjust=-50 +ActiveAnimYSort=543 +CanHideThings=True +CanBeHidden=False +OccupyHeight=1 +DamageFireOffset0=-20,23 +DamageFireOffset1=-12,34 +DamageFireOffset2=6,25 +DamageFireOffset3=-24,53 + +; Ore Purifier active animation +[GAOREP_A] +Normalized=yes +NewTheater=yes +Layer=ground +Start=0 +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=220 +;DetailLevel=1 + +; Ore Purifier active animation +[GAOREP_AD] +Image=GAOREP_A +Normalized=yes +;NewTheater=yes +Layer=ground +Start=8 +LoopStart=8 +LoopEnd=16 +LoopCount=-1 +Rate=220 +;DetailLevel=1 + +[GASILO] +Remapable=yes +Cameo=SILOICON +Foundation=2x2 +Buildup=GASILOMK +DemandLoadBuildup=true +FreeBuildup=true +SiloDamage=yes +NewTheater=yes +ActiveAnim=GASILO_B +ActiveAnimDamaged=GASILO_BD +SpecialAnim=GASILO_A +SpecialAnimDamaged=GASILO_AD +SpecialAnimZAdjust=-32 + +[GAHPAD] +Remapable=yes +Cameo=HELIICON +Foundation=2x2 +Height=1 +Flat=yes +Buildup=GAHPADMK +BibShape=GAHPADBB +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=GAHPAD_A +ActiveAnimY=-12 +ActiveAnimZAdjust=-32 +ActiveAnimDamaged=GAHPAD_AD + +[GAAIRC] +Remapable=yes +Cameo=HELIICON +Foundation=3x2 +Height=7 +Flat=yes ; while this is a valid BuilType flag, it does nothing. +Buildup=GAAIRCMK +BibShape=GAAIRCBB +ZShapePointMove=60,30 ; SJM is fixing zshape/zshapelocky problems, changed from 0,0 +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +DockingOffset0=0,-128,0 ;-80,80,0 +DockingOffset1=0,128,0 ;-80,-208,0 +DockingOffset2=256,-128,0 ;208,80,0 +DockingOffset3=256,128,0 ;208,-208,0 +ActiveAnim=GAAIRC_A +ActiveAnimDamaged=GAAIRC_AD +ActiveAnimZAdjust=0 +ActiveAnimYSort=362 +ActiveAnimTwo=GAAIRC_B +ActiveAnimTwoDamaged=GAAIRC_BD +ActiveAnimTwoZAdjust=0 +ActiveAnimTwoYSort=362 +ActiveAnimThree=GAAIRC_C +ActiveAnimThreeDamaged=GAAIRC_CD +ActiveAnimThreeZAdjust=-80 +ActiveAnimThreeYSort=543 +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +AddOccupy1=-1,-1 +AddOccupy2=-1,0 +AddOccupy3=-2,-1 +AddOccupy4=-3,-2 +RemoveOccupy1=1,0 +RemoveOccupy2=2,0 +RemoveOccupy3=1,1 +RemoveOccupy4=2,2 +DamageFireOffset0=-36,23 +DamageFireOffset1=-21,6 + +[GAAIRCBB] +Layer=ground + +[NAHPAD] +Remapable=yes +Cameo=NHPDICON +Foundation=2x2 +Height=1.5 +Flat=yes +Buildup=NAHPADMK +BibShape=NAHPADBB +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=NAHPAD_A +ActiveAnimZAdjust=-32 +ActiveAnimDamaged=NAHPAD_AD + +[NARADR] +Remapable=yes +Normalized=yes +Height=6 +Cameo=NRADICON +Foundation=2x2 +Buildup=NARADRMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=NARADR_A +ActiveAnimDamaged=NARADR_AD +ActiveAnimZAdjust=-50 +ActiveAnimYSort=360 +OccupyHeight=5 +CanBeHidden=False +DamageFireOffset0=-16,31 +RemoveOccupy1=-1,0 +RemoveOccupy2=-3,-3 + + +; --- IRON CURTAIN DEVICE --- +[NAIRON] +Remapable=yes +Normalized=yes +Height=6 +Cameo=IRONICON +Foundation=3x3 +Buildup=NAIRONMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +SuperAnim=NAIRON_A ; SJM changed from E, which is blank +SuperAnimDamaged=NAIRON_AD ; SJM changed from ED, which is blank +SuperAnimZAdjust=-7 +SuperAnimTwo=NAIRON_F +SuperAnimTwoDamaged=NAIRON_FD +SuperAnimTwoZAdjust=-7 +SuperAnimThree=NAIRON_G +SuperAnimThreeDamaged=NAIRON_GD +SuperAnimThreeZAdjust=-7 +SuperAnimFour=NAIRON_H +SuperAnimFourDamaged=NAIRON_HD +SuperAnimFourZAdjust=-7 +OccupyHeight=2 +CanBeHidden=False +DamageFireOffset0=-2,59 + +[NAIRON_A] +Image=NAIRON_A +NewTheater=yes +Normalized=yes +LoopStart=0 +LoopEnd=10 +LoopCount=-1 +Rate=200 +Layer=ground + +[NAIRON_AD] +Image=NAIRON_A +NewTheater=yes +Normalized=yes +Start=11 +LoopStart=11 +LoopEnd=21 +LoopCount=-1 +Rate=200 +Layer=ground + +[NAIRON_E] +Image=NAIRON_E +NewTheater=yes +Normalized=yes +Start=0 +;LoopStart=13 +End=1 +;LoopCount=-1 +Rate=200 +Layer=ground + +[NAIRON_ED] +Image=NAIRON_E +NewTheater=yes +Normalized=yes +Start=1 +;LoopStart=36 +End=2 +;LoopCount=-1 +Rate=200 +Layer=ground + +[NAIRON_F] +Image=NAIRON_F +NewTheater=yes +Normalized=yes +Start=0 +End=10 +Rate=200 +Layer=ground +StartSound=IronCurtainReady + + +[NAIRON_FD] +Image=NAIRON_F +NewTheater=yes +Normalized=yes +Start=21 +End=31 +Rate=200 +Layer=ground +StartSound=IronCurtainReady + +[NAIRON_G] +Image=NAIRON_F +NewTheater=yes +Normalized=yes +Start=11 +LoopStart=11 +LoopEnd=20 +LoopCount=-1 +Rate=200 +Layer=ground +StartSound=IronCurtainReadyLoop + +[NAIRON_GD] +Image=NAIRON_F +NewTheater=yes +Normalized=yes +Start=32 +LoopStart=32 +LoopEnd=41 +LoopCount=-1 +Rate=200 +Layer=ground +StartSound=IronCurtainReadyLoop + +[NAIRON_H] +Image=NAIRON_H +NewTheater=yes +Normalized=yes +Start=0 +End=11 +Rate=200 +Layer=ground + +[NAIRON_HD] +Image=NAIRON_H +NewTheater=yes +Normalized=yes +Start=12 +End=23 +Rate=200 +Layer=ground + + +; --- CHRONOSPHERE --- +[GACSPH] ;[GACHRO] +Remapable=yes +Normalized=yes +Height=3 +Cameo=csphicon +Foundation=4x3 +Buildup=GACSPHMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +SuperAnim=GACSPH_E +SuperAnimDamaged=GACSPH_ED +SuperAnimZAdjust=-20 +SuperAnimYSort=724 +SuperAnimTwo=GACSPH_F +SuperAnimTwoDamaged=GACSPH_FD +SuperAnimTwoZAdjust=-20 +SuperAnimTwoYSort=724 +SuperAnimThree=GACSPH_G +SuperAnimThreeDamaged=GACSPH_GD +SuperAnimThreeZAdjust=-20 +SuperAnimThreeYSort=724 +SuperAnimFour=GACSPH_H +SuperAnimFourDamaged=GACSPH_HD +SuperAnimFourZAdjust=-20 +SuperAnimFourYSort=724 +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +AddOccupy1=-1,0 +DamageFireOffset0=-19,50 + +;ActiveAnimTwo=GACSPH_E +;ActiveAnimTwoZAdjust=-40 +;ActiveAnimThree=GACSPH_C +;ActiveAnimThreeZAdjust=-40 +;ActiveAnimThreeDamaged=GACSPH_CD +;ActiveAnimFour=GACSPH_D +;ActiveAnimFourZAdjust=-40 + + +; --- WEATHER CONTROLLER --- +[GAWETH] +Remapable=yes +Normalized=yes +Height=5 +Cameo=wethicon +Foundation=3x3 +Buildup=GAWETHMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +SuperAnim=GAWETH_E +SuperAnimDamaged=GAWETH_ED +SuperAnimZAdjust=-20 +SuperAnimYSort=543 +SuperAnimTwo=GAWETH_F +SuperAnimTwoDamaged=GAWETH_FD +SuperAnimTwoZAdjust=-20 +SuperAnimTwoYSort=543 +SuperAnimThree=GAWETH_G +SuperAnimThreeDamaged=GAWETH_GD +SuperAnimThreeZAdjust=-20 +SuperAnimThreeYSort=543 +SuperAnimFour=GAWETH_H +SuperAnimFourDamaged=GAWETH_HD +SuperAnimFourZAdjust=-20 +SuperAnimFourYSort=543 +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +AddOccupy1=-1,0 +AddOccupy2=-1,-1 +AddOccupy3=0,-1 +DamageFireOffset0=2,50 +DamageFireOffset1=38,63 + + +[NAPSIS] +Remapable=yes +Normalized=yes +Height=8 +Cameo=PSISICON +Foundation=2x2 +Buildup=NAPSISMK +DemandLoadBuildup=true +FreeBuildup=true +ActiveAnim=NAPSIS_A +ActiveAnimDamaged=NAPSIS_AD +ActiveAnimZAdjust=-5 +ActiveAnimYSort=100 +CanBeHidden=False +OccupyHeight=2 +AddOccupy1=-2,-2 +AddOccupy2=-3,-3 +AddOccupy3=-1,-1 +DamageFireOffset0=-23,34 + +[NAYARD] +Remapable=yes +Normalized=yes +Height=10 +Cameo=YARDICON +Foundation=4x4 +Buildup=NAYARDMK +DemandLoadBuildup=true +IdleAnim=NAYARD_A +IdleAnimDamaged=NAYARD_AD +IdleAnimZAdjust=-77 +IdleAnimYSort=543 +IdleAnimPowered=no +ActiveAnimTwo=NAYARD_B +ActiveAnimTwoDamaged=NAYARD_BD +ActiveAnimTwoZAdjust=-80 +ActiveAnimTwoYSort=543 +ActiveAnimThree=NAYARD_C +ActiveAnimThreeDamaged=NAYARD_CD +ActiveAnimThreeZAdjust=-77 +ActiveAnimThreeYSort=543 +ActiveAnimThreePowered=no +ProductionAnim=NAYARD_D +ProductionAnimDamaged=NAYARD_DD +ProductionAnimZAdjust=-80 +ProductionAnimYSort=543 +SpecialAnim=NAYARD_S1 +SpecialAnimDamaged=NAYARD_S1D +SpecialAnimZAdjust=-77 +SpecialAnimYSort=543 +SpecialAnimTwo=NAYARD_S2 +SpecialAnimTwoDamaged=NAYARD_S2D +SpecialAnimTwoZAdjust=-77 +SpecialAnimTwoYSort=543 +SpecialAnimThree=NAYARD_S3 +SpecialAnimThreeDamaged=NAYARD_S3D +SpecialAnimThreeZAdjust=-77 +SpecialAnimThreeYSort=543 +DockingOffset0=384,-128,0 +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +AddOccupy1=-3,-1 +AddOccupy2=-3,-2 +AddOccupy3=-3,-3 +AddOccupy4=-2,-3 +AddOccupy5=-4,-2 +AddOccupy6=-4,-3 +DamageFireOffset0=25,45 +DamageFireOffset1=-37,42 +DamageFireOffset2=-57,-6 + +;Active Animation for Shipyard +[NAYARD_S1] +Image=NAYARD_S +Normalized=yes +Start=1 +LoopStart=1 +LoopEnd=6 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Damaged Animation for Shipyard +[NAYARD_S1D] +Image=NAYARD_S +Normalized=yes +Start=19 +LoopStart=19 +LoopEnd=24 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Animation for Shipyard +[NAYARD_S2] +Image=NAYARD_S +Normalized=yes +Start=6 +LoopStart=6 +LoopEnd=13 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Damaged Animation for Shipyard +[NAYARD_S2D] +Image=NAYARD_S +Normalized=yes +Start=24 +LoopStart=24 +LoopEnd=31 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Animation for Shipyard +[NAYARD_S3] +Image=NAYARD_S +Normalized=yes +Start=13 +LoopStart=13 +LoopEnd=18 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Damaged Animation for Shipyard +[NAYARD_S3D] +Image=NAYARD_S +Normalized=yes +Start=31 +LoopStart=31 +LoopEnd=36 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +[GAYARD] +Remapable=yes +Normalized=yes +Height=10 +Cameo=ayaricon +Foundation=4x4 +Buildup=GAYARDMK +DemandLoadBuildup=true +IdleAnim=GAYARD_A +IdleAnimDamaged=GAYARD_AD +IdleAnimZAdjust=-77 +IdleAnimYSort=543 +IdleAnimPowered=no +ActiveAnimThree=GAYARD_C +ActiveAnimThreeDamaged=GAYARD_CD +ActiveAnimThreeZAdjust=-77 +ActiveAnimThreeYSort=543 +ActiveAnimThreePowered=no +ProductionAnim=GAYARD_D +ProductionAnimDamaged=GAYARD_DD +ProductionAnimZAdjust=-77 +ProductionAnimYSort=543 +SpecialAnim=GAYARD_S1 +SpecialAnimDamaged=GAYARD_S1D +SpecialAnimZAdjust=-77 +SpecialAnimYSort=543 +SpecialAnimTwo=GAYARD_S2 +SpecialAnimTwoDamaged=GAYARD_S2D +SpecialAnimTwoZAdjust=-77 +SpecialAnimTwoYSort=543 +SpecialAnimThree=GAYARD_S3 +SpecialAnimThreeDamaged=GAYARD_S3D +SpecialAnimThreeZAdjust=-77 +SpecialAnimThreeYSort=543 +DockingOffset0=384,-128,0 +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +RemoveOccupy1=-1,2 +RemoveOccupy2=-2,1 +RemoveOccupy3=2,-1 +RemoveOccupy4=1,-2 +RemoveOccupy5=-2,0 +RemoveOccupy6=0,-2 +AddOccupy1=-3,-2 +AddOccupy2=-3,-3 +DamageFireOffset0=-40,21 +DamageFireOffset1=-7,8 +DamageFireOffset2=32,36 + +;Active Animation for Shipyard +[GAYARD_S1] +Image=GAYARD_S +Normalized=yes +Start=1 +LoopStart=1 +LoopEnd=6 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Damaged Animation for Shipyard +[GAYARD_S1D] +Image=GAYARD_S +Normalized=yes +Start=19 +LoopStart=19 +LoopEnd=24 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Animation for Shipyard +[GAYARD_S2] +Image=GAYARD_S +Normalized=yes +Start=6 +LoopStart=6 +LoopEnd=13 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Damaged Animation for Shipyard +[GAYARD_S2D] +Image=GAYARD_S +Normalized=yes +Start=24 +LoopStart=24 +LoopEnd=31 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Animation for Shipyard +[GAYARD_S3] +Image=GAYARD_S +Normalized=yes +Start=13 +LoopStart=13 +LoopEnd=18 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Damaged Animation for Shipyard +[GAYARD_S3D] +Image=GAYARD_S +Normalized=yes +Start=31 +LoopStart=31 +LoopEnd=36 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +[GAPLUG] +Remapable=yes +Normalized=yes +Cameo=PLUGICON +Foundation=2x3 +Height=2 +Buildup=GAPLUGMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=GAPLUG_A +ActiveAnimZAdjust=-60 +ActiveAnimPowered=yes +ActiveAnimTwo=GAPLUG_B +ActiveAnimTwoDamaged=GAPLUG_BD +ActiveAnimTwoZAdjust=-100 +ActiveAnimTwoPowered=no +ActiveAnimTwoPoweredLight=yes +ActiveAnimThree=GAPLUG_C +ActiveAnimThreeZAdjust=-60 +ActiveAnimThreePowered=no +ActiveAnimThreePoweredLight=yes +PowerUp1LocXX=0 +PowerUp1LocYY=0 +PowerUp1LocZZ=-30 +PowerUp1YSort=-5 +PowerUp2LocXX=-24 +PowerUp2LocYY=-12 +PowerUp2LocZZ=-42 +PowerUp2YSort=50 + +[GARADR] +Remapable=yes +Normalized=yes +Cameo=RADRICON +Foundation=2x2 +Height=4 +Buildup=GARADRMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=GARADR_A +ActiveAnimDamaged=GARADR_AD +ActiveAnimZAdjust=-60 +ActiveAnimPowered=yes + +[NASTLH] +Cameo=CLCKICON +Remapable=yes +Normalized=yes +Foundation=3x2 +Buildup=NASTLHMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=NASTLH_A +ActiveAnimDamaged=NASTLH_AD +ActiveAnimZAdjust=-40 + +[GAPOWR] +Normalized=yes +Remapable=yes +Cameo=POWRICON +Foundation=2x2 +Buildup=GAPOWRMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +Height=4 +ActiveAnim=GAPOWR_A +ActiveAnimDamaged=GAPOWR_AD +ActiveAnimZAdjust=-32 +ActiveAnimYSort=362 +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=-20,32 +DamageFireOffset1=3,12 + +;Tesla PowerPlant +[NAPOWR] +Normalized=yes +Remapable=yes +Cameo=NPWRICON +Foundation=3x2 +Height=3 +Buildup=NAPOWRMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=NAPOWR_A +ActiveAnimDamaged=NAPOWR_AD +ActiveAnimZAdjust=-5 +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=-12,30 + +[NAAPWR] +Normalized=yes +Remapable=yes +Cameo=tpwricon +Foundation=2x3 +Height=2 +Buildup=NAAPWRMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=NAAPWR_A +ActiveAnimDamaged=NAAPWR_AD +ActiveAnimZAdjust=-100 + +[NANRCT] +Normalized=yes +Remapable=yes +Cameo=NRCTICON +Foundation=4x4 +Height=4 +Buildup=NANRCTMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=NANRCT_A +ActiveAnimDamaged=NANRCT_AD +ActiveAnimZAdjust=-5 +CanBeHidden=False +OccupyHeight=3 +RemoveOccupy1=0,-1 +RemoveOccupy2=-1,1 +RemoveOccupy3=-1,2 +RemoveOccupy4=0,2 +RemoveOccupy5=0,3 +DamageFireOffset0=72,15 +DamageFireOffset1=-44,71 + +[CAHOSP] +Normalized=yes +Remapable=no +Foundation=6x4 +Height=7 +Buildup=CAHOSP +NewTheater=yes +ActiveAnimDamaged=CAHOSP_AD +ActiveAnim=CAHOSP_A +ActiveAnimZAdjust=-200 +ActiveAnimYSort=724 +ActiveAnimTwo=CAHOSP_F +ActiveAnimTwoZAdjust=-200 +ActiveAnimTwoYSort=724 +ActiveAnimTwoPowered=no +DemandLoad=true +DamageFireOffset0=70,50 +DamageFireOffset1=94,83 +DamageFireOffset2=42,-9 +DamageFireOffset3=-16,-11 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +AddOccupy1=-2,0 +AddOccupy2=-2,-1 +AddOccupy3=0,-2 +AddOccupy4=1,-2 +AddOccupy5=1,-3 + +; Tech Hospital +[CATHOSP] +Normalized=yes +Remapable=no +Foundation=6x4 +Height=7 +Buildup=CAHOSP +NewTheater=yes +ActiveAnimDamaged=CAHOSP_AD +ActiveAnim=CAHOSP_A +ActiveAnimZAdjust=-200 +ActiveAnimYSort=724 +ActiveAnimTwo=CAHOSP_F +ActiveAnimTwoZAdjust=-200 +ActiveAnimTwoYSort=724 +ActiveAnimTwoPowered=no +DemandLoad=true +DamageFireOffset0=70,50 +DamageFireOffset1=94,83 +DamageFireOffset2=42,-9 +DamageFireOffset3=-16,-11 +CanHideThings=true +CanBeHidden=true +OccupyHeight=3 +AddOccupy1=-2,0 +AddOccupy2=-2,-1 +AddOccupy3=0,-2 +AddOccupy4=1,-2 +AddOccupy5=1,-3 + +[CAOILD] +Normalized=yes +Remapable=no +Foundation=2x2 +Height=5 +;Buildup=CAHOSP +NewTheater=yes +ActiveAnim=CAOILD_A +ActiveAnimDamaged=CAOILD_AD +ActiveAnimZAdjust=0 +ActiveAnimYSort=362 +ActiveAnimTwo=CAOILD_F +ActiveAnimTwoZAdjust=-50 +ActiveAnimTwoYSort=362 +ActiveAnimTwoPowered=no +DemandLoad=true +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=-2,34 +DamageFireOffset1=7,-21 +DamageFireOffset2=29,10 + +[CAAIRP] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=6 +;Buildup=CAAIRPMK +NewTheater=yes +DemandLoad=true +ActiveAnim=CAAIRP_A +ActiveAnimZAdjust=5 +ActiveAnimDamaged=CAAIRP_AD +ActiveAnimTwo=CAAIRP_F +ActiveAnimTwoZAdjust=-100 +ActiveAnimTwoYSort=362 +ActiveAnimTwoPowered=no +DamageFireOffset0=-3,5 +DamageFireOffset1=-65,32 + +; AIRPORT IDLE animations +[CAAIRP_A] +Image=CAAIRP_A +Layer=ground +NewTheater=yes +LoopStart=0 +LoopEnd=9 +LoopCount=-1 +Rate=50 +DemandLoad=true + +; AIRPORT IDLE animations +[CAAIRP_AD] +Image=CAAIRP_A +Layer=ground +NewTheater=yes +LoopStart=0 +LoopEnd=9 +LoopCount=-1 +Rate=50 +DemandLoad=true + +; AIRPORT IDLE animations +[CAAIRP_F] +Image=CAAIRP_F +Normalized=yes +NewTheater=yes +Layer=ground +Start=0 +LoopStart=0 +LoopEnd=16 +LoopCount=-1 +Rate=300 +;DetailLevel=1 +DemandLoad=true +Shadow=yes + +[CAARMR] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=1 +Buildup=CAARMR +NewTheater=yes +ActiveAnim=CAARMR_A +ActiveAnimZAdjust=-100 +ActiveAnimPowered=no +DemandLoad=true + +[CAPYR01] +Normalized=yes +Remapable=no +Foundation=2x2 +Height=2 +NewTheater=yes +TerrainPalette=yes +ExtraDamageStage=no +DemandLoad=true + +[CAPYR02] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=4 +NewTheater=yes +TerrainPalette=yes +ExtraDamageStage=no +DemandLoad=true + +[CAPYR03] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=4 +NewTheater=yes +TerrainPalette=yes +ExtraDamageStage=no +DemandLoad=true + +[CACRSH01] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=1 +NewTheater=yes +TerrainPalette=yes +ExtraDamageStage=no +DemandLoad=true + +[CACRSH02] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=1 +NewTheater=yes +TerrainPalette=yes +ExtraDamageStage=no +DemandLoad=true + +[CACRSH03] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=1 +NewTheater=yes +TerrainPalette=yes +ExtraDamageStage=no +DemandLoad=true + +[CACRSH04] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=1 +NewTheater=yes +TerrainPalette=yes +ExtraDamageStage=no +DemandLoad=true + +[CACRSH05] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=1 +NewTheater=yes +TerrainPalette=yes +ExtraDamageStage=no +DemandLoad=true + +[CAARAY] +Cameo= +Normalized=yes +Remapable=no +Foundation=2x2 +Buildup= +Height=3 +NewTheater=yes +ActiveAnim=CAARAY_A +ActiveAnimZAdjust=-100 +ActiveAnimTwo=CAARAY_B +ActiveAnimTwoZAdjust=-100 +ActiveAnimThree=CAARAY_C +ActiveAnimThreeDamaged=CAARAY_CD +ActiveAnimThreeZAdjust=-100 +ActiveAnimFour=CAARAY_D +ActiveAnimFourDamaged=CAARAY_DD +ActiveAnimFourZAdjust=-100 +DemandLoad=true + +[GASPOT] +Cameo=SPOTICON +Normalized=yes +Remapable=yes +Foundation=1x1 +Buildup=GASPOTMK +DemandLoadBuildup=true +Height=3 +NewTheater=yes +ActiveAnim=GASPOT_A +ActiveAnimDamaged=GASPOT_AD +ActiveAnimZAdjust=-100 + +[GADPSA] +Normalized=yes +Remapable=yes +Foundation=1x1 +Buildup=GADPSAMK +Height=2 +NewTheater=yes +ActiveAnim=GADPSA_A +ActiveAnimZAdjust=-100 +ExtraLight=-100 + +[GAICBM] +Normalized=yes +Remapable=yes +Foundation=1x1 +Buildup=GAICBMMK +DemandLoadBuildup=true +FreeBuildup=true +Height=2 +NewTheater=yes +ActiveAnim=GAICBM_A +ActiveAnimZAdjust=-100 +ExtraLight=-100 + +[GATICK] +Normalized=yes +Remapable=yes +Foundation=1x1 +Buildup=GATICKMK +Height=1 +NewTheater=yes +ExtraLight=-100 +PrimaryFireFLH=48,0,64 +PBarrelLength=136 + +[GAARTY] +Normalized=yes +Remapable=yes +Foundation=1x1 +Buildup=GAARTYMK +Height=1 +NewTheater=yes +ExtraLight=350 +PBarrelLength=224 +PrimaryFireFLH=-0,0,64 +TurretNotExportedOnGround=yes + +[NATECH] +Remapable=yes +Normalized=yes +Cameo=NTCHICON +Foundation=3x3 +Buildup=NATECHMK +Height=8 +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +AddOccupy1=-2,-2 +DamageFireOffset0=-27,37 +DamageFireOffset1=24,25 +DamageFireOffset2=5,-13 + +[NAHAND] +Remapable=yes +Normalized=yes +Cameo=HANDICON +Foundation=2x2 +Buildup=NAHANDMK +Height=9 +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 +AddOccupy1=-3,-3 +RemoveOccupy1=-2,-1 +RemoveOccupy2=-1,-2 +DamageFireOffset0=-8,-7 +DamageFireOffset1=17,40 + +[NACLON] +Remapable=yes +Normalized=yes +Cameo=CLONICON +Foundation=2x2 +Buildup=NACLONMK +Height=6 +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=NACLON_A +ActiveAnimDamaged=NACLON_AD +ActiveAnimZAdjust=-5 +;ActiveAnimTwo=NAHAND_B +;ActiveAnimTwoDamaged=NAHAND_BD +;ActiveAnimTwoZAdjust=-50 +OccupyHeight=4 +DamageFireOffset0=23,27 +CanBeHidden=False + +; Clone factory active animation Damaged +[NACLON_AD] +Image=NACLON_A +Normalized=yes +;NewTheater=yes +Layer=ground +Start=11 +LoopStart=11 +LoopEnd=21 +LoopCount=-1 +Rate=200 +;DetailLevel=1 +DoubleThick=true + +[GAPILE] +Remapable=yes +Normalized=yes +Cameo=BRRKICON +Foundation=3x2 +Buildup=GAPILEMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +Height=4 +ActiveAnim=GAPILE_A +ActiveAnimDamaged=GAPILE_AD +ActiveAnimZAdjust=-130 +ActiveAnimPowered=no +;ActiveAnimTwo=GAPILE_A +;ActiveAnimTwoZAdjust=-39 +;ActiveAnimThree=GAPILE_B +;ActiveAnimThreeZAdjust=-39 +OccupyHeight=2 +AddOccupy1=-1,-1 +DamageFireOffset0=18,9 +DamageFireOffset1=42,55 +CanBeHidden=False + +[GADEPT] +Remapable=yes +Normalized=yes +Cameo=FIXICON +Foundation=3x3 +ZShapePointMove=60,30 ; SJM is fixing zshape/zshapelocky problems, changed from 0,0 +Height=3 +AnimActive=0,7,2 +Flat=yes +Buildup=GADEPTMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +BibShape=GADEPTBB +SpecialAnim=GADEPT_A +SpecialAnimDamaged=GADEPT_AD +SpecialAnimZAdjust=0 +SpecialAnimYSort=543 +SpecialAnimTwo=GADEPT_B +SpecialAnimTwoDamaged=GADEPT_BD +SpecialAnimTwoZAdjust=0 +SpecialAnimTwoYSort=543 +SpecialAnimThree=GADEPT_C +SpecialAnimThreeDamaged=GADEPT_CD +SpecialAnimThreeZAdjust=0 +SpecialAnimThreeYSort=543 +IdleAnim=GADEPT_D +IdleAnimDamaged=GADEPT_DD +IdleAnimZAdjust=0 +IdleAnimYSort=543 +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +AddOccupy1=-1,0 +AddOccupy2=-1,1 +DamageFireOffset0=-67,22 + +[CAOUTP] +Image=CAOUTP +DemandLoad=true +Remapable=yes +Normalized=yes +Foundation=4x3 +Height=6 +AnimActive=0,7,2 +PrimaryFireFLH=64,70,520 ; SJM +Flat=yes +NewTheater=yes +DockingOffset0=384,0,0 +BibShape=CAOUTPBB +SpecialAnim=CAOUTP_A +SpecialAnimDamaged=CAOUTP_AD +SpecialAnimZAdjust=0 +SpecialAnimYSort=543 +SpecialAnimTwo=CAOUTP_B +SpecialAnimTwoDamaged=CAOUTP_BD +SpecialAnimTwoZAdjust=0 +SpecialAnimTwoYSort=543 +SpecialAnimThree=CAOUTP_C +SpecialAnimThreeDamaged=CAOUTP_CD +SpecialAnimThreeZAdjust=0 +SpecialAnimThreeYSort=543 +IdleAnim=CAOUTP_D +IdleAnimDamaged=CAOUTP_DD +IdleAnimZAdjust=0 +IdleAnimYSort=543 +ActiveAnim=CAOUTP_F +ActiveAnimZAdjust=-200 +ActiveAnimYSort=543 +ActiveAnimPowered=no +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +RemoveOccupy1=2,-1 +AddOccupy1=-2,-1 +DamageFireOffset0=-32,-1 +DamageFireOffset1=-43,28 + +; Outpost flag animations +[CAOUTP_F] +Image=CAOUTP_F +Layer=ground +NewTheater=yes +Start=0 +LoopStart=0 +LoopEnd=16 +LoopCount=-1 +Rate=300 +DemandLoad=true + +; Outpost arm extending. +[CAOUTP_A] +Normalized=yes +Layer=ground +Start=1 +End=10 +Rate=200 +NewTheater=yes +DemandLoad=true +Shadow=yes + +; Outpost arm extending. +[CAOUTP_AD] +Image=CAOUTP_A +Normalized=yes +Layer=ground +Start=11 +End=20 +Rate=200 +NewTheater=yes +DemandLoad=true +Shadow=yes + +; Outpost arm working +[CAOUTP_B] +Normalized=yes +Layer=ground +Start=1 +LoopStart=1 +LoopEnd=20 +LoopCount=-1 +Rate=200 +NewTheater=yes +DemandLoad=true +Shadow=yes + +; Outpost arm working +[CAOUTP_BD] +Image=CAOUTP_B +Normalized=yes +Layer=ground +Start=21 +LoopStart=21 +LoopEnd=40 +LoopCount=-1 +Rate=200 +NewTheater=yes +DemandLoad=true +Shadow=yes + +; Outpost arm retracting +[CAOUTP_C] +Normalized=yes +Layer=ground +Start=1 +End=10 +Rate=200 +NewTheater=yes +DemandLoad=true +Shadow=yes + +; Outpost arm retracting +[CAOUTP_CD] +Image=CAOUTP_C +Normalized=yes +Layer=ground +Start=11 +End=20 +Rate=200 +NewTheater=yes +DemandLoad=true +Shadow=yes + +; Outpost arm retracted +[CAOUTP_D] +Normalized=yes +Layer=ground +Start=0 +LoopStart=0 +LoopEnd=1 +LoopCount=-1 +Rate=200 +NewTheater=yes +DemandLoad=true +Shadow=yes + +; Outpost arm retracted +[CAOUTP_DD] +Image=CAOUTP_D +Normalized=yes +Layer=ground +Start=1 +LoopStart=1 +LoopEnd=2 +LoopCount=-1 +Rate=200 +NewTheater=yes +DemandLoad=true +Shadow=yes + +; Civilian Hospital Tech Flag Animation +[CAHOSP_F] +Image=CAHOSP_F +Normalized=yes +NewTheater=yes +Layer=ground +Start=0 +LoopStart=0 +LoopEnd=16 +LoopCount=-1 +Rate=300 +;DetailLevel=1 +DemandLoad=true + +[GAPAVE] +Foundation=4x4 +Cameo=PAVEICON +;IsNewTheater=yes + +[GAGREEN] +;Cameo=WALLICON +Foundation=2x2 + +[GASAND] +Cameo=SBAGICON +Foundation=1x1 +ToOverlay=GASAND +DamageLevels=2 +NewTheater=yes + +[CAFNCB] +Cameo=SBAGICON +Foundation=1x1 +ToOverlay=CAFNCB +DamageLevels=2 +NewTheater=yes +DemandLoad=true + +[CAFNCW] +Cameo=SBAGICON +Foundation=1x1 +ToOverlay=CAFNCW +DamageLevels=2 +NewTheater=yes +DemandLoad=true + +;Mayan Castillo +[CAMEX02] +Foundation=6x4 +Height=6 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=103,38 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-34,7 +MuzzleFlash2=39,-8 +MuzzleFlash3=41,98 +MuzzleFlash4=4,45 +MuzzleFlash5=88,68 +MuzzleFlash6=86,-4 +MuzzleFlash7=78,36 +MuzzleFlash8=-9,67 +MuzzleFlash9=122,55 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=25,45 +RemoveOccupy1=-2,-1 +RemoveOccupy2=-2,0 +RemoveOccupy3=-2,1 +RemoveOccupy4=-2,-2 +AddOccupy1=0,-3 +AddOccupy2=-1,-3 + +;Mayan minor temple +[CAMEX03] +Foundation=3x3 +Height=3 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +OccupyHeight=3 +CanBeHidden=False +DamageFireOffset0=3,30 + +[GAWALL] +Cameo=WALLICON +Foundation=1x1 +ToOverlay=GAWALL +DamageLevels=3 +NewTheater=yes + +[GAFWLL] +Cameo=WALLICON +Foundation=1x1 +ToOverlay=GAFWLL +DamageLevels=3 +NewTheater=yes + +[NAWALL] +Cameo=NWALICON +Foundation=1x1 +ToOverlay=NAWALL +DamageLevels=3 +NewTheater=yes + +[CABHUT] +Foundation=1x1 +NewTheater=yes +Height=1 +CanHideThings=False +CanBeHidden=False + +[CTDAM] +Foundation=2x5 +NewTheater=yes +;ActiveAnim=CTDAM_A WST 7/16/99 commented out to minimize bad palette problem +;ActiveAnimY=-1 +;ActiveAnimDamaged=CTDAM_AD +;ActiveAnimTwo=CTDAM_B +;ActiveAnimTwoDamaged=CTDAM_BD +TerrainPalette=yes +ExtraDamageStage=false +DemandLoad=true + +[UFO] +Foundation=6x4 +TerrainPalette=yes +ExtraDamageStage=false +DemandLoad=true +Theater=yes +Height=6 + +[AMMO01] +Foundation=1x1 +TerrainPalette=no +ExtraDamageStage=false +DemandLoad=false +Theater=no +Height=1 + +[NAPULS] +Cameo=EMPICON +Remapable=yes +Normalized=yes +Foundation=2x2 +PrimaryFireFLH=0,0,80 +TurretNotExportedOnGround=yes +PBarrelLength=110 +Buildup=NAPULSMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes + +[GACTWR] +Image=GACTWR +Remapable=yes +Normalized=yes +Cameo=TOWRICON +Foundation=1x1 +Buildup=GACTWRMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=GACTWR_A +ActiveAnimZAdjust=-39 + +[GAGATE_A] +Image=GAGATE_A +Remapable=yes +Cameo=GATEICON +Foundation=3x1 +Height=2 +Buildup=GAGATE_A +SpecialZOverlay=GAGATEZA +GateStages=9 +NewTheater=yes +CanHideThings=False +CanBeHidden=False + +[GAGATE_B] +Image=GAGATE_B +Remapable=yes +Cameo=GAT2ICON +Foundation=1x3 +Buildup=GAGATE_B +SpecialZOverlay=GAGATEZB +GateStages=9 +NewTheater=yes + +[NAGATE_A] +Image=NAGATE_A +Remapable=yes +Cameo=NGATICON +Foundation=3x1 +Buildup=NAGATE_A +SpecialZOverlay=NAGATEZA +GateStages=6 +NewTheater=yes + +[NAGATE_B] +Image=NAGATE_B +Remapable=yes +Cameo=NGA2ICON +Foundation=1x3 +Buildup=NAGATE_B +SpecialZOverlay=NAGATEZB +GateStages=6 +NewTheater=yes + +; Nuclear power plant active animation +[NANRCT_A] +Image=NANRCT_A +Normalized=yes +NewTheater=yes +Layer=ground +Start=0 +LoopStart=0 +LoopEnd=10 +LoopCount=-1 +Rate=220 +DetailLevel=2 +DoubleThick=true + +; Nuclear power plant damaged active animation +[NANRCT_AD] +Image=NANRCT_A +Normalized=yes +;NewTheater=yes +Layer=ground +Start=11 +LoopStart=11 +LoopEnd=21 +LoopCount=-1 +Rate=220 +DetailLevel=2 +DoubleThick=true + +; Clone factory active animation +[NACLON_A] +Image=NACLON_A +Normalized=yes +NewTheater=yes +Layer=ground +Start=0 +LoopEnd=10 +LoopCount=-1 +Rate=200 +;DetailLevel=1 +DoubleThick=true + +[GALITE] +Cameo=LITEICON +Image=GALITE +Remapable=yes +Foundation=1x1 +TerrainPalette=yes +NewTheater=yes +ExtraDamageStage=false +;DemandLoad=yes +;Theater=yes +CanBeHidden=False + +[NATMPL] +Image=NATMPL +Cameo=TMPLICON +Height=2.5 +Foundation=4x3 +Buildup=NATMPLMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=NATMPL_A +ActiveAnimZAdjust=-127 + +[NTPYRA] +Image=NTPYRA +Remapable=yes +Foundation=4x4 +NewTheater=yes +Height=3 +ActiveAnim=NTPYRA_A +ActiveAnimDamaged=NTPYRA_AD +ActiveAnimZAdjust=-127 +DemandLoad=true + +[GAKODK] +Image=GAKODK +Remapable=yes +Foundation=4x2 +NewTheater=yes +Height=1 +ActiveAnim=GAKODK_A +ActiveAnimDamaged=GAKODK_AD +ActiveAnimZAdjust=-127 +ActiveAnimTwo=GAKODK_B +ActiveAnimTwoZAdjust=-127 +ActiveAnimThree=GAKODK_C +ActiveAnimThreeDamaged=GAKODK_CD +ActiveAnimThreeZAdjust=-127 +DemandLoad=true + +[NAMNTK] +Image=NAMNTK +Remapable=yes +Foundation=1x3 +NewTheater=yes +Height=1.5 +ActiveAnim=NAMNTK_A +ActiveAnimZAdjust=-127 +DemandLoad=true + +[GAFSDF_A] +Image=GAFSDF_A +;Remapable=yes +NewTheater=yes +LoopStart=0 +LoopEnd=4 +LoopCount=-1 +Rate=250 + +[FSIDLE] +Image=FSIDLE +LoopStart=0 +LoopEnd=20 +Rate=800 +ShouldUseCellDrawer=false +Report=FIRSTRM1 + +[FSAIR] +Image=FSAIR +LoopStart=0 +LoopEnd=20 +Rate=800 +Report=FIRSTRM1 + +[FSGRND] +Image=FSGRND +LoopStart=0 +LoopEnd=20 +Rate=800 +Report=FIRSTRM1 +YDrawOffset=-20 + +[NAWAST] +Cameo=WASTICON +Image=NAWAST +Remapable=yes +Foundation=3x3 +Buildup=NAWASTMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +BibShape=NAWASTBB +ActiveAnim=NAWAST_A +ActiveAnimDamaged=NAWAST_AD +ActiveAnimZAdjust=-127 +ActiveAnimTwo=NAWAST_B +ActiveAnimTwoDamaged=NAWAST_BD +ActiveAnimTwoZAdjust=-127 + +[NAOBEL] +Cameo=OBLIICON +Image=NAOBEL +Remapable=yes +Foundation=2x2 +ChargeAnim=yes +Buildup=NAOBELMK +DemandLoadBuildup=true +FreeBuildup=true +;PrimaryFirePixelOffset=10,-51 +PrimaryFirePixelOffset=11,-26 +NewTheater=yes +ActiveAnim=NAOBEL_A +ActiveAnimZAdjust=-100 + +[NATSLA] +Cameo=TSLAICON +Image=NATSLA +Remapable=no +Foundation=1x1 +Height=5 +Buildup=NATSLAMK +DemandLoadBuildup=true +FreeBuildup=true +PrimaryFireFLH=50,0,300 +SecondaryFireFLH=50,0,300 +NewTheater=yes +ActiveAnim=NATSLA_A +ActiveAnimDamaged=NATSLA_AD +ActiveAnimZAdjust=-100 +ActiveAnimPowered=no ; SJM: This means anim goes away when underpowered +ActiveAnimPoweredLight=yes ; SJM: This means anim goes away when underpowered +SpecialAnim=NATSLA_B +SpecialAnimDamaged=NATSLA_BD +SpecialAnimZAdjust=-101 +SpecialAnimPowered=no ; SJM: This means anim goes away when underpowered +SpecialAnimPoweredLight=yes ; SJM: This means anim goes away when underpowered +IsAnimDelayedFire=yes ; SJM: Firing anim (SpecialAnim) delays firing of weapon +DelayedFireDelay=28 ; SJM: Must match playback of anim, and ideally audio too +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=0,14 + +[NATSLA_A] ; Tesla Coil Active Anim +Image=NATSLA_A +Normalized=yes +LoopStart=0 +LoopEnd=9 +LoopCount=-1 +Rate=450 +Layer=ground +NewTheater=yes +Shadow=yes + +[NATSLA_AD] ; Tesla Coil Damaged Active Anim +Image=NATSLA_A +Normalized=yes +Start=10 +LoopStart=10 +LoopEnd=19 +LoopCount=-1 +Rate=450 +Layer=ground +NewTheater=yes +Shadow=yes + +[NATSLA_B] ; Tesla Coil Firing Anim +Image=NATSLA_B +Normalized=no ; SJM: Must match a hard frame delay in Tesla Coil above. No scaling by frame rate. +Start=0 +End=9 +Rate=300 +Layer=ground +NewTheater=yes +Report=TeslaCoilPowerUp +Shadow=yes + +[NATSLA_BD] ; Tesla Coil Damaged Firing Anim +Image=NATSLA_B +Normalized=no ; SJM: Must match a hard frame delay in Tesla Coil above. No scaling by frame rate. +Start=10 +End=19 +Rate=300 +Layer=ground +NewTheater=yes +Report=TeslaCoilPowerUp +Shadow=yes + +; natsla destroy animation +;[NATSLADM] +;Image=NATSLADM +;Layer=ground +;NewTheater=yes +;Rate=200 +;DemandLoad=true +;Shadow=yes +;AltPalette=yes ; use the unit palete + +[GAPRIS] +Cameo=prisicon +Remapable=no +Foundation=1x1 +Height=6 +Buildup=GAPRISMK +DemandLoadBuildup=true +FreeBuildup=true +;PrimaryFirePixelOffset=-6,-60 +PrimaryFireDualOffset=true +PrimaryFirePixelOffset=0,-4 +PrimaryFireFLH=0,0,378 +NewTheater=yes +ActiveAnim=GAPRIS_B +ActiveAnimDamaged=GAPRIS_BD +ActiveAnimZAdjust=-83 +SpecialAnim=GAPRIS_A +SpecialAnimDamaged=GAPRIS_AD +SpecialAnimZAdjust=-84 +SpecialAnimPowered=no ; SJM: This means anim goes away when underpowered +SpecialAnimPoweredLight=yes ; SJM: This means anim goes away when underpowered +IsAnimDelayedFire=yes ; SJM: Firing anim (SpecialAnim) delays firing of weapon +DelayedFireDelay=28 ; SJM: Must match playback of anim, and ideally audio too +DamageFireOffset0=-1,16 +CanBeHidden=False +OccupyHeight=4 + +[GAPRIS_A] ; Prism Cannon Firing Anim +Image=GAPRIS_A +Normalized=no ; SJM: Must match a hard frame delay in Prism Cannon above. No scaling by frame rate. +Start=0 +End=9 +Rate=300 +Layer=ground +NewTheater=yes +Report=PrismTowerPowerUp +Shadow=yes + +[GAPRIS_AD] ; Prism Cannon Damaged Firing Anim +Image=GAPRIS_A +Normalized=no ; SJM: Must match a hard frame delay in Prism Cannon above. No scaling by frame rate. +Start=10 +End=19 +Rate=300 +Layer=ground +NewTheater=yes +Report=PrismTowerPowerUp +Shadow=yes + +[GAPRIS_B] ; Prism Cannon Active Anim +Image=GAPRIS_B +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +[GAPRIS_BD] ; Prism Cannon Damaged Active Anim +Image=GAPRIS_B +Normalized=yes +Start=9 +LoopStart=9 +LoopEnd=17 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +; gapris destroy animation +;[GAPRISDM] +;Image=GAPRISDM +;Layer=ground +;NewTheater=yes +;Rate=200 +;DemandLoad=true +;Shadow=yes +;AltPalette=yes ; use the unit palete + +[GAGAP] +Cameo=Gapicon +Remapable=no +Foundation=1x1 +Height=6 +Buildup=GAGAPMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=GAGAP_A +ActiveAnimDamaged=GAGAP_AD +ActiveAnimZAdjust=-120 +ActiveAnimYSort=362 +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=-5,11 + +[GAGAP_A] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +[GAGAP_AD] +Image=GAGAP_A +Normalized=yes +Start=8 +LoopStart=8 +LoopEnd=16 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +[GASPST] +Image=GASPST +Remapable=yes +Normalized=yes +Cameo=asaticon +Foundation=2x2 +Height=5 +Buildup=GASPSTMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=GASPST_A +ActiveAnimDamaged=GASPST_AD +ActiveAnimZAdjust=-32 +ActiveAnimYSort=362 +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +AddOccupy1=-2,-1 +DamageFireOffset0=25,37 +DamageFireOffset1=-26,25 + +; Active animation for Spy Sat +[GASPST_A] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=16 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +; Damaged active animation for Spy Sat +[GASPST_AD] +Image=GASPST_A +Normalized=yes +Start=16 +LoopStart=16 +LoopEnd=32 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +[GAORE] +Remapable=yes +Cameo=REFICON +Foundation=4x3 +Height=3 +Buildup=GAOREMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes + +[NAMISL] +Cameo=MSSLICON +Image=NAMISL +Remapable=yes +Foundation=3x3 +Buildup=NAMISLMK +Height=8 +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +PrimaryFirePixelOffset=0,44 ; aim for center of pad to align with anim +SuperAnim=NAMISL_E +SuperAnimYSort=543 +SuperAnimZAdjust=-2 +SuperAnimTwo=NAMISL_F +SuperAnimTwoYSort=543 +SuperAnimTwoZAdjust=-3 +SuperAnimThree=NAMISL_G +SuperAnimThreeYSort=543 +SuperAnimThreeZAdjust=-4 +SuperAnimFour=NAMISL_H +SuperAnimFourYSort=543 +SuperAnimFourZAdjust=-5 +SuperAnimDamaged=NAMISL_ED +SuperAnimTwoDamaged=NAMISL_FD +SuperAnimThreeDamaged=NAMISL_GD +SuperAnimFourDamaged=NAMISL_HD +CanBeHidden=False +OccupyHeight=4 +RemoveOccupy1=1,-1 +RemoveOccupy2=0,-2 +RemoveOccupy3=-1,-2 +RemoveOccupy4=-2,-2 +RemoveOccupy5=-2,-1 +RemoveOccupy6=-2,0 +RemoveOccupy7=-1,1 + +[GAVULC] +Cameo=TWR1ICON +Image=GACTWR_B +Remapable=yes +Foundation=1x1 +PrimaryFireFLH=162,30,90 +SecondaryFireFLH=162,-30,90 +NewTheater=yes + +[GAROCK] +Cameo=TWR2ICON +Image=GACTWR_C +Remapable=yes +Foundation=1x1 +PrimaryFireFLH=152,50,192 +SecondaryFireFLH=152,-50,192 +NewTheater=yes + +; SAM addon for component tower +[GACSAM] +Image=GACTWR_D +Remapable=yes +Cameo=TWR3ICON +Foundation=1x1 +MidPoint=66 +PrimaryFireFLH=152,50,192 +SecondaryFireFLH=152,-50,192 +NewTheater=yes + +; SAM site turret +[NASAM_A] +Image=GACTWR_D +;Remapable=yes +;PrimaryFireFLH=90,50,100 +;SecondaryFireFLH=90,-50,100 +;NewTheater=yes + +[GAFIRE] +Cameo=FSDICON +Image=GAFIRE +Remapable=yes +Foundation=3x2 +Buildup=GAFIREMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=GAFIRE_C +ActiveAnimZAdjust=-100 +ActiveAnimTwo=GAFIRE_B +ActiveAnimTwoZAdjust=-100 + +[GAFSDF] +Image=GAFSDF +Remapable=yes +Foundation=1x1 +NewTheater=yes +NormalZAdjust=-10 +Cameo=FSPICON + +[NAPOST] +Cameo=LASRICON +Image=NAPOST +Remapable=yes +Foundation=1x1 +Buildup=NAPOSTMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +ActiveAnim=NAPOST_A +;ActiveAnimDestroyed=NAPOST_AD +ActiveAnimZAdjust=-100 +ActiveAnimTwo=NAPOST_B +ActiveAnimTwoZAdjust=-100 + +[NAFNCE] +Image=NAFNCE +Remapable=yes +Foundation=1x1 +NewTheater=yes + +[NALASR] +Cameo=PLTICON +Image=NALASR +Remapable=yes +Foundation=1x1 +Buildup=NALASRMK +Height=2 +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +PrimaryFireFLH=100,20,100 +Recoilless=yes +PBarrelLength=200 +PBarrelThickness=48 +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +DamageFireOffset0=-5,15 + +[GAPILL] +Cameo=pillicon +Image=GAPILL +Remapable=yes +Foundation=1x1 +Height=1 +Buildup=GAPILLMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +PrimaryFirePixelOffset=0,10 +PrimaryFireFLH=90,0,40 +PrimaryFireDualOffset=true +Recoilless=yes + +[NASAM] +Cameo=SAMICON +Image=NASAM +Remapable=yes +Foundation=1x1 +Buildup=NASAMMK +Height=3 +DemandLoadBuildup=true +FreeBuildup=true +PrimaryFireFLH=90,50,100 +SecondaryFireFLH=90,-50,100 +NewTheater=yes +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=1,20 + +[ABAN01] +Foundation=2x6 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +Height=3 +DemandLoad=true + +[ABAN02] +Foundation=5x3 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +Height=2 +DemandLoad=true + +[ABAN03] +Foundation=2x5 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +Height=2 +DemandLoad=true + +[ABAN04] +Foundation=4x2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[ABAN05] +Foundation=3x2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[ABAN06] +Foundation=2x2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[ABAN07] +Foundation=2x2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[ABAN08] +Foundation=2x2 +ExtraDamageStage=false +NewTheater=yes +TerrainPalette=true +DemandLoad=true + +[ABAN09] +Foundation=2x2 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[ABAN10] +NewTheater=yes +Foundation=2x2 +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[ABAN11] +NewTheater=yes +Foundation=2x2 +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[ABAN12] +NewTheater=yes +Foundation=2x2 +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[ABAN13] +NewTheater=yes +Foundation=1x1 +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[ABAN14] +NewTheater=yes +Foundation=1x1 +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[ABAN15] +NewTheater=yes +Foundation=1x1 +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[ABAN16] +Foundation=2x2 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[ABAN17] +NewTheater=yes +Foundation=1x1 +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[ABAN18] +Foundation=1x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CA0001] +Foundation=3x3 +Height=1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CA0002] +Foundation=3x3 +Height=1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CA0003] +Foundation=2x2 +NewTheater=yes +Height=1 +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CA0004] +Foundation=2x2 +Height=1 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0005] +Foundation=1x2 +Height=1 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0006] +Foundation=1x2 +Height=1 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0007] +Foundation=1x2 +Height=1 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0008] +Foundation=2x3 +Height=1 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0009] +Foundation=2x3 +Height=1 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0010] +Foundation=2x2 +Height=1 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0011] +Foundation=1x2 +Height=1 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0012] +Foundation=1x2 +Height=1.5 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0013] +Foundation=2x1 +Height=2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0014] +Foundation=1x1 +Height=2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0015] +Foundation=1x1 +Height=1 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0016] +Foundation=1x1 +Height=2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0017] +Foundation=1x1 +Height=2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0018] +Foundation=1x2 +Height=2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0019] +Foundation=1x2 +Height=2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0020] +Foundation=1x2 +Height=2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +[CA0021] +Foundation=1x2 +Height=2 +ExtraDamageStage=false +TerrainPalette=true +NewTheater=yes +DemandLoad=true + +; Ruined C&C con yard +[GAOLDCC1] +Foundation=2x2 +Height=1 +ExtraDamageStage=false +NewTheater=yes +Remapable=yes +DemandLoad=true + +; Ruined C&C Temple of NOD +[GAOLDCC2] +Foundation=2x2 +Height=1.5 +ExtraDamageStage=false +NewTheater=yes +Remapable=yes +DemandLoad=true + +; Ruined C&C Weapons factory. +[GAOLDCC3] +Foundation=2x2 +Height=1.5 +ExtraDamageStage=false +NewTheater=yes +Remapable=yes +DemandLoad=true + +; Ruined C&C Refinery. +[GAOLDCC4] +Foundation=2x2 +Height=1.5 +ExtraDamageStage=false +NewTheater=yes +Remapable=yes +DemandLoad=true + +; Ruined C&C Advanced Power. +[GAOLDCC5] +Foundation=2x2 +Height=1 +ExtraDamageStage=false +NewTheater=yes +Remapable=yes +DemandLoad=true + +; Ruined C&C Silos (2) +[GAOLDCC6] +Foundation=2x2 +Height=1 +ExtraDamageStage=false +NewTheater=yes +Remapable=yes +DemandLoad=true + +[CITY01] +Foundation=3x3 +Height=3 +NewTheater=yes +ExtraDamageStage=false +;Palette=city +DemandLoad=true + +[CITY02] +Foundation=4x3 +Height=3 +NewTheater=yes +ExtraDamageStage=false +;Palette=city +DemandLoad=true + +[CITY03] +Foundation=3x3 +Height=2 +NewTheater=yes +ExtraDamageStage=false +;Palette=city +DemandLoad=true + +[CITY04] +Foundation=4x4 +Height=3 +NewTheater=yes +ExtraDamageStage=false +;Palette=city +DemandLoad=true + +[CITY05] +Foundation=4x4 +Height=4 +NewTheater=yes +ExtraDamageStage=false +;Palette=city +DemandLoad=true + +[CITY06] +Foundation=4x4 +Height=3 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY07] +Foundation=4x2 +Height=2.5 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY08] +Foundation=2x2 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY09] +Foundation=2x2 +Height=2 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY10] +Foundation=2x2 +Height=2 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY11] +Foundation=2x2 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +Height=4 +DemandLoad=true + +[CITY12] +Foundation=2x2 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +Height=4 +DemandLoad=true + +[CITY13] +Foundation=2x2 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +Height=4 +DemandLoad=true + +[CITY14] +Foundation=1x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +Height=4 +DemandLoad=true + +[CITY15] +Foundation=4x2 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY16] +Foundation=4x2 +Height=3 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY17] +Foundation=4x3 +Height=4.5 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY18] +Foundation=3x5 +Height=3 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY19] +Foundation=2x2 +Height=1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY20] +Foundation=1x1 +Height=1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY21] +Foundation=1x1 +Height=1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CITY22] +Foundation=2x2 +Height=3 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[CTVEGA] +Foundation=4x4 +Height=3 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD01] +Foundation=1x1 +NewTheater=yes +TerrainPalette=true +ExtraDamageStage=false +DemandLoad=true + +[BBOARD02] +Foundation=1x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD03] +Foundation=1x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD04] +Foundation=1x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD05] +Foundation=1x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD06] +Foundation=1x2 +NewTheater=yes +TerrainPalette=true +ExtraDamageStage=false +DemandLoad=true + +[BBOARD07] +Foundation=1x2 +NewTheater=yes +TerrainPalette=true +ExtraDamageStage=false +DemandLoad=true + +[BBOARD08] +Foundation=1x2 +NewTheater=yes +TerrainPalette=true +ExtraDamageStage=false +DemandLoad=true + +[BBOARD09] +Foundation=1x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD10] +Foundation=1x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD11] +Foundation=1x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD12] +Foundation=1x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD13] +Foundation=1x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD14] +Foundation=2x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD15] +Foundation=2x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +[BBOARD16] +Foundation=2x1 +NewTheater=yes +ExtraDamageStage=false +TerrainPalette=true +DemandLoad=true + +; New RA2 + +[CAPARS01] ; RA2 Paris Tower +Foundation=4x4 +NewTheater=yes +DemandLoad=true +Height=20 +;Palette=City +PrimaryFireFLH=0,0,1566 ; eez a big buildan, no? +DamageFireOffset0=-14,-56 +DamageFireOffset1=62,40 +CanHideThings=true +CanBeHidden=false +OccupyHeight=0 +AddOccupy1=0,-1 +AddOccupy2=-1,0 +AddOccupy3=-1,-1 +AddOccupy4=-2,-2 + +; CAPARS01 destroy animation +[CAPR01DM] +Layer=ground +NewTheater=yes +Rate=300 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +[CACITY01] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 + +[CACITY02] +Foundation=5x4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 + +[CACITY03] +Foundation=3x3 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 + +[CACITY04] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 + +[CANEWY01] +Height=10 +Foundation=4x4 +NewTheater=yes +DemandLoad=true +;Palette=City +DamageFireOffset0=50,56 +MuzzleFlash0=-11,42 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-73,12 +MuzzleFlash2=-8,-47 +MuzzleFlash3=75,15 +MuzzleFlash4=34,3 +MuzzleFlash5=59,-77 +MuzzleFlash6=-50,-50 +MuzzleFlash7=33,5 +MuzzleFlash8=0,90 +MuzzleFlash9=-42,62 +OccupyHeight=6 +AddOccupy1=-3,-5 +AddOccupy2=-4,-5 + +;STATUE OF LIBERTY +[CANEWY04] +Foundation=3x3 +Height=15 +NewTheater=yes +DemandLoad=true +Palette=lib +CanBeHidden=false + +; CANEWY04 destroy animation +[CANY04DM] +Layer=ground +NewTheater=yes +Rate=300 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +[CANEWY05] +Foundation=2x2 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 + +[CASWST01] +Height=13 +Foundation=2x3 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=6,1 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-57,-5 +MuzzleFlash2=26,-60 +MuzzleFlash3=-23,-44 +MuzzleFlash4=-23,13 +MuzzleFlash5=-48,-43 +MuzzleFlash6=29,-2 +MuzzleFlash7=3,-56 +MuzzleFlash8=1,-99 +MuzzleFlash9=-44,89 +CanBeHidden=False +DamageFireOffset0=-34,24 +DamageFireOffset1=1,-83 +OccupyHeight=8 + +[CATECH01] +Height=5 +Foundation=3x3 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=32,14 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-43,40 +MuzzleFlash2=-69,26 +MuzzleFlash3=53,20 +MuzzleFlash4=0,11 +MuzzleFlash5=29,24 +MuzzleFlash6=9,30 +MuzzleFlash7=-29,41 +MuzzleFlash8=6,-26 +MuzzleFlash9=-43,4 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=-2,20 +RemoveOccupy1=0,-2 +RemoveOccupy2=-1,-2 +RemoveOccupy3=-2,-2 + +[CATEXS01] +Height=9 +Foundation=2x2 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=0,26 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=25,-7 +MuzzleFlash2=-26,-44 +MuzzleFlash3=24,-55 +MuzzleFlash4=-26,13 +MuzzleFlash5=2,-69 +MuzzleFlash6=1,-28 +MuzzleFlash7=30,7 +MuzzleFlash8=0,9 +MuzzleFlash9=3,-45 +CanBeHidden=False +DamageFireOffset0=19,10 +DamageFireOffset1=-21,-23 +OccupyHeight=7 +RemoveOccupy1=-5,-5 +RemoveOccupy2=-5,-4 +RemoveOccupy3=-4,-3 + +;THE ALAMO +[CATEXS02] +Height=3 +Foundation=4x4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-55,39 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-27,68 +MuzzleFlash2=-84,40 +MuzzleFlash3=-28,56 +MuzzleFlash4=0,76 +MuzzleFlash5=-83,28 +MuzzleFlash6=-68,33 +MuzzleFlash7=-44,44 +MuzzleFlash8=-6,14 +MuzzleFlash9=-34,16 +OccupyHeight=2 +CanBeHidden=False +DamageFireOffset0=-25,30 +DamageFireOffset1=19,27 +AddOccupy1=-1,0 +AddOccupy2=-1,1 +AddOccupy3=-1,2 + +;European Cottage 1 +[CAEUR1] +Foundation=2x2 +Height=3 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +DamageFireOffset0=19,24 +DamageFireOffset1=-4,-9 +MuzzleFlash0=9,32 +MuzzleFlash1=25,25 +MuzzleFlash2=12,23 + +;European Cottage 2 +[CAEUR2] +Foundation=2x2 +Height=3 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +DamageFireOffset0=20,22 +DamageFireOffset1=1,-7 +MuzzleFlash0=-2,30 +MuzzleFlash1=-11,30 +MuzzleFlash2=-16,19 + +;WHITE HOUSE +[CAWASH01] +Height=4 +Foundation=4x4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=55,69 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-80,31 +MuzzleFlash2=-25,63 +MuzzleFlash3=16,43 +MuzzleFlash4=-63,3 +MuzzleFlash5=4,59 +MuzzleFlash6=78,60 +MuzzleFlash7=12,78 +MuzzleFlash8=-41,31 +MuzzleFlash9=-37,61 +OccupyHeight=3 +CanBeHidden=False +DamageFireOffset0=-22,14 +DamageFireOffset1=55,73 + +; CAWASH01 destroy animation +[CAWS01DM] +Image=CAWS01DM +Layer=ground +NewTheater=yes +Rate=200 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +;Washington Civ Building +[CAWASH05] +Foundation=4x2 +Height=6 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-32,-24 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=54,42 +MuzzleFlash2=10,34 +MuzzleFlash3=92,12 +MuzzleFlash4=52,56 +MuzzleFlash5=12,36 +MuzzleFlash6=94,50 +MuzzleFlash7=-10,24 +MuzzleFlash8=52,18 +MuzzleFlash9=94,38 +DamageFireOffset0=-36,-12 +DamageFireOffset1=110,8 +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 + +;Washington Civ Building +[CAWASH06] +Foundation=4x4 +Height=4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +CanBeHidden=false + +;Washington Civ Building +[CAWASH04] +Foundation=4x4 +Height=5 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=8,43 +MuzzleFlash1=46,27 +MuzzleFlash2=36,76 +MuzzleFlash3=-89,6 +MuzzleFlash4=-64,41 +MuzzleFlash5=-14,43 +MuzzleFlash6=33,60 +MuzzleFlash7=82,6 +MuzzleFlash8=68,41 +MuzzleFlash9=88,31 +DamageFireOffset0=-85,33 +CanBeHidden=false + + +;Washington Civ Building +[CAWASH03] +Height=4 +Foundation=4x3 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-8,48 +MuzzleFlash1=-32,36 +MuzzleFlash2=10,46 +MuzzleFlash3=59,53 +MuzzleFlash4=85,41 +MuzzleFlash5=50,45 +MuzzleFlash6=10,68 +MuzzleFlash7=-23,52 +MuzzleFlash8=-58,35 +MuzzleFlash9=-41,20 +DamageFireOffset0=7,1 +DamageFireOffset1=90,49 +CanBeHidden=false + +;Washington Civ Building +[CAWASH07] +Foundation=3x3 +Height=6 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-64,-18 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-50,18 +MuzzleFlash2=-64,24 +MuzzleFlash3=62,10 +MuzzleFlash4=10,8 +MuzzleFlash5=-38,38 +MuzzleFlash6=-24,2 +MuzzleFlash7=62,-18 +MuzzleFlash8=22,44 +MuzzleFlash9=-12,22 +DamageFireOffset0=-38,4 +DamageFireOffset1=36,-70 +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 +AddOccupy1=-3,-1 +AddOccupy2=-3,-2 + +;Washington Civ Building +[CAWASH11] +Foundation=4x4 +Height=6 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-48,32 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-48,14 +MuzzleFlash2=12,52 +MuzzleFlash3=24,68 +MuzzleFlash4=24,50 +MuzzleFlash5=50,51 +MuzzleFlash6=50,44 +MuzzleFlash7=88,24 +MuzzleFlash8=88,40 +MuzzleFlash9=50,58 +DamageFireOffset0=4,-58 +DamageFireOffset1=90,52 +DamageFireOffset2=2,6 +DamageFireOffset3=30,64 +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 +RemoveOccupy1=-1,2 +RemoveOccupy2=-2,1 + +[CAWSH12] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=11 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=0,-127 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=6,-76 +MuzzleFlash2=-6,32 +MuzzleFlash3=-4,-37 +MuzzleFlash4=10,20 +MuzzleFlash5=8,-45 +MuzzleFlash6=-4,-99 +MuzzleFlash7=8,-2 +MuzzleFlash8=-8,0 +MuzzleFlash9=5,-105 +CanBeHidden=False +OccupyHeight=2 +DamageFireOffset0=0,24 +AddOccupy1=-1,-1 +AddOccupy2=-2,-2 +AddOccupy3=-3,-3 +AddOccupy4=-4,-4 +AddOccupy5=-5,-5 + +; CAWSH12 idle animations +[CAWSH12A] +Image=CAWSH12A +Layer=ground +NewTheater=yes +LoopEnd=5 +LoopCount=-1 +Rate=220 +DemandLoad=true + +; CAWSH12 destroy animation +[CAWSH12D] +Image=CAWSH12D +Layer=ground +NewTheater=yes +Rate=320 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +;Washington Civ Building +[CAWASH08] +Foundation=3x4 +NewTheater=yes +DemandLoad=true +Height=8 +;Palette=City +MuzzleFlash0=-44,-40 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-48,46 +MuzzleFlash2=-12,78 +MuzzleFlash3=32,16 +MuzzleFlash4=-96,54 +MuzzleFlash5=-108,16 +MuzzleFlash6=20,40 +MuzzleFlash7=32,18 +MuzzleFlash8=46,-22 +MuzzleFlash9=-28,-4 +DamageFireOffset0=-64,36 +DamageFireOffset1=64,2 +DamageFireOffset2=-92,-8 +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 + +;Washington Civ Building +[CAWASH09] +Foundation=3x3 +Height=6 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-58,8 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-58,20 +MuzzleFlash2=18,36 +MuzzleFlash3=18,52 +MuzzleFlash4=32,36 +MuzzleFlash5=50,38 +MuzzleFlash6=68,18 +MuzzleFlash7=32,48 +MuzzleFlash8=76,24 +MuzzleFlash9=76,14 +DamageFireOffset0=-28,18 +DamageFireOffset1=62,4 +DamageFireOffset2=-2,-26 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 + +;Washington Civ Building +[CAWASH10] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +MuzzleFlash0=-14,-23 +MuzzleFlash1=10,-18 +MuzzleFlash2=-55,69 +MuzzleFlash3=-32,79 +MuzzleFlash4=45,74 +MuzzleFlash5=0,-15 +MuzzleFlash6=-9,-16 +MuzzleFlash7=66,64 +MuzzleFlash8=16,-22 +MuzzleFlash9=-65,63 +DamageFireOffset0=36,17 +DamageFireOffset1=58,-6 +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 + +;Washington Civ Building +[CAWASH13] +Foundation=3x4 +NewTheater=yes +DemandLoad=true +Height=4 +;Palette=City +MuzzleFlash0=13,35 +MuzzleFlash1=-42,5 +MuzzleFlash2=44,50 +MuzzleFlash3=60,13 +MuzzleFlash4=44,33 +MuzzleFlash5=68,29 +MuzzleFlash6=-48,3 +MuzzleFlash7=-42,25 +MuzzleFlash8=0,28 +MuzzleFlash9=29,49 +DamageFireOffset0=13,-12 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +RemoveOccupy1=-2,1 + +[CAWASH14] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=3 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +CanBeHidden=false + +; CAWSH14 destroy animation +[CAWA14DM] +Layer=ground +NewTheater=yes +Rate=300 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +[CAMIAM02] +Foundation=4x2 +NewTheater=yes +DemandLoad=true +;Palette=City +Height=12 +MuzzleFlash0=-6,-58 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=20,-8 +MuzzleFlash2=-46,-16 +MuzzleFlash3=52,-48 +MuzzleFlash4=70,8 +MuzzleFlash5=86,-78 +MuzzleFlash6=68,20 +MuzzleFlash7=86,-28 +MuzzleFlash8=-48,-54 +MuzzleFlash9=-34,4 +DamageFireOffset0=44,-52 +DamageFireOffset1=-2,46 +CanHideThings=true +CanBeHidden=false +OccupyHeight=7 +RemoveOccupy1=-5,-5 +RemoveOccupy2=-5,-6 +RemoveOccupy3=-5,-4 + +[CAPRS03] +Normalized=yes +Remapable=no +Foundation=6x4 +Height=3 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=11,89 +MuzzleFlash1=104,97 +MuzzleFlash2=-103,39 +MuzzleFlash3=-58,71 +MuzzleFlash4=138,73 +MuzzleFlash5=64,130 +MuzzleFlash6=73,126 +MuzzleFlash7=114,105 +MuzzleFlash8=-66,52 +MuzzleFlash9=-83,50 +DamageFireOffset0=-38,23 +DamageFireOffset1=63,113 + +[CANWY05] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=17 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=46,2 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-70,-2 +MuzzleFlash2=74,12 +MuzzleFlash3=-40,44 +MuzzleFlash4=-12,18 +MuzzleFlash5=44,-18 +MuzzleFlash6=-66,-58 +MuzzleFlash7=74,-28 +MuzzleFlash8=18,68 +MuzzleFlash9=-10,-32 +CanBeHidden=False +OccupyHeight=10 +DamageFireOffset0=0,30 + +[CAEUR04] +Normalized=yes +Remapable=no +Foundation=4x3 +Height=3 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-19,6 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=54,4 +MuzzleFlash2=9,25 +MuzzleFlash3=-27,33 +MuzzleFlash4=28,51 +MuzzleFlash5=-20,8 +MuzzleFlash6=-29,31 +MuzzleFlash7=8,23 +MuzzleFlash8=54,6 +MuzzleFlash9=28,48 +DamageFireOffset0=-56,21 +OccupyHeight=3 +CanHideThings=True +CanBeHidden=False + +[CAUSFGL] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=6 +NewTheater=no +ActiveAnim=CAUSFGL_A +ActiveAnimZAdjust=-100 +DemandLoad=true + +;Guard house +[CAGARD01] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=4 +NewTheater=no +ActiveAnim=CAGRD1_A +ActiveAnimZAdjust=-100 +DemandLoad=true +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=-1,-4 + +; US Flag Idle animations +[CAUSFGL_A] +Image=CAUSFGL_A +Layer=ground +NewTheater=yes +LoopEnd=15 +LoopCount=-1 +;Rate=150 +Rate=250 +DemandLoad=true +Shadow=yes + +; Guard Shack Idle animations +[CAGRD1_A] +Layer=ground +NewTheater=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +;Rate=150 +Rate=220 +DemandLoad=true +Shadow=yes + +[CAFARM01] +Foundation=2x2 +Height=4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=2,32 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=18,24 +MuzzleFlash2=33,17 +MuzzleFlash3=-22,13 +MuzzleFlash4=-26,34 +MuzzleFlash5=-18,36 +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=20,9 + +[CAFARM02] ;Silo +Foundation=1x1 +Height=5 +NewTheater=yes +DemandLoad=true +;Palette=City +CanBeHidden=False +DamageFireOffset0=0,19 +OccupyHeight=4 + +[CAFRMA] +Foundation=2x2 +Height=4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-40,0 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=42,26 +MuzzleFlash2=-33,24 +MuzzleFlash3=-16,31 +MuzzleFlash4=-11,2 +MuzzleFlash5=-47,15 +MuzzleFlash6=12,27 +MuzzleFlash7=-19,6 +MuzzleFlash8=-1,34 +MuzzleFlash9=-8,0 +OccupyHeight=3 +CanBeHidden=False +DamageFireOffset0=-28,28 +AddOccupy1=-1,1 + +[CAFRMB] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=1,1 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=4,4 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +OccupyHeight=2 +CanBeHidden=False +DamageFireOffset0=1,1 + +;Washington Army Tent +[CAARMY01] +Foundation=3x2 +NewTheater=yes +DemandLoad=true +;;Palette=city +MuzzleFlash0=46,46 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=15,49 +MuzzleFlash2=-20,30 +MuzzleFlash3=39,50 +MuzzleFlash4=0,44 +MuzzleFlash5=60,42 +MuzzleFlash6=-13,38 +MuzzleFlash7=25,56 +MuzzleFlash8=54,46 +MuzzleFlash9=-6,43 +CanBeHidden=False + +;Washington Army Tent +[CAARMY02] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;;Palette=city +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 + +;Washington Army Tent +[CAARMY03] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;;Palette=city +MuzzleFlash0=10,16 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,13 +MuzzleFlash2=-15,7 +MuzzleFlash3=18,13 +MuzzleFlash4=-11,11 +MuzzleFlash5=-16,4 +MuzzleFlash6=14,15 +MuzzleFlash7=2,16 +MuzzleFlash8=-9,12 +MuzzleFlash9=22,10 +CanBeHidden=False +DamageFireOffset0=0,9 + +;Washington Army Tent +[CAARMY04] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;;Palette=city +MuzzleFlash0=7,13 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-5,18 +MuzzleFlash2=18,6 +MuzzleFlash3=-16,14 +MuzzleFlash4=12,9 +MuzzleFlash5=0,17 +MuzzleFlash6=-11,17 +MuzzleFlash7=4,15 +MuzzleFlash8=15,7 +MuzzleFlash9=-8,18 +CanBeHidden=False +DamageFireOffset0=0,12 + +[CAKRMW] +Cameo=SBAGICON +Foundation=1x1 +ToOverlay=CAKRMW +DamageLevels=2 +NewTheater=yes +DemandLoad=true + +[CARUFGL] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=8 +NewTheater=no +ActiveAnim=CARUFGL_A +ActiveAnimZAdjust=-100 +DemandLoad=true +OccupyHeight=2 + +[CAFRFGL] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=8 +NewTheater=no +ActiveAnim=CAFRFGL_A +ActiveAnimZAdjust=-100 +DemandLoad=true +OccupyHeight=2 + +[CAIRFGL] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=8 +NewTheater=no +ActiveAnim=CAIRFGL_A +ActiveAnimZAdjust=-100 +DemandLoad=true +OccupyHeight=2 + +[CAPOFGL] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=8 +NewTheater=no +ActiveAnim=CAPOFGL_A +ActiveAnimZAdjust=-100 +DemandLoad=true +OccupyHeight=2 + +; PO Flag Idle animations +[CAPOFGL_A] +Image=CAPOFGL_A +Layer=ground +NewTheater=yes +LoopEnd=15 +LoopCount=-1 +;Rate=150 +Rate=250 +DemandLoad=true +Shadow=yes + +[CACUFGL] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=8 +NewTheater=no +ActiveAnim=CACUFGL_A +ActiveAnimZAdjust=-100 +DemandLoad=true +OccupyHeight=2 + +[CASKFGL] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=8 +NewTheater=no +ActiveAnim=CASKFGL_A +ActiveAnimZAdjust=-100 +DemandLoad=true +OccupyHeight=2 + +[CALBFGL] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=8 +NewTheater=no +ActiveAnim=CALBFGL_A +ActiveAnimZAdjust=-100 +DemandLoad=true +OccupyHeight=2 + +[CAGEFGL] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=8 +NewTheater=no +ActiveAnim=CAGEFGL_A +ActiveAnimZAdjust=-100 +DemandLoad=true +OccupyHeight=2 + +[CAUKFGL] +Normalized=yes +Remapable=no +Foundation=1x1 +Height=8 +NewTheater=no +ActiveAnim=CAUKFGL_A +ActiveAnimZAdjust=-100 +DemandLoad=true +OccupyHeight=2 + +; GE Flag Idle animations +[CAGEFGL_A] +Image=CAGEFGL_A +Layer=ground +NewTheater=yes +LoopEnd=15 +LoopCount=-1 +;Rate=150 +Rate=250 +DemandLoad=true +Shadow=yes + +; UK Flag Idle animations +[CAUKFGL_A] +Image=CAUKFGL_A +Layer=ground +NewTheater=yes +LoopEnd=15 +LoopCount=-1 +;Rate=150 +Rate=250 +DemandLoad=true +Shadow=yes + +; RU Flag Idle animations +[CARUFGL_A] +Image=CARUFGL_A +Layer=ground +NewTheater=yes +LoopEnd=15 +LoopCount=-1 +;Rate=150 +Rate=250 +DemandLoad=true +Shadow=yes + +; FR Flag Idle animations +[CAFRFGL_A] +Image=CAFRFGL_A +Layer=ground +NewTheater=yes +LoopEnd=15 +LoopCount=-1 +;Rate=150 +Rate=250 +DemandLoad=true +Shadow=yes + +; IR Flag Idle animations +[CAIRFGL_A] +Image=CAIRFGL_A +Layer=ground +NewTheater=yes +LoopEnd=15 +LoopCount=-1 +;Rate=150 +Rate=250 +DemandLoad=true +Shadow=yes + + ; CU Flag Idle animations +[CACUFGL_A] +Image=CACUFGL_A +Layer=ground +NewTheater=yes +LoopEnd=15 +LoopCount=-1 +;Rate=150 +Rate=250 +DemandLoad=true +Shadow=yes + +; SK Flag Idle animations +[CASKFGL_A] +Image=CASKFGL_A +Layer=ground +NewTheater=yes +LoopEnd=15 +LoopCount=-1 +;Rate=150 +Rate=250 +DemandLoad=true +Shadow=yes + +; LB Flag Idle animations +[CALBFGL_A] +Image=CALBFGL_A +Layer=ground +NewTheater=yes +LoopEnd=15 +LoopCount=-1 +;Rate=150 +Rate=250 +DemandLoad=true +Shadow=yes + +; Arizona Memorial +[CAMIAM08] +Foundation=3x1 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +DamageFireOffset0=62,40 +CanHideThings=true +CanBeHidden=false + +[CALIT01E] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CALIT01N] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CALIT01S] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CALIT01W] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CALIT03S] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CALIT03W] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CALIT03E] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CALIT03N] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CALIT02R] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CALIT02L] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +;American House 01 +[CAHSE01] +Foundation=3x2 +NewTheater=yes +DemandLoad=true +Height=4 +;Palette=City +MuzzleFlash0=-30,26 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=40,34 +MuzzleFlash2=24,-4 +MuzzleFlash3=-4,30 +MuzzleFlash4=10,45 +DamageFireOffset0=-2,-10 +DamageFireOffset1=30,30 +CanHideThings=true +CanBeHidden=false +OccupyHeight=2 +AddOccupy1=0,-1 +AddOccupy2=-1,-1 +AddOccupy3=-1,0 + +;Water Tower +[CAWT01] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +Height=5 +;Palette=City +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=9,-34 + +;Twin Silos +[CATS01] +Foundation=2x2 +NewTheater=yes +DemandLoad=true +Height=3 +CanHideThings=true +OccupyHeight=3 +;RemoveOccupy1=-1,0 +;RemoveOccupy2=-1,-1 +;RemoveOccupy3=0,-1 +CanBeHidden=False +DamageFireOffset0=30,19 +;Palette=City + +;Barn 02 +[CABARN02] +Foundation=2x2 +NewTheater=yes +DemandLoad=true +Height=3 +;Palette=City +MuzzleFlash0=-28,8 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-40,24 +MuzzleFlash2=32,20 +MuzzleFlash3=12,32 +MuzzleFlash4=-18,34 +DamageFireOffset0=16,-2 + +;Washington Civ Building +[CAWA2A] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-12,79 +MuzzleFlash1=11,85 +MuzzleFlash2=11,96 +MuzzleFlash3=-12,90 +MuzzleFlash4=-5,77 +MuzzleFlash5=18,82 +MuzzleFlash6=2,75 +MuzzleFlash7=3,86 +MuzzleFlash8=-4,88 +MuzzleFlash9=18,94 +DamageFireOffset0=-103,52 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +RemoveOccupy1=0,-1 +RemoveOccupy2=1,-1 +RemoveOccupy3=2,-1 +RemoveOccupy4=3,-1 + +;Washington Civ Building +[CAWA2B] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-23,65 +MuzzleFlash1=7,47 +MuzzleFlash2=-64,40 +MuzzleFlash3=-45,72 +MuzzleFlash4=99,23 +MuzzleFlash5=66,59 +MuzzleFlash6=27,68 +MuzzleFlash7=-16,75 +MuzzleFlash8=-102,34 +MuzzleFlash9=-64,52 +DamageFireOffset0=-35,58 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +RemoveOccupy1=3,0 +RemoveOccupy2=3,1 +RemoveOccupy3=3,2 +RemoveOccupy4=3,3 +RemoveOccupy5=2,3 +RemoveOccupy6=1,3 +RemoveOccupy7=0,3 + +;Washington Civ Building +[CAWA2C] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-46,59 +MuzzleFlash1=-21,60 +MuzzleFlash2=-22,83 +MuzzleFlash3=-39,74 +MuzzleFlash4=0,86 +MuzzleFlash5=-11,92 +MuzzleFlash6=6,102 +MuzzleFlash7=-34,65 +MuzzleFlash8=-27,80 +MuzzleFlash9=-5,90 +DamageFireOffset0=35,8 +DamageFireOffset1=32,86 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +RemoveOccupy1=-1,0 +RemoveOccupy2=-1,1 +RemoveOccupy3=-1,2 +RemoveOccupy4=-1,3 +RemoveOccupy5=0,3 + +;Washington Civ Building +[CAWA2D] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-21,76 +MuzzleFlash1=-4,86 +MuzzleFlash2=12,76 +MuzzleFlash3=12,87 +MuzzleFlash4=-19,96 +MuzzleFlash5=-22,102 +MuzzleFlash6=-13,85 +MuzzleFlash7=-21,88 +MuzzleFlash8=4,87 +MuzzleFlash9=-86,40 +DamageFireOffset0=39,51 +DamageFireOffset1=74,68 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +RemoveOccupy1=-1,-1 + +[CAMEX01] +Normalized=yes +Remapable=no +Foundation=3x2 +Height=9 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +;MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +;MuzzleFlash1=10,10 +;MuzzleFlash2=0,5 +;MuzzleFlash3=20,-10 +;MuzzleFlash4=-10,5 +;MuzzleFlash5=0,20 +;MuzzleFlash6=10,15 +;MuzzleFlash7=-20,30 +;MuzzleFlash8=5,35 +;MuzzleFlash9=35,-5 +;PrimaryFirePixelOffset=-6,-60 +PrimaryFirePixelOffset=0,-80 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=-10,16 +RemoveOccupy1=0,-2 +RemoveOccupy2=-2,-1 +RemoveOccupy3=-1,-2 +RemoveOccupy4=1,-1 +AddOccupy1=-3,-3 + + +;Russian Kremlin Tower Large +[CARUS02A] +Height=11 +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +OccupyHeight=6 + +;Russian Kremlin Tower Small +[CARUS02B] +Height=8 +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +OccupyHeight=5 + +;Russian Kremlin Wall North +[CARUS02C] +Height=1 +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +;Russian Kremlin Wall East +[CARUS02D] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +;Russian Kremlin Wall South +[CARUS02E] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +;Russian Kremlin Wall West +[CARUS02F] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CANEWY06] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=15 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-30,-161 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=64,7 +MuzzleFlash2=-21,-37 +MuzzleFlash3=-8,43 +MuzzleFlash4=-29,-94 +MuzzleFlash5=24,-72 +MuzzleFlash6=-70,20 +MuzzleFlash7=25,-142 +MuzzleFlash8=30,53 +MuzzleFlash9=-44,31 +CanBeHidden=False +OccupyHeight=9 +DamageFireOffset0=52,35 +;DamageFireOffset1=-6,-151 +AddOccupy1=2,-1 +AddOccupy2=1,-2 + +[CANEWY07] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=12 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-43,33 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=74,21 +MuzzleFlash2=-2,-26 +MuzzleFlash3=-1,43 +MuzzleFlash4=54,-31 +MuzzleFlash5=-55,-19 +MuzzleFlash6=-69,4 +MuzzleFlash7=34,-8 +MuzzleFlash8=39,21 +MuzzleFlash9=-29,-24 +CanBeHidden=False +OccupyHeight=6 +DamageFireOffset0=35,-10 +DamageFireOffset1=-54,6 +AddOccupy1=-4,-5 +AddOccupy2=-5,-5 +AddOccupy3=-6,-6 +AddOccupy4=-5,-4 +AddOccupy5=2,-1 +AddOccupy6=1,-2 + +[CANEWY08] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=12 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=33,-23 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=6,43 +MuzzleFlash2=-59,12 +MuzzleFlash3=55,14 +MuzzleFlash4=-21,-36 +MuzzleFlash5=25,42 +MuzzleFlash6=-24,-8 +MuzzleFlash7=31,43 +MuzzleFlash8=0,28 +MuzzleFlash9=24,-2 +OccupyHeight=8 +CanBeHidden=False +DamageFireOffset0=58,21 +DamageFireOffset1=-37,-33 +AddOccupy1=2,-1 +AddOccupy2=1,-2 +AddOccupy3=-1,2 +AddOccupy4=-2,1 +RemoveOccupy1=-4,-6 +RemoveOccupy2=-6,-4 + +[CAPARS02] +Normalized=yes +Remapable=no +Foundation=6x4 +Height=12 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-43,64 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-58,-7 +MuzzleFlash2=78,14 +MuzzleFlash3=83,69 +MuzzleFlash4=-59,17 +MuzzleFlash5=-19,63 +MuzzleFlash6=33,60 +MuzzleFlash7=-28,-40 +MuzzleFlash8=-6,55 +MuzzleFlash9=-58,-44 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=-49,20 +DamageFireOffset1=20,13 +RemoveOccupy1=4,-1 +RemoveOccupy2=3,-2 +RemoveOccupy3=2,-2 +RemoveOccupy4=-1,-2 +AddOccupy1=-3,-2 +AddOccupy2=-3,-1 +AddOccupy3=-3,0 +AddOccupy4=-4,-2 +AddOccupy5=-4,-3 + +[CAPARS08] +Normalized=yes +Remapable=no +Foundation=6x4 +Height=10 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=67,71 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-95,38 +MuzzleFlash2=-27,-40 +MuzzleFlash3=106,26 +MuzzleFlash4=-25,32 +MuzzleFlash5=-46,-41 +MuzzleFlash6=-70,36 +MuzzleFlash7=-15,80 +MuzzleFlash8=104,60 +MuzzleFlash9=27,-12 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=20,24 +DamageFireOffset1=-56,7 +AddOccupy1=-3,-2 +AddOccupy2=-3,-1 +AddOccupy3=-3,0 +AddOccupy4=-1,3 +AddOccupy5=-4,-3 +RemoveOccupy1=4,-1 +RemoveOccupy2=3,-2 +RemoveOccupy3=0,-20 + +[CAPARS09] +Normalized=yes +Remapable=no +Foundation=6x4 +Height=6 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-96,36 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=72,100 +MuzzleFlash2=127,28 +MuzzleFlash3=-21,74 +MuzzleFlash4=145,76 +MuzzleFlash5=-19,-45 +MuzzleFlash6=-6,-7 +MuzzleFlash7=-55,43 +MuzzleFlash8=115,91 +MuzzleFlash9=53,124 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=-65,30 +DamageFireOffset1=75,98 + +[CARUS03] +Normalized=yes +Remapable=no +Foundation=2x5 +Height=9 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CARUS03A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-5,15 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-44,-15 +MuzzleFlash2=-115,50 +MuzzleFlash3=-72,36 +MuzzleFlash4=-66,-41 +MuzzleFlash5=-109,25 +MuzzleFlash6=-29,-14 +MuzzleFlash7=-56,40 +MuzzleFlash8=-16,-26 +MuzzleFlash9=-131,31 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-60,55 +DamageFireOffset1=15,-11 +AddOccupy1=-1,4 +AddOccupy2=-2,3 +AddOccupy3=-4,-2 +RemoveOccupy1=-2,-3 +RemoveOccupy2=-3,-3 + +[CANEWY10] +Foundation=3x2 +Height=14 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-24,-70 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-24,-114 +MuzzleFlash2=44,-88 +MuzzleFlash3=64,-40 +MuzzleFlash4=44,-6 +MuzzleFlash5=12,-28 +MuzzleFlash6=-24,-34 +MuzzleFlash7=64,-28 +MuzzleFlash8=12,-76 +MuzzleFlash9=44,-68 +DamageFireOffset0=-36,-88 +DamageFireOffset1=-12,-142 +DamageFireOffset2=64,-98 +CanHideThings=true +CanBeHidden=false +OccupyHeight=7 +AddOccupy1=-4,-6 +AddOccupy2=-5,-6 +AddOccupy3=-6,-6 +AddOccupy4=-6,-5 + +;New York Civ Building +[CANEWY11] +Foundation=3x2 +Height=10 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-32,-70 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,-26 +MuzzleFlash2=-32,-36 +MuzzleFlash3=18,-44 +MuzzleFlash4=44,-40 +MuzzleFlash5=64,-16 +MuzzleFlash6=44,-6 +MuzzleFlash7=-18,20 +MuzzleFlash8=64,-50 +MuzzleFlash9=64,34 +DamageFireOffset0=24,-42 +DamageFireOffset1=-34,-48 +CanHideThings=true +CanBeHidden=false +OccupyHeight=5 +AddOccupy1=-2,-4 +AddOccupy2=-3,-4 +AddOccupy3=-4,-4 +AddOccupy4=-4,-3 + +;New York Civ Building +[CANEWY12] +Foundation=2x3 +Height=10 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-66,-48 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-48,6 +MuzzleFlash2=-14,-28 +MuzzleFlash3=22,-32 +MuzzleFlash4=-14,22 +MuzzleFlash5=-46,18 +MuzzleFlash6=30,-68 +MuzzleFlash7=-48,18 +MuzzleFlash8=-20,-44 +MuzzleFlash9=-14,-26 +DamageFireOffset0=28,-72 +DamageFireOffset1=-38,-4 +CanHideThings=true +CanBeHidden=false +OccupyHeight=5 +AddOccupy1=-3,-4 +AddOccupy2=-4,-4 +AddOccupy3=-4,-3 + +;New York Civ Building +[CANEWY13] +Foundation=3x3 +Height=13 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=56,-70 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-12,-22 +MuzzleFlash2=-58,-18 +MuzzleFlash3=-12,-74 +MuzzleFlash4=-14,28 +MuzzleFlash5=56,-6 +MuzzleFlash6=56,-108 +MuzzleFlash7=-14,16 +MuzzleFlash8=12,30 +MuzzleFlash9=-56,8 +DamageFireOffset0=55,-94 +DamageFireOffset1=-44,-44 +CanHideThings=true +CanBeHidden=false +OccupyHeight=8 +RemoveOccupy1=-4,-6 +RemoveOccupy2=-5,-6 +RemoveOccupy3=-6,-4 +RemoveOccupy4=-6,-5 +RemoveOccupy5=-6,-6 + +;New York Civ Building +[CANEWY14] +Foundation=3x3 +Height=13 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=56,-70 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-12,-22 +MuzzleFlash2=-58,-18 +MuzzleFlash3=-12,-74 +MuzzleFlash4=-14,28 +MuzzleFlash5=56,-6 +MuzzleFlash6=56,-108 +MuzzleFlash7=-14,16 +MuzzleFlash8=12,30 +MuzzleFlash9=-56,8 +DamageFireOffset0=46,-92 +DamageFireOffset1=-44,-44 +CanHideThings=true +CanBeHidden=false +OccupyHeight=8 +RemoveOccupy1=-4,-6 +RemoveOccupy2=-5,-6 +RemoveOccupy3=-6,-4 +RemoveOccupy4=-6,-5 +RemoveOccupy5=-6,-6 + +;New York Civ Building +[CANEWY15] +Foundation=3x3 +Height=10 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-60,-32 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-14,-34 +MuzzleFlash2=56,-30 +MuzzleFlash3=40,16 +MuzzleFlash4=-18,28 +MuzzleFlash5=-58,-4 +MuzzleFlash6=10,30 +MuzzleFlash7=32,-6 +MuzzleFlash8=54,22 +MuzzleFlash9=-16,-18 +DamageFireOffset0=-32,-92 +DamageFireOffset1=-48,-45 +CanHideThings=true +CanBeHidden=false +OccupyHeight=6 + +;New York Civ Building +[CANEWY16] +Foundation=2x2 +Height=14 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-30,-94 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-32,-60 +MuzzleFlash2=14,-42 +MuzzleFlash3=38,-18 +MuzzleFlash4=40,-124 +MuzzleFlash5=40,-66 +MuzzleFlash6=-44,-42 +MuzzleFlash7=-30,0 +MuzzleFlash8=14,-112 +MuzzleFlash9=38,-66 +DamageFireOffset0=16,-166 +DamageFireOffset1=-26,-66 +DamageFireOffset2=20,-42 +CanHideThings=true +CanBeHidden=false +OccupyHeight=9 +RemoveOccupy1=-6,-7 +RemoveOccupy2=-7,-6 +RemoveOccupy3=-7,-7 + +;New York Civ Building +[CANEWY17] +Foundation=2x2 +Height=7 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-44,-8 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=30,-2 +MuzzleFlash2=14,34 +MuzzleFlash3=-32,-14 +MuzzleFlash4=28,-2 +MuzzleFlash5=-20,34 +MuzzleFlash6=26,30 +MuzzleFlash7=32,-2 +MuzzleFlash8=44,8 +MuzzleFlash9=-18,34 +DamageFireOffset0=36,-52 +DamageFireOffset1=-24,-4 +CanHideThings=true +CanBeHidden=false +OccupyHeight=6 +RemoveOccupy1=-3,-4 +RemoveOccupy2=-4,-3 +RemoveOccupy3=-4,-4 + +;New York Civ Building +[CANEWY18] +Foundation=2x2 +Height=8 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-30,-14 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=28,-4 +MuzzleFlash2=42,-44 +MuzzleFlash3=-42,-8 +MuzzleFlash4=30,-2 +MuzzleFlash5=-42,-10 +MuzzleFlash6=30,-4 +MuzzleFlash7=-28,-38 +MuzzleFlash8=-42,-22 +MuzzleFlash9=42,-8 +DamageFireOffset0=25,-43 +CanHideThings=true +CanBeHidden=false +OccupyHeight=6 +RemoveOccupy1=-3,-4 +RemoveOccupy2=-4,-3 +RemoveOccupy3=-4,-4 + +;Drive In Movie Theatre Screen +[CAMOV01] +Foundation=1x4 +Height=6 +NewTheater=yes +DemandLoad=true +;Palette=City +ActiveAnim=CAMOV01_A +ActiveAnimDamaged=CAMOV01_AD +ActiveAnimZAdjust=-60 +ActiveAnimYSort=724 +;ActiveAnimPowered=yes +DamageFireOffset0=-85,-2 +DamageFireOffset1=-4,-56 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +AddOccupy1=-2,0 +AddOccupy2=-2,1 +AddOccupy3=-2,-1 +AddOccupy4=-2,-2 + +[CAMOV01_A] +;Image=CAMOV01_A +NewTheater=yes +Normalized=yes +LoopStart=0 +LoopEnd=30 +LoopCount=-1 +Rate=220 +Layer=ground +Shadow=yes +DemandLoad=true + +[CAMOV01_AD] +Image=CAMOV01_A +;NewTheater=yes +Normalized=yes +Start=31 +LoopStart=31 +LoopEnd=61 +LoopCount=-1 +Rate=200 +Layer=ground +Shadow=yes +DemandLoad=true + +;Drive In Movie Concession Stand +[CAMOV02] +Foundation=2x2 +Height=4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=14,41 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-17,35 +MuzzleFlash2=-3,40 +MuzzleFlash3=-33,25 +MuzzleFlash4=25,36 +ActiveAnim=CAMOV02_A +ActiveAnimDamaged=CAMOV02_AD +ActiveAnimZAdjust=-200 +ActiveAnimYSort=362 +;ActiveAnimPowered=yes +DamageFireOffset0=23,18 +DamageFireOffset1=-29,14 +CanHideThings=true +CanBeHidden=false +OccupyHeight=0 + +[CAMOV02_A] +;Image=CAMOV02_A +NewTheater=yes +Normalized=yes +LoopStart=0 +LoopEnd=2 +LoopCount=-1 +Rate=100 +Layer=ground +Shadow=yes +DemandLoad=true + +[CAMOV02_AD] +Image=CAMOV02_A +;NewTheater=yes +Normalized=yes +Start=2 +LoopStart=2 +LoopEnd=4 +LoopCount=-1 +Rate=100 +Layer=ground +Shadow=yes +DemandLoad=true + +;Paris Civ Building +[CAPARS04] +Foundation=3x3 +Height=6 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-64,28 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-48,18 +MuzzleFlash2=-8,14 +MuzzleFlash3=-68,-16 +MuzzleFlash4=-42,-4 +MuzzleFlash5=24,24 +MuzzleFlash6=48,46 +MuzzleFlash7=-72,38 +MuzzleFlash8=-14,68 +MuzzleFlash9=4,68 +DamageFireOffset0=-24,-20 +DamageFireOffset1=24,22 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +AddOccupy1=-2,0 +AddOccupy2=-2,-1 +AddOccupy3=-1,-2 +AddOccupy4=0,-2 + +;Paris Civ Building +[CAPARS05] +Foundation=3x3 +Height=7 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-64,28 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-48,18 +MuzzleFlash2=-8,14 +MuzzleFlash3=-68,-16 +MuzzleFlash4=-42,-4 +MuzzleFlash5=24,24 +MuzzleFlash6=48,46 +MuzzleFlash7=-72,38 +MuzzleFlash8=-14,68 +MuzzleFlash9=4,68 +DamageFireOffset0=-24,-20 +DamageFireOffset1=54,-12 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +AddOccupy1=-2,0 +AddOccupy2=-2,-1 +AddOccupy3=-1,-2 +AddOccupy4=0,-2 + +;Paris Civ Building +[CAPARS06] +Foundation=3x3 +Height=5 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-16,2 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-30,24 +MuzzleFlash2=64,-16 +MuzzleFlash3=30,0 +MuzzleFlash4=-8,66 +MuzzleFlash5=18,30 +MuzzleFlash6=68,38 +MuzzleFlash7=60,28 +MuzzleFlash8=42,18 +MuzzleFlash9=18,48 +DamageFireOffset0=30,-24 +DamageFireOffset1=40,50 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +AddOccupy1=-2,0 +AddOccupy2=-2,-1 +AddOccupy3=-1,-2 +AddOccupy4=0,-2 + +;Paris Civ Building +[CAPARS07] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City +CanBeHidden=false + +[CAWASH15] +Normalized=yes +Remapable=no +Foundation=3x4 +Height=4 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +CanBeHidden=false + +; CAWASH15 destroy animation +[CAWA15DM] +Layer=ground +NewTheater=yes +Rate=300 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +[CAPARS10] +Normalized=yes +Remapable=no +Foundation=4x3 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-29,40 +DamageFireOffset1=85,48 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +RemoveOccupy1=-3,-3 +RemoveOccupy2=-3,-1 + +[CAPARS13] +Normalized=yes +Remapable=no +Foundation=3x4 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-78,-10 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=6,40 +MuzzleFlash2=-81,57 +MuzzleFlash3=43,-6 +MuzzleFlash4=-39,67 +MuzzleFlash5=-1,-21 +MuzzleFlash6=-45,17 +MuzzleFlash7=-96,3 +MuzzleFlash8=-8,32 +MuzzleFlash9=31,-36 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=23,36 +DamageFireOffset1=-90,4 +AddOccupy1=-1,3 +AddOccupy2=-2,2 +RemoveOccupy1=-1,-3 +RemoveOccupy2=-3,-3 + +[CAPARS14] +Normalized=yes +Remapable=no +Foundation=4x3 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=82,-7 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-3,41 +MuzzleFlash2=-27,-34 +MuzzleFlash3=66,51 +MuzzleFlash4=29,8 +MuzzleFlash5=43,68 +MuzzleFlash6=99,21 +MuzzleFlash7=-41,6 +MuzzleFlash8=15,54 +MuzzleFlash9=5,-19 +CanBeHidden=False +OccupyHeight=5 +AddOccupy1=3,-1 +AddOccupy2=2,-2 +DamageFireOffset0=26,74 +DamageFireOffset1=5,-19 + +[CAGAS01] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=4 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=53,31 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-42,32 +MuzzleFlash2=-7,23 +MuzzleFlash3=27,33 +MuzzleFlash4=12,61 +MuzzleFlash5=6,22 +MuzzleFlash6=-53,38 +MuzzleFlash7=61,30 +MuzzleFlash8=-24,18 +MuzzleFlash9=41,44 +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=-5,28 + +[CAPARS11] +Normalized=yes +Remapable=no +Foundation=3x4 +Height=10 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CARUS03A +;ActiveAnimZAdjust=-100 +DemandLoad=true +DamageFireOffset0=10,66 +DamageFireOffset1=-68,-38 +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 +AddOccupy1=-3,-1 +AddOccupy2=-3,-2 +AddOccupy3=-2,-3 +RemoveOccupy1=-1,2 +RemoveOccupy2=-2,1 +RemoveOccupy3=1,-1 +RemoveOccupy4=0,-2 + +; CAPR11DM destroy animation +[CAPR11DM] +Image=CAPR11DM +NewTheater=yes +Rate=320 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +[CAPARS12] +Normalized=yes +Remapable=no +Foundation=3x5 +Height=6 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CARUS03A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-76,53 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-10,38 +MuzzleFlash2=54,-24 +MuzzleFlash3=29,24 +MuzzleFlash4=-45,58 +MuzzleFlash5=4,15 +MuzzleFlash6=-72,72 +MuzzleFlash7=8,-38 +MuzzleFlash8=24,25 +MuzzleFlash9=-41,40 +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=19,31 +damageFireOffset1=-43,25 +RemoveOccupy1=-2,0 +RemoveOccupy2=-2,1 +RemoveOccupy3=-2,2 +RemoveOccupy4=-2,-1 +RemoveOccupy5=-1,3 +RemoveOccupy6=-1,2 + +; CAPARS12D destroy animation +[CAPARS12D] +Image=CAPARS12D +NewTheater=yes +Rate=320 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +;Lighthouse +[CAFARM06] +Foundation=2x2 +Height=10 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-6,-98 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-8,-50 +MuzzleFlash2=-16,-4 +MuzzleFlash3=6,-98 +MuzzleFlash4=8,-22 +MuzzleFlash5=40,32 +MuzzleFlash6=-20,32 +DamageFireOffset0=8,-48 +DamageFireOffset1=22,0 +OccupyHeight=0 +AddOccupy1=-1,-1 +AddOccupy2=-2,-2 +AddOccupy3=-3,-3 +AddOccupy4=-4,-4 +CanBeHidden=false + +;Lifeguard Hut +[CAMIAM04] +Foundation=1x1 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=3,-3 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=6,-4 +MuzzleFlash2=-6,-1 +DamageFireOffset0=-5,0 +DamageFireOffset1=-17,15 +CanHideThings=true +CanBeHidden=false +OccupyHeight=0 + +;Psychic Beacon +[NAPSYB] +Remapable=yes +Normalized=yes +Height=8 +Cameo=PSYBICON +Foundation=2x2 +Buildup=NAPSYBMK +DemandLoadBuildup=true +FreeBuildup=true +ActiveAnim=NAPSYB_A +ActiveAnimDamaged=NAPSYB_AD +ActiveAnimZAdjust=-75 +ActiveAnimYSort=100 +CanBeHidden-False +OccupyHeight=3 +RemoveOccupy1=0,-1 +RemoveOccupy2=-1,0 +DamageFireOffset0=-12,34 + +[NAPSYB_A] +Image=NAPSYB_A +NewTheater=yes +Normalized=yes +LoopStart=0 +LoopEnd=14 +LoopCount=-1 +Rate=220 +Layer=ground +Shadow=yes +DemandLoad=true + +[NAPSYB_AD] +Image=NAPSYB_A +;NewTheater=yes +Normalized=yes +Start=15 +LoopStart=15 +LoopEnd=29 +LoopCount=-1 +Rate=220 +Layer=ground +Shadow=yes +DemandLoad=true + +;Psychic Amplifier +[NAPSYA] +Foundation=4x4 +Height=10 +NewTheater=yes +DemandLoad=true +;Palette=City +ActiveAnim=NAPSYA_A +ActiveAnimDamaged=NAPSYA_AD +ActiveAnimZAdjust=-60 +;ActiveAnimYSort=724 +ActiveAnimPowered=yes +DamageFireOffset0=-20,44 +DamageFireOffset1=-74,64 +CanHideThings=true +CanBeHidden=false +OccupyHeight=0 +AddOccupy1=-1,-1 + +[NAPSYA_A] +;Image=NAPSYA_A +NewTheater=yes +Normalized=yes +LoopStart=0 +LoopEnd=13 +LoopCount=-1 +Rate=220 +Layer=ground +Shadow=yes +DemandLoad=true + +[NAPSYA_AD] +Image=NAPSYA_A +;NewTheater=yes +Normalized=yes +Start=14 +LoopStart=14 +LoopEnd=27 +LoopCount=-1 +Rate=200 +Layer=ground +Shadow=yes +DemandLoad=true + +[CAIND01] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-109,42 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=50,68 +MuzzleFlash2=18,-17 +MuzzleFlash3=-16,86 +MuzzleFlash4=-16,25 +MuzzleFlash5=33,11 +MuzzleFlash6=45,-42 +MuzzleFlash7=-62,64 +MuzzleFlash8=22,84 +MuzzleFlash9=4,38 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=11,-25 +DamageFireOffset1=-78,56 +AddOccupy1=-1,3 +RemoveOccupy1=0,-3 +RemoveOccupy2=-3,-1 +RemoveOccupy3=-3,0 +RemoveOccupy4=-2,0 +RemoveOccupy5=0,-3 + +[CACOLO01] +Normalized=yes +Remapable=no +Foundation=5x3 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +CanBeHidden=False +OccupyHeight=4 +RemoveOccupy1=3,-1 +RemoveOccupy2=2,-2 +DamageFireOffset0=48,82 +AddOccupy1=-3,-2 + +[CANWY09] +Normalized=yes +Remapable=no +Foundation=2x3 +Height=15 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-3,-92 +MuzzleFlash1=-15,-61 +MuzzleFlash2=20,-2 +MuzzleFlash3=3,-161 +MuzzleFlash4=31,-73 +MuzzleFlash5=15,-37 +MuzzleFlash6=-19,41 +MuzzleFlash7=-37,-41 +MuzzleFlash8=-35,-145 +MuzzleFlash9=26,-168 +DamageFireOffset0=11,-64 +CanHideThings=true +CanBeHidden=false +OccupyHeight=8 +RemoveOccupy1=-6,-4 + +[CANWY22] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=7 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=7,21 +MuzzleFlash1=-1,52 +MuzzleFlash2=32,44 +MuzzleFlash3=-41,-19 +MuzzleFlash4=29,-7 +MuzzleFlash5=48,15 +MuzzleFlash6=-23,5 +MuzzleFlash7=-48,29 +MuzzleFlash8=-26,35 +MuzzleFlash9=-17,-23 +DamageFireOffset0=31,15 +DamageFireOffset1=-3,9 +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 + +[CANWY23] +Normalized=yes +Remapable=no +Foundation=3x2 +Height=14 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-38,-17 +MuzzleFlash1=10,-18 +MuzzleFlash2=4,70 +MuzzleFlash3=-25,-150 +MuzzleFlash4=27,-99 +MuzzleFlash5=60,-44 +MuzzleFlash6=10,18 +MuzzleFlash7=71,17 +MuzzleFlash8=-5,-53 +MuzzleFlash9=51,-110 +DamageFireOffset0=38,-94 +DamageFireOffset1=-41,5 +CanHideThings=true +CanBeHidden=false +OccupyHeight=8 + +[CANWY24] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=11 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-57,-26 +MuzzleFlash1=-15,37 +MuzzleFlash2=28,36 +MuzzleFlash3=-10,-62 +MuzzleFlash4=-34,-73 +MuzzleFlash5=-11,-51 +MuzzleFlash6=32,-51 +MuzzleFlash7=38,-14 +MuzzleFlash8=12,-111 +MuzzleFlash9=41,-103 +DamageFireOffset0=53,4 +CanHideThings=true +CanBeHidden=false +OccupyHeight=6 + +[CANWY25] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=7 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=38,-9 +MuzzleFlash1=-11,-6 +MuzzleFlash2=-45,44 +MuzzleFlash3=-3,26 +MuzzleFlash4=-45,-29 +MuzzleFlash5=18,36 +MuzzleFlash6=61,-10 +MuzzleFlash7=61,32 +MuzzleFlash8=-43,-7 +MuzzleFlash9=-15,47 +DamageFireOffset0=57,36 +DamageFireOffset1=8,57 +CanHideThings=true +CanBeHidden=false +OccupyHeight=5 + +[CANWY26] +Normalized=yes +Remapable=no +Foundation=5x3 +Height=11 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=41,-50 +MuzzleFlash1=46,45 +MuzzleFlash2=67,13 +MuzzleFlash3=102,-42 +MuzzleFlash4=41,66 +MuzzleFlash5=-6,10 +MuzzleFlash6=-42,-85 +MuzzleFlash7=-34,2 +MuzzleFlash8=-31,55 +MuzzleFlash9=20,0 +DamageFireOffset0=100,-53 +DamageFireOffset0-37,33 +CanHideThings=true +CanBeHidden=false +OccupyHeight=7 + +[CATEXS03] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=10 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-36,-1 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=77,-21 +MuzzleFlash2=42,-4 +MuzzleFlash3=37,45 +MuzzleFlash4=-77,-53 +MuzzleFlash5=72,-68 +MuzzleFlash6=-7,46 +MuzzleFlash7=30,-59 +MuzzleFlash8=-29,49 +MuzzleFlash9=-78,-4 +OccupyHeight=7 +CanBeHidden=False +DamageFireOffset0=-12,-23 +DamageFireOffset1=46,13 +AddOccupy1=2,-1 +AddOccupy2=1,-2 +AddOccupy3=0,-3 +AddOccupy4=-1,-4 +AddOccupy5=-1,2 +AddOccupy6=-2,1 +AddOccupy7=-3,0 +AddOccupy8=-4,-1 +RemoveOccupy1=-5,-4 +RemoveOccupy2=-5,-5 + +[CATEXS04] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=11 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-8,46 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=68,29 +MuzzleFlash2=11,-38 +MuzzleFlash3=-76,-19 +MuzzleFlash4=77,-37 +MuzzleFlash5=17,24 +MuzzleFlash6=-48,39 +MuzzleFlash7=-9,-37 +MuzzleFlash8=-41,-53 +MuzzleFlash9=37,-34 +OccupyHeight=7 +CanBeHidden=False +DamageFireOffset0=27,-25 +DamageFireOffset1=-21,6 +AddOccupy1=2,-1 +AddOccupy2=1,-2 +AddOccupy3=0,-3 +AddOccupy4=-1,-4 +AddOccupy5=-1,2 +AddOccupy6=-2,1 +AddOccupy7=-3,0 +AddOccupy8=-4,-1 +RemoveOccupy1=-3,-5 +RemoveOccupy2=-5,-5 +RemoveOccupy3=-4,-5 + +[CATEXS05] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=10 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-19,-9 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=75,11 +MuzzleFlash2=-38,45 +MuzzleFlash3=-19,-43 +MuzzleFlash4=-65,7 +MuzzleFlash5=36,45 +MuzzleFlash6=46,-20 +MuzzleFlash7=-39,-55 +MuzzleFlash8=38,-91 +MuzzleFlash9=-18,-82 +OccupyHeight=7 +CanBeHidden=False +DamageFireOffset0=5,34 +DamageFireOffset1=68,-19 +AddOccupy1=2,-1 +AddOccupy2=1,-2 +AddOccupy3=0,-3 +AddOccupy4=-1,-4 +AddOccupy5=-1,2 +RemoveOccupy1=-3,-5 +RemoveOccupy2=-5,-5 +RemoveOccupy3=-5,-4 +RemoveOccupy4=-5,-3 +RemoveOccupy5=-4,-2 + +;Russian Kremlin Clock Tower +[CARUS02G] +Height=11 +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +OccupyHeight=7 + +[CACHIG04] +Normalized=yes +Remapable=no +Foundation=2x2 +Height=13 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CARUS03A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-25,4 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=35,10 +MuzzleFlash2=38,-27 +MuzzleFlash3=4,24 +MuzzleFlash4=-36,-18 +MuzzleFlash5=-7,32 +MuzzleFlash6=14,-42 +MuzzleFlash7=-25,-49 +MuzzleFlash8=4,-30 +MuzzleFlash9=28,-4 +CanBeHidden=False +DamageFireOffset0=-26,8 +DamageFireOffset1=32,-26 +OccupyHeight=8 + +; CACHIG04D destroy animation +[CACHIG04D] +Image=CACHIG04D +NewTheater=yes +Rate=320 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +[CAMIAM03] +Foundation=2x3 +Height=12 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-16,-36 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=20,-28 +MuzzleFlash2=-78,-6 +MuzzleFlash3=-60,-62 +MuzzleFlash4=32,-10 +MuzzleFlash5=44,-52 +MuzzleFlash6=44,-16 +MuzzleFlash7=-60,-24 +MuzzleFlash8=-78,18 +MuzzleFlash9=20,-92 +DamageFireOffset0=-32,-58 +DamageFireOffset1=32,-11 +CanHideThings=true +CanBeHidden=false +OccupyHeight=7 +RemoveOccupy1=-4,-5 +RemoveOccupy2=-5,-5 + +[CAMIAM01] +Foundation=4x2 +Height=12 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-44,-64 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-14,-64 +MuzzleFlash2=24,6 +MuzzleFlash3=74,-84 +MuzzleFlash4=36,-12 +MuzzleFlash5=38,-54 +MuzzleFlash6=10,12 +MuzzleFlash7=-30,-8 +MuzzleFlash8=36,-12 +MuzzleFlash9=24,18 +DamageFireOffset0=-42,-66 +DamageFireOffset1=86,-14 +CanHideThings=true +CanBeHidden=false +OccupyHeight=7 +RemoveOccupy1=-1,-4 +RemoveOccupy2=-2,-5 +AltPalette=yes ; use the unit palete + +;Russian 07 +[CARUS07] +Height=1 +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-2,-2 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=1,1 +MuzzleFlash2=0,2 +MuzzleFlash3=2,-1 +MuzzleFlash4=-1,3 +MuzzleFlash5=0,2 +MuzzleFlash6=1,2 +MuzzleFlash7=-2,3 +MuzzleFlash8=5,3 +MuzzleFlash9=3,-5 +OccupyHeight=2 +CanBeHidden=False +DamageFireOffset0=0,6 + +[CATEXS06] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=4 +NewTheater=yes +DemandLoad=true +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +AddOccupy=-1,2 +DamageFireOffset0=36,6 +DamageFireOffset1=-31,35 +DamageFireOffset2=-39,-9 +MuzzleFlash0=11,58 +MuzzleFlash1=-35,46 +MuzzleFlash2=40,13 +MuzzleFlash3=-69,20 +MuzzleFlash4=10,18 +MuzzleFlash5=-12,67 +MuzzleFlash6=40,53 +MuzzleFlash7=-64,41 +MuzzleFlash8=49,19 +MuzzleFlash9=-42,53 + +[CATEXS07] +Normalized=yes +Remapable=no +Foundation=3x3 +Height=6 +NewTheater=yes +DemandLoad=true +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +AddOccupy1=-1,2 +AddOccupy2=2,-1 +DamageFireOffset0=1,27 +DamageFireOffset1=24,-17 +DamageFireOffset2=33,47 +MuzzleFlash0=45,26 +MuzzleFlash1=-45,35 +MuzzleFlash2=8,-3 +MuzzleFlash3=5,41 +MuzzleFlash4=64,34 +MuzzleFlash5=-32,-29 +MuzzleFlash6=-23,44 +MuzzleFlash7=-65,34 +MuzzleFlash8=23,-27 +MuzzleFlash9=-25,-17 + +[CATEXS08] +Normalized=yes +Remapable=no +Foundation=2x3 +Height=4 +NewTheater=yes +DemandLoad=true +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +AddOccupy1=-1,2 +DamageFireOffset0=19,10 +DamageFireOffset1=-68,5 +MuzzleFlash0=21,13 +MuzzleFlash1=-48,37 +MuzzleFlash2=-5,20 +MuzzleFlash3=-61,39 +MuzzleFlash4=0,39 +MuzzleFlash5=-68,19 +MuzzleFlash6=-13,37 +MuzzleFlash7=-54,10 +MuzzleFlash8=27,22 +MuzzleFlash9=-68,2 + +[CACHIG01] +Normalized=yes +Remapable=no +Foundation=3x2 +Height=9 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-4,-35 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-43,18 +MuzzleFlash2=17,48 +MuzzleFlash3=58,-36 +MuzzleFlash4=58,6 +MuzzleFlash5=19,-24 +MuzzleFlash6=11,-28 +MuzzleFlash7=-41,-51 +MuzzleFlash8=-24,-16 +MuzzleFlash9=58,-13 +DamageFireOffset0=-47,19 +DamageFireOffset1=70,-42 +OccupyHeight=6 +CanHideThings=True +CanBeHidden=False +AddOccupy1=-1,1 +AddOccupy2=-2,0 +AddOccupy3=-3,-1 +AddOccupy4=-4,-2 + +[CACHIG02] +Normalized=yes +Remapable=no +Foundation=2x3 +Height=9 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=1,8 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=39,21 +MuzzleFlash2=37,-49 +MuzzleFlash3=-61,-32 +MuzzleFlash4=1,-32 +MuzzleFlash5=44,-54 +MuzzleFlash6=37,-50 +MuzzleFlash7=-20,52 +MuzzleFlash8=-60,-9 +MuzzleFlash9=-61,9 +DamageFireOffset0=-33,53 +OccupyHeight=6 +CanHideThings=True +CanBeHidden=False +AddOccupy1=1,-1 +AddOccupy2=0,-2 +AddOccupy3=-1,-3 +AddOccupy4=-2,-4 + +[CACHIG03] +Normalized=yes +Remapable=no +Foundation=3x2 +Height=12 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-27,-76 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=11,-58 +MuzzleFlash2=42,0 +MuzzleFlash3=66,-68 +MuzzleFlash4=42,-57 +MuzzleFlash5=41,1 +MuzzleFlash6=28,32 +MuzzleFlash7=-40,-12 +MuzzleFlash8=-40,-83 +MuzzleFlash9=-27,-20 +DamageFireOffset0=57,-13 +OccupyHeight=7 +CanHideThings=True +CanBeHidden=False + +[CAWASH16] +Normalized=yes +Remapable=no +Foundation=5x3 +Height=5 +NewTheater=yes +DemandLoad=true +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +RemoveOccupy1=3,-1 +RemoveOccupy2=2,-1 +RemoveOccupy3=-1,-1 +AddOccupy1=0,-2 +AddOccupy2=2,-1 +DamageFireOffset0=-27,4 +DamageFireOffset1=22,53 +DamageFireOffset2=32,39 +MuzzleFlash0=-26,30 +MuzzleFlash1=49,-17 +MuzzleFlash2=44,44 +MuzzleFlash3=71,86 +MuzzleFlash4=106,78 +MuzzleFlash5=11,58 +MuzzleFlash6=-18,8 +MuzzleFlash7=64,12 +MuzzleFlash8=89,89 +MuzzleFlash9=-14,61 + +[CAWASH17] +Normalized=yes +Remapable=no +Foundation=6x4 +Height=4 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-4,50 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-58,30 +MuzzleFlash2=-38,62 +MuzzleFlash3=40,78 +MuzzleFlash4=54,108 +MuzzleFlash5=96,102 +MuzzleFlash6=76,102 +MuzzleFlash7=118,114 +MuzzleFlash8=144,100 +MuzzleFlash9=40,78 +DamageFireOffset0=26,14 +DamageFireOffset1=86,18 +DamageFireOffset2=12,74 +OccupyHeight=0 +CanHideThings=true +CanBeHidden=false +AddOccupy1=-1,0 +AddOccupy2=-1,1 +AddOccupy3=0,-1 +AddOccupy4=1,-1 +AddOccupy5=2,-1 +AddOccupy6=3,-1 + +[CACHIG05] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=22 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CARUS03A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=46,2 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-70,-2 +MuzzleFlash2=74,12 +MuzzleFlash3=-40,44 +MuzzleFlash4=-12,18 +MuzzleFlash5=44,-82 +MuzzleFlash6=-66,-58 +MuzzleFlash7=74,-28 +MuzzleFlash8=18,68 +MuzzleFlash9=-10,-32 +AddOccupy1=-7,-9 +AddOccupy2=-8,-9 +AddOccupy3=-9,-7 +AddOccupy4=-9,-8 +RemoveOccupy1=-4,-7 +RemoveOccupy2=-5,-8 +RemoveOccupy3=-7,-4 +RemoveOccupy4=-8,-5 +CanBeHidden=False +DamageFireOffset0=32,60 +DamageFireOffset1=54,-10 +DamageFireOffset2=-30,-4 +OccupyHeight=10 + +; CACHIG05D destroy animation +;[CACHIG05D] +;Image=CACHIG05D +;NewTheater=yes +;Rate=320 +;DemandLoad=true +;Shadow=yes +;AltPalette=yes ; use the unit palete + +[CACHIG06] +Normalized=yes +Remapable=no +Foundation=2x2 +Height=15 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +CanBeHidden=false + +; CACHIG06 destroy animation +[CACH06DM] +Layer=ground +NewTheater=yes +Rate=300 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +[CAWASH19] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=6 +NewTheater=yes +ActiveAnim=CAWA19_A +ActiveAnimDamaged=CAWA19_AD +ActiveAnimGarrisoned=CAWA19_AG +ActiveAnimZAdjust=-100 +ActiveAnimYSort=724 +DemandLoad=true +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +DamageFireOffset0=-35,58 +DamageFireOffset1=1,40 + +[CAWA19_A] +Layer=ground +NewTheater=yes +LoopStart=1 +LoopEnd=16 +LoopCount=-1 +;Rate=150 +Rate=220 +DemandLoad=true +Shadow=yes + +[CAWA19_AD] +Image=CAWA19_A +Layer=ground +NewTheater=yes +Start=17 +LoopStart=17 +LoopEnd=32 +LoopCount=-1 +;Rate=150 +Rate=220 +DemandLoad=true +Shadow=yes + +[CAWA19_AG] +Image=CAWA19_A +Layer=ground +NewTheater=yes +Start=33 +LoopStart=33 +LoopEnd=48 +LoopCount=-1 +;Rate=150 +Rate=220 +DemandLoad=true +Shadow=yes + +;Russian Gum Corner +[CARUS08] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +MuzzleFlash0=-7,-13 +MuzzleFlash1=11,0 +MuzzleFlash2=17,-3 +MuzzleFlash3=9,-38 +MuzzleFlash4=12,-36 +MuzzleFlash5=-19,20 +MuzzleFlash6=-12,-37 +MuzzleFlash7=-13,-16 +MuzzleFlash8=5,2 +MuzzleFlash9=-14,-40 +DamageFireOffset0=8,-18 +CanBeHidden=false + +;Russian Gum Middle +[CARUS09] +Foundation=2x1 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +MuzzleFlash0=-16,-55 +MuzzleFlash1=-13,-50 +MuzzleFlash2=24,1 +MuzzleFlash3=-12,-1 +MuzzleFlash4=-20,-20 +MuzzleFlash5=24,-35 +MuzzleFlash6=21,-32 +MuzzleFlash7=17,-2 +MuzzleFlash8=-19,-5 +MuzzleFlash9=-13,-17 +DamageFireOffset0=38,-12 +CanBeHidden=false + +;Russian Gum Wall N_S +[CARUS10] +Foundation=1x2 +NewTheater=yes +DemandLoad=true +Height=4 +;Palette=City +MuzzleFlash0=-33,18 +MuzzleFlash1=-6,5 +MuzzleFlash2=14,-20 +MuzzleFlash3=20,-23 +MuzzleFlash4=8,-17 +MuzzleFlash5=-32,1 +MuzzleFlash6=-12,8 +MuzzleFlash7=0,3 +MuzzleFlash8=-20,13 +MuzzleFlash9=-27,16 +CanBeHidden=false + +;Russian Gum Wall E_W +[CARUS11] +Foundation=2x1 +NewTheater=yes +DemandLoad=true +Height=4 +;Palette=City +MuzzleFlash0=-15,-5 +MuzzleFlash1=5,-10 +MuzzleFlash2=0,-13 +MuzzleFlash3=31,18 +MuzzleFlash4=19,12 +MuzzleFlash5=-21,-8 +MuzzleFlash6=10,-8 +MuzzleFlash7=25,14 +MuzzleFlash8=11,7 +MuzzleFlash9=-9,-3 +CanBeHidden=false + +[CANEWY20] +Foundation=3x5 +Height=3 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +AddOccupy1=1,-1 +AddOccupy2=0,-1 +AddOccupy3=-1,-1 +AddOccupy4=-1,0 +AddOccupy5=-1,1 +AddOccupy6=-1,2 +DamageFireOffset0=-93,62 +DamageFireOffset1=-12,57 +DamageFireOffset2=-47,9 +MuzzleFlash0=-47,59 +MuzzleFlash1=-100,45 +MuzzleFlash2=9,31 +MuzzleFlash3=-23,47 +MuzzleFlash4=-66,62 +MuzzleFlash5=-34,53 +MuzzleFlash6=-90,50 +MuzzleFlash7=29,20 +MuzzleFlash8=-13,42 +MuzzleFlash9=-75,56 + +[CANEWY21] +Foundation=5x3 +Height=3 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +AddOccupy1=2,-1 +AddOccupy2=1,-1 +AddOccupy3=0,-1 +AddOccupy4=-1,-1 +AddOccupy5=-1,0 +AddOccupy6=-1,1 +DamageFireOffset0=89,71 +DamageFireOffset1=26,55 +DamageFireOffset2=3,7 +MuzzleFlash0=-19,27 +MuzzleFlash1=13,43 +MuzzleFlash2=91,51 +MuzzleFlash3=46,60 +MuzzleFlash4=-7,33 +MuzzleFlash5=78,58 +MuzzleFlash6=36,54 +MuzzleFlash7=101,47 +MuzzleFlash8=2,38 +MuzzleFlash9=25,50 + +[CARUS04] +Foundation=4x4 +Height=6 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=58,55 +DamageFireOffset1=-10,79 +DamageFireOffset2=-65,42 +MuzzleFlash0=-44,34 +MuzzleFlash1=23,48 +MuzzleFlash2=-18,46 +MuzzleFlash3=53,33 +MuzzleFlash4=51,31 +MuzzleFlash5=83,19 +MuzzleFlash6=-14,49 +MuzzleFlash7=-78,17 + +[CARUS05] +Foundation=4x4 +Height=6 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +DamageFireOffset0=-38,7 +DamageFireOffset1=60,44 +DamageFireOffset2=-13,94 +MuzzleFlash0=18,47 +MuzzleFlash1=-74,17 +MuzzleFlash2=-18,45 +MuzzleFlash3=78,18 +MuzzleFlash4=46,73 +MuzzleFlash5=-22,44 +MuzzleFlash6=-16,84 +MuzzleFlash7=22,46 + +[CARUS06] +Foundation=4x4 +Height=4 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=-23,2 +DamageFireOffset1=-39,38 +DamageFireOffset2=59,45 +MuzzleFlash0=75,60 +MuzzleFlash1=-16,86 +MuzzleFlash2=47,76 +MuzzleFlash3=15,89 +MuzzleFlash4=-75,59 +MuzzleFlash5=-48,73 +MuzzleFlash6=47,64 +MuzzleFlash7=-10,76 + +[CABUNK01] +Foundation=2x2 +Height=4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-28,12 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-29,10 +MuzzleFlash2=3,31 +MuzzleFlash3=2,31 +MuzzleFlash4=-18,24 +MuzzleFlash5=-20,25 +MuzzleFlash6=26,25 +MuzzleFlash7=24,25 +DamageFireOffset0=1,8 +CanHideThings=true +CanBeHidden=false +OccupyHeight=0 +AltPalette=yes ; use the unit palete + +[CABUNK02] +Foundation=2x2 +Height=4 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=27,12 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-23,22 +MuzzleFlash2=-2,30 +MuzzleFlash3=18,24 +MuzzleFlash4=26,13 +MuzzleFlash5=-21,21 +MuzzleFlash6=-1,29 +MuzzleFlash7=19,25 +DamageFireOffset0=-1,7 +CanHideThings=true +CanBeHidden=false +OccupyHeight=0 +AltPalette=yes ; use the unit palet + +[CAFNCP] +Cameo=SBAGICON +Foundation=1x1 +ToOverlay=CAFNCP +DamageLevels=2 +NewTheater=yes +DemandLoad=true + +;Hot Dog Stand +[CAMSC01] +Foundation=1x1 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False +DamageFireOffset0=-2,4 + +[CAMSC02] +Foundation=1x1 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CAMSC03] +Foundation=1x1 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CAMSC04] +Foundation=1x1 +Height=1 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CAMSC05] +Foundation=1x1 +Height=1 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +;camp fire +[CAMSC06] +Foundation=1x1 +Height=1 +NewTheater=yes +DemandLoad=true +;Palette=City +ActiveAnim=CAMSC06A +ActiveAnimZAdjust=-16 +ActiveAnimYSort=181 +CanHideThings=False +CanBeHidden=False + +[CAMSC07] +Foundation=2x2 +Height=3 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +DamageFireOffset0=-3,-1 +MuzzleFlash0=-29,22 +MuzzleFlash1=-12,28 +MuzzleFlash2=22,23 +MuzzleFlash3=-20,25 +MuzzleFlash4=0,28 +MuzzleFlash5=12,27 + +;White House Fountain +[CAWASH18] +Foundation=2x2 +Height=3 +NewTheater=yes +ActiveAnim=CAWSH18A +ActiveAnimZAdjust=-16 +ActiveAnimYSort=362 +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +; White House Fountain Idle animation +[CAWSH18A] +Layer=ground +NewTheater=yes +LoopStart=0 +LoopEnd=10 +LoopCount=-1 +;Rate=150 +Rate=220 +DemandLoad=true +Shadow=yes + +[CAEURO05] +Foundation=2x2 +Height=5 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +AddOccupy1=-1,-1 +DamageFireOffset0=4,13 + +[CAPARK01] +Foundation=1x1 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CAPARK02] +Foundation=2x1 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CAPARK03] +Foundation=2x2 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +;American House 02 +[CAHSE02] +Foundation=3x2 +NewTheater=yes +DemandLoad=true +Height=5 +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +CanBeHidden=false + + +;American House 03 +[CAHSE03] +Foundation=3x4 +NewTheater=yes +DemandLoad=true +Height=4 +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +CanBeHidden=false + +;American House 04 +[CAHSE04] +Foundation=3x2 +NewTheater=yes +DemandLoad=true +Height=5 +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +CanBeHidden=false + +[CASTL01] +Foundation=4x4 +Height=7 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +RemoveOccupy1=2,-1 +RemoveOccupy2=1,-2 +RemoveOccupy3=-1,2 +RemoveOccupy4=-2,1 +DamageFireOffset0=5,-27 +DamageFireOffset1=54,54 +DamageFireOffset2=-55,-9 +MuzzleFlash0=-24,19 +MuzzleFlash1=44,20 +MuzzleFlash2=34,52 +MuzzleFlash3=-34,42 +MuzzleFlash4=-44,8 +MuzzleFlash5=55,28 +MuzzleFlash6=-12,38 +MuzzleFlash7=-24,6 +MuzzleFlash8=36,38 +MuzzleFlash9=-12,25 + +[CASTL02] +Foundation=4x4 +Height=7 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +RemoveOccupy1=2,-1 +RemoveOccupy2=1,-2 +RemoveOccupy3=-1,2 +RemoveOccupy4=-2,1 +DamageFireOffset0=-63,61 +DamageFireOffset1=-2,43 +MuzzleFlash0=12,52 +MuzzleFlash1=34,13 +MuzzleFlash2=-38,22 +MuzzleFlash3=11,24 +MuzzleFlash4=-57,41 +MuzzleFlash5=45,22 +MuzzleFlash6=56,-7 +MuzzleFlash7=-57,27 +MuzzleFlash8=23,33 +MuzzleFlash9=35,41 + +[CASTL03] +Foundation=4x4 +Height=6 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +RemoveOccupy1=2,-1 +RemoveOccupy2=1,-2 +RemoveOccupy3=-1,2 +RemoveOccupy4=-2,1 +DamageFireOffset0=-43,12 +DamageFireOffset1=-4,43 +MuzzleFlash0=23,34 +MuzzleFlash1=-42,38 +MuzzleFlash2=44,8 +MuzzleFlash3=35,40 +MuzzleFlash4=-56,45 +MuzzleFlash5=10,25 +MuzzleFlash6=-57,30 +MuzzleFlash7=55,17 +MuzzleFlash8=-39,53 +MuzzleFlash9=12,50 + +[CASTL04] +Foundation=2x6 +Height=16 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=14,-40 +MuzzleFlash1=-98,-133 +MuzzleFlash2=-133,12 +MuzzleFlash3=19,1 +MuzzleFlash4=-16,-160 +MuzzleFlash5=-55,-178 +MuzzleFlash6=-141,80 +MuzzleFlash7=-117,-73 +MuzzleFlash8=-27,-172 +MuzzleFlash9=-111,-100 +DamageFireOffset0=-131,-15 +CanBeHidden=false + +; CASTL04 destroy animation +[CASTL04DM] +Layer=ground +NewTheater=yes +Rate=300 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +;American House Mobile A +[CAHSE05] +Foundation=1x2 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-40,20 +MuzzleFlash1=8,4 +MuzzleFlash2=12,2 +MuzzleFlash3=-42,20 +MuzzleFlash4=-34,23 +MuzzleFlash5=-39,22 +DamageFireOffset0=8,6 +CanBeHidden=false + +;American House Mobile B +[CAHSE06] +Foundation=2x1 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=43,18 +MuzzleFlash1=39,19 +MuzzleFlash2=-11,5 +MuzzleFlash3=23,19 +MuzzleFlash4=-4,7 +MuzzleFlash5=26,19 +DamageFireOffset0=42,22 +CanBeHidden=false + +;American House 07 +[CAHSE07] +Foundation=2x3 +NewTheater=yes +DemandLoad=true +Height=4 +;Palette=City +MuzzleFlash0=9,17 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=38,18 +MuzzleFlash2=20,27 +MuzzleFlash3=-1,37 +MuzzleFlash4=20,27 +DamageFireOffset0=-12,-2 +DamageFireOffset1=22,29 +CanHideThings=true +CanBeHidden=false +OccupyHeight=2 +RemoveOccupy1=0,-1 +RemoveOccupy2=-1,-1 + +[CAMIAM05] +Foundation=3x4 +Height=5 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-38,26 +MuzzleFlash1=-52,0 +MuzzleFlash2=49,24 +MuzzleFlash3=-56,69 +MuzzleFlash4=-59,15 +MuzzleFlash5=-33,42 +MuzzleFlash6=-8,30 +MuzzleFlash7=33,8 +MuzzleFlash8=17,52 +MuzzleFlash9=50,14 +DamageFireOffset0=58,33 +DamageFireOffset1=43,-12 +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 + +[CAMIAM06] +Foundation=4x4 +Height=5 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-1,42 +MuzzleFlash1=14,53 +MuzzleFlash2=62,12 +MuzzleFlash3=-96,24 +MuzzleFlash4=11,72 +MuzzleFlash5=-64,29 +MuzzleFlash6=3,5 +MuzzleFlash7=18,87 +MuzzleFlash8=65,64 +MuzzleFlash9=82,54 +DamageFireOffset0=-108,46 +DamageFireOffset1=85,37 +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 + +[CAMIAM07] +Foundation=4x4 +Height=5 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-85,29 +MuzzleFlash1=-63,23 +MuzzleFlash2=-85,29 +MuzzleFlash3=-63,23 +MuzzleFlash4=-58,58 +MuzzleFlash5=-75,2 +MuzzleFlash6=36,8 +MuzzleFlash7=-16,23 +MuzzleFlash8=-35,-145 +MuzzleFlash9=26,-168 +DamageFireOffset0=-50,27 +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 + +[CASTRT01] +Foundation=1x1 +Height=4 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CASTRT02] +Foundation=1x1 +Height=4 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CASTRT03] +Foundation=1x1 +Height=4 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CASTRT04] +Foundation=1x1 +Height=4 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +[CASTRT05] +Foundation=1x1 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False +DamageFireOffset0=5,10 +MuzzleFlash0=0,8 +MuzzleFlash1=-7,1 + +;Mayan Largetemple +[CAMEX04] +Foundation=4x4 +Height=3 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +OccupyHeight=2 +CanBeHidden=False +DamageFireOffset0=-7,63 + +;Mayan platform +[CAMEX05] +Foundation=2x2 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=10,10 +MuzzleFlash2=0,5 +MuzzleFlash3=20,-10 +MuzzleFlash4=-10,5 +MuzzleFlash5=0,20 +MuzzleFlash6=10,15 +MuzzleFlash7=-20,30 +MuzzleFlash8=5,35 +MuzzleFlash9=35,-5 +OccupyHeight=2 +CanBeHidden=False + +[CAMSC08] +Foundation=1x1 +Height=3 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=4,-7 +MuzzleFlash0=-11,10 +MuzzleFlash1=5,12 +MuzzleFlash2=-3,10 +MuzzleFlash3=-11,10 +MuzzleFlash4=5,12 +MuzzleFlash5=-3,10 + +[CAMSC09] +Foundation=1x1 +Height=3 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=True +CanBeHidden=False +OccupyHeight=3 +DamageFireOffset0=-7,10 +MuzzleFlash0=-11,10 +MuzzleFlash1=5,12 +MuzzleFlash2=-3,10 +MuzzleFlash3=-11,10 +MuzzleFlash4=5,12 +MuzzleFlash5=-3,10 + +[NADEPT] +Height=6 +Remapable=yes +Normalized=yes +Cameo=RFIXICON +Foundation=4x3 +ZShapePointMove=65,35 ; SJM is fixing zshape/zshapelocky problems, changed from 0,0 +AnimActive=0,7,2 +Flat=yes +Buildup=NADEPTMK +DemandLoadBuildup=true +FreeBuildup=true +NewTheater=yes +;DockingOffset0=256,-256,0 +DockingOffset0=128,0,0 +BibShape=NADEPTBB +IdleAnim=NADEPT_B +IdleAnimDamaged=NADEPT_BD +IdleAnimZAdjust=-70 +;ActiveAnimZAdjust=-100 +;ActiveAnimTwo=GADEPT_B +;ActiveAnimTwoZAdjust=-100 +SpecialAnim=NADEPT_C1 +SpecialAnimZAdjust=-70 +SpecialAnimDamaged=NADEPT_C4 +SpecialAnimTwo=NADEPT_C2 +SpecialAnimTwoDamaged=NADEPT_C5 +SpecialAnimTwoZAdjust=-70 +SpecialAnimThree=NADEPT_C3 +SpecialAnimThreeDamaged=NADEPT_C6 +SpecialAnimThreeZAdjust=-70 +;ProductionAnim=GADEPT_D +;ProductionAnimDamaged=GADEPT_DD +;ProductionAnimZAdjust=-70 +CanBeHidden=False +OccupyHeight=2 +AddOccupy1=-1,0 +AddOccupy2=-1,1 +AddOccupy3=-2,-1 + +; Soviet Repair bay active animation +[NADEPT_B] +Image=NADEPT_B +Normalized=yes +LoopStart=0 +LoopEnd=9 +LoopCount=-1 +Rate=220 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Soviet Damaged repair bay active animation +[NADEPT_BD] +Image=NADEPT_B +Normalized=yes +Start=10 +LoopStart=10 +LoopEnd=19 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Soviet Repair bay arm extending. +[NADEPT_C1] +Image=NADEPT_C +Normalized=yes +Start=0 +End=22 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 21 +Rate=400 +NewTheater=yes +Shadow=yes + +; Soviet Repair bay arm working +[NADEPT_C2] +Image=NADEPT_C +Normalized=yes +Start=22 +LoopStart=22 +LoopEnd=28 +LoopCount=-1 +Rate=400 +NewTheater=yes +Shadow=yes + +; Soviet Repair bay arm retracting +[NADEPT_C3] +Image=NADEPT_C +Normalized=yes +Start=29 +End=21 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 49 +Rate=400 +NewTheater=yes +Shadow=yes + +; Damaged Soviet Repair bay arm extending. +[NADEPT_C4] +Image=NADEPT_C +Normalized=yes +Start=50 +End=22 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 71 +Rate=400 +NewTheater=yes +Shadow=yes + +; Damaged Soviet Repair bay arm working +[NADEPT_C5] +Image=NADEPT_C +Normalized=yes +Start=72 +LoopStart=72 +LoopEnd=78 +LoopCount=-1 +Rate=400 +NewTheater=yes +Shadow=yes + +; Damaged Soviet Repair bay arm retracting +[NADEPT_C6] +Image=NADEPT_C +Normalized=yes +Start=79 +End=21 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 99 +Rate=400 +NewTheater=yes +Shadow=yes + +[NADEPTBB] +Normalized=yes + +; Camp Fire Idle Animation +[CAMSC06A] +Layer=ground +NewTheater=yes +LoopStart=0 +LoopEnd=4 +LoopCount=-1 +Rate=120 +DemandLoad=true +Shadow=yes + +[CAMISC01] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City +CanBeHidden=False + +[CAMISC02] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City +CanBeHidden=False + +[CAMISC03] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City +CanBeHidden=False + +[CAMISC04] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City +CanBeHidden=False + +[CAMISC05] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City +CanBeHidden=False + +[CAMISC06] +Foundation=2x1 +NewTheater=yes +DemandLoad=true +;Palette=City +CanBeHidden=False +AddOccupy1=0,-1 + +;McBurger Kong +[CAMSC10] +Foundation=4x4 +Height=6 +NewTheater=yes +DemandLoad=true +;Palette=City +;ActiveAnim=CAMSC10A +;ActiveAnimZAdjust=100 +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +AddOccupy1=0,-1 +AddOccupy2=-1,-1 +AddOccupy3=-1,0 +AddOccupy4=-1,1 +AddOccupy5=-1,2 +AddOccupy6=-2,1 +DamageFireOffset0=-29,28 +DamageFireOffset1=29,25 +DamageFireOffset2=-52,55 +MuzzleFlash0=14,61 +MuzzleFlash1=26,70 +MuzzleFlash2=-74,46 +MuzzleFlash3=-6,72 +MuzzleFlash4=-50,59 +MuzzleFlash5=7,68 +MuzzleFlash6=-68,55 +MuzzleFlash7=-20,77 + +[CAMSC11] +Foundation=1x1 +Height=1 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False +DamageFireOffset0=0,11 + +[CAMSC12] +Foundation=1x1 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False + +;Derelict Tank +[CAMSC13] +Foundation=1x2 +Height=2 +NewTheater=yes +DemandLoad=true +;Palette=City +CanHideThings=False +CanBeHidden=False +DamageFireOffset0=3,8 + +;Einstein's Lab +[CALAB] +Foundation=3x4 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +MuzzleFlash0=22,-25 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=5,-28 +MuzzleFlash2=42,47 +MuzzleFlash3=29,17 +MuzzleFlash4=-12,-25 +MuzzleFlash5=-14,-33 +MuzzleFlash6=30,-29 +MuzzleFlash7=-10,-23 +MuzzleFlash8=32,5 +MuzzleFlash9=46,37 +DamageFireOffset0=-11,10 +CanHideThings=True +CanBeHidden=False +OccupyHeight=4 +RemoveOccupy1=-2,0 +RemoveOccupy2=-2,-1 +RemoveOccupy3=-2,1 + +;St. Louis Stadium +[CASTL05A] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +DamageFireOffset0=-12,14 +DamageFireOffset1=-14,98 +CanHideThings=true +CanBeHidden=false +OccupyHeight=0 +AddOccupy1=-1,1 +AddOccupy2=-1,2 +AddOccupy3=2,-1 +AddOccupy4=1,-1 + +;St. Louis Stadium +[CASTL05B] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +DamageFireOffset0=-40,58 +DamageFireOffset1=0,-32 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +AddOccupy1=-2,0 +AddOccupy2=-2,-1 + +;St. Louis Stadium +[CASTL05C] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +DamageFireOffset0=-42,-22 +DamageFireOffset1=-92,48 +CanHideThings=true +CanBeHidden=false +OccupyHeight=2 +AddOccupy1=-1,0 +AddOccupy2=-1,1 +AddOccupy3=-2,0 +AddOccupy4=-2,-1 + +;St. Louis Stadium +[CASTL05D] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +DamageFireOffset0=4,-36 +DamageFireOffset1=16,56 +CanHideThings=true +CanBeHidden=false +OccupyHeight=3 +AddOccupy1=-1,-2 +AddOccupy2=0,-2 +RemoveOccupy1=2,-1 + +;St. Louis Stadium +[CASTL05E] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +DamageFireOffset0=26,30 +DamageFireOffset1=-58,50 +DamageFireOffset2=22,-8 +CanHideThings=true +CanBeHidden=false +OccupyHeight=2 +AddOccupy1=0,-1 +AddOccupy2=0,-2 +AddOccupy3=1,-1 +AddOccupy4=1,-2 +AddOccupy5=2,-1 + +;St. Louis Stadium +[CASTL05F] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +DamageFireOffset0=22,-12 +DamageFireOffset1=38,-38 +DamageFireOffset2=88,44 +CanHideThings=true +CanBeHidden=false +OccupyHeight=2 +AddOccupy1=0,-1 +AddOccupy2=0,-2 +AddOccupy3=-1,-2 +AddOccupy4=1,-1 + +;St. Louis Stadium +[CASTL05G] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +DamageFireOffset0=6,42 +DamageFireOffset1=-56,-5 +CanHideThings=true +CanBeHidden=false +OccupyHeight=1 +AddOccupy1=-1,0 +AddOccupy2=-2,0 +AddOccupy3=-1,1 +AddOccupy4=-1,2 +AddOccupy5=-2,1 + +;St. Louis Stadium +[CASTL05H] +Foundation=4x4 +NewTheater=yes +DemandLoad=true +Height=6 +;Palette=City +DamageFireOffset0=-48,-4 +DamageFireOffset1=86,-8 +CanHideThings=true +CanBeHidden=false +OccupyHeight=4 +RemoveOccupy1=-2,-2 + +[CAPOL01E] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CAPOL01N] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CAPOL01S] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CAPOL01W] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CASIN01E] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CASIN01W] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CASIN01S] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CASIN01N] +Foundation=1x1 +NewTheater=yes +DemandLoad=true +;Palette=City + +[CARUS01] +Normalized=yes +Remapable=no +Foundation=4x4 +Height=8 +;Buildup=CAHOSP +NewTheater=yes +;ActiveAnim=CAWSH12A +;ActiveAnimZAdjust=-100 +DemandLoad=true +MuzzleFlash0=40,42 ; these are pixel offsets for muzzle flashes from center of base +MuzzleFlash1=-40,64 +MuzzleFlash2=-2,-11 +MuzzleFlash3=-31,0 +MuzzleFlash4=30,64 +MuzzleFlash5=-33,35 +MuzzleFlash6=-72,46 +MuzzleFlash7=0,-51 +MuzzleFlash8=-5,79 +MuzzleFlash9=-58,47 +CanBeHidden=False +OccupyHeight=5 +DamageFireOffset0=-15,38 +DamageFireOffset1=46,49 +AddOccupy1=-4,-4 +RemoveOccupy1=-2,1 +RemoveOccupy2=-3,0 +RemoveOccupy3=-3,-1 +RemoveOccupy4=2,-1 +RemoveOccupy5=1,-2 +RemoveOccupy6=0,-3 + +[CARUS01D] +;Image=CARUS01D +Layer=ground +NewTheater=yes +Rate=320 +DemandLoad=true +Shadow=yes +AltPalette=yes ; use the unit palete + +;END of NEW Stuff + + + +[BOXES01] +Foundation=1x1 +Theater=yes + +[BOXES02] +Foundation=1x1 +Theater=yes + +[BOXES03] +Foundation=1x1 +Theater=yes + +[BOXES04] +Foundation=1x1 +Theater=yes + +[BOXES05] +Foundation=1x1 +Theater=yes + +[BOXES06] +Foundation=1x1 +Theater=yes + +[BOXES07] +Foundation=1x1 +Theater=yes + +[BOXES08] +Foundation=1x1 +Theater=yes + +[BOXES09] +Foundation=1x1 +Theater=yes + +[ICE01] +Foundation=2x2 +Theater=yes + +[ICE02] +Foundation=1x2 +Theater=yes + +[ICE03] +Foundation=2x1 +Theater=yes + +[ICE04] +Foundation=1x1 +Theater=yes + +[ICE05] +Foundation=1x1 +Theater=yes + +[TIBTRE01] +Theater=yes +Foundation=1x1 + +[TIBTRE02] +Theater=yes +Foundation=1x1 + +[TIBTRE03] +Theater=yes +Foundation=1x1 + +[TREE01] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE02] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE03] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE04] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE05] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE06] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE07] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE08] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE09] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE10] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE11] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE12] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE13] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE14] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE15] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE16] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE17] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE18] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE19] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE20] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE21] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE22] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE23] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE24] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE25] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE26] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE27] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE28] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE29] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[TREE30] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[HDSTN01] +Theater=yes +Foundation=1x1 +;DemandLoad=true + +[LT_GEN01] +Theater=yes +Foundation=1x1 + +[LT_GEN02] +Theater=yes +Foundation=1x1 + +[LT_GEN03] +Theater=yes +Foundation=1x1 + +[LT_GEN04] +Theater=yes +Foundation=1x1 + +[LT_SGN01] +Theater=yes +Foundation=1x1 + +[LT_SGN02] +Theater=yes +Foundation=1x1 + +[LT_SGN03] +Theater=yes +Foundation=1x1 + +[LT_SGN04] +Theater=yes +Foundation=1x1 + +[LT_EUR01] +Theater=yes +Foundation=1x1 + +[LT_EUR02] +Theater=yes +Foundation=1x1 + +[POLE01] +Theater=yes +Foundation=1x1 + +[POLE02] +Theater=yes +Foundation=1x1 + +[SIGN01] +Theater=yes +Foundation=1x1 + +[SIGN02] +Theater=yes +Foundation=1x1 + +[SIGN03] +Theater=yes +Foundation=1x1 + +[SIGN04] +Theater=yes +Foundation=1x1 + +[SIGN05] +Theater=yes +Foundation=1x1 + +[SIGN06] +Theater=yes +Foundation=1x1 + +[TRFF01] +Theater=yes +Foundation=1x1 + +[TRFF02] +Theater=yes +Foundation=1x1 + +[TRFF03] +Theater=yes +Foundation=1x1 + +[TRFF04] +Theater=yes +Foundation=1x1 + +[SPKR01] +Theater=yes +Foundation=1x1 + +; Smudges listed here +[CRATER01] +Theater=yes + +[CRATER02] +Theater=yes + +[CRATER03] +Theater=yes + +[CRATER04] +Theater=yes + +[CRATER05] +Theater=yes + +[CRATER06] +Theater=yes + +[CRATER07] +Theater=yes + +[CRATER08] +Theater=yes + +[CRATER09] +Theater=yes + +[CRATER10] +Theater=yes + +[CRATER11] +Theater=yes + +[CRATER12] +Theater=yes + +[BURNT01] +Theater=yes + +[BURNT02] +Theater=yes + +[BURNT03] +Theater=yes + +[BURNT04] +Theater=yes + +[BURNT05] +Theater=yes + +[BURNT06] +Theater=yes + +[BURNT07] +Theater=yes + +[BURNT08] +Theater=yes + +[BURNT09] +Theater=yes + +[BURNT10] +Theater=yes + +[BURNT11] +Theater=yes + +[BURNT12] +Theater=yes + +;[CR1] +;Theater=yes + +;[CR2] +;Theater=yes + +;[CR3] +;Theater=yes + +;[CR4] +;Theater=yes + +;[CR5] +;Theater=yes + +;[CR6] +;Theater=yes + +;[BURN01] +;Theater=yes + +;[BURN02] +;Theater=yes + +;[BURN03] +;Theater=yes + +;[BURN04] +;Theater=yes + +;[BURN05] +;Theater=yes + +;[BURN06] +;Theater=yes + +;[BURN07] +;Theater=yes + +;[BURN08] +;Theater=yes + +;[BURN09] +;Theater=yes + +;[BURN10] +;Theater=yes + +;[BURN11] +;Theater=yes + +;[BURN12] +;Theater=yes + +;[BURN13] +;Theater=yes + +;[BURN14] +;Theater=yes + +;[BURN15] +;Theater=yes + +;[BURN16] +;Theater=yes + +[BRIDGE] +Theater=yes + +[BRIDGB] +Theater=yes + +[CRATE] +Theater=yes + +[WCRATE] +Theater=yes + +[RAILBRDG] +Theater=yes + +[TIB01] +Theater=yes + +[TIB02] +Theater=yes + +[TIB03] +Theater=yes + +[TIB04] +Theater=yes + +[TIB05] +Theater=yes + +[TIB06] +Theater=yes + +[TIB07] +Theater=yes + +[TIB08] +Theater=yes + +[TIB09] +Theater=yes + +[TIB10] +Theater=yes + +[TIB11] +Theater=yes + +[TIB12] +Theater=yes + +[TIB13] +Theater=yes + +[TIB14] +Theater=yes + +[TIB15] +Theater=yes + +[TIB16] +Theater=yes + +[TIB17] +Theater=yes + +[TIB18] +Theater=yes + +[TIB19] +Theater=yes + +[TIB20] +Theater=yes + +[GEM01] +Theater=yes + +[GEM02] +Theater=yes + +[GEM03] +Theater=yes + +[GEM04] +Theater=yes + +[GEM05] +Theater=yes + +[GEM06] +Theater=yes + +[GEM07] +Theater=yes + +[GEM08] +Theater=yes + +[GEM09] +Theater=yes + +[GEM10] +Theater=yes + +[GEM11] +Theater=yes + +[GEM12] +Theater=yes + +[TRACKS01] +Theater=yes +DemandLoad=true + +[TRACKS02] +Theater=yes +DemandLoad=true + +[TRACKS03] +Theater=yes +DemandLoad=true + +[TRACKS04] +Theater=yes +DemandLoad=true + +[TRACKS05] +Theater=yes +DemandLoad=true + +[TRACKS06] +Theater=yes +DemandLoad=true + +[TRACKS07] +Theater=yes +DemandLoad=true + +[TRACKS08] +Theater=yes +DemandLoad=true + +[TRACKS09] +Theater=yes +DemandLoad=true + +[TRACKS10] +Theater=yes +DemandLoad=true + +[TRACKS11] +Theater=yes +DemandLoad=true + +[TRACKS12] +Theater=yes +DemandLoad=true + +[TRACKS13] +Theater=yes +DemandLoad=true + +[TRACKS14] +Theater=yes +DemandLoad=true + +[TRACKS15] +Theater=yes +DemandLoad=true + +[TRACKS16] +Theater=yes +DemandLoad=true + +[SROCK01] +Theater=yes + +[SROCK02] +Theater=yes + +[SROCK03] +Theater=yes + +[SROCK04] +Theater=yes + +[SROCK05] +Theater=yes + +[TROCK01] +Theater=yes + +[TROCK02] +Theater=yes + +[TROCK03] +Theater=yes + +[TROCK04] +Theater=yes + +[TROCK05] +Theater=yes + +[FENCE01] +Theater=yes + +[FENCE02] +Theater=yes + +[FENCE03] +Theater=yes + +[FENCE04] +Theater=yes + +[FENCE05] +Theater=yes + +[FENCE06] +Theater=yes + +[FENCE07] +Theater=yes + +[FENCE08] +Theater=yes + +[FENCE09] +Theater=yes + +[FENCE10] +Theater=yes + +[FENCE11] +Theater=yes + +[FENCE12] +Theater=yes + +[FENCE13] +Theater=yes + +[FENCE14] +Theater=yes + +[FENCE15] +Theater=yes + +[FENCE16] +Theater=yes + +[FENCE17] +Theater=yes + +[FENCE18] +Theater=yes + +[FENCE19] +Theater=yes + +[FENCE20] +Theater=yes + +[FENCE21] +Theater=yes + +[FENCE22] +Theater=yes + +[TRTUNN01] +;TerrainPalette=yes +Theater=yes +;Foundation=0x0 +DemandLoad=true + +[TRTUNN02] +;TerrainPalette=yes +Theater=yes +;Foundation=0x0 +DemandLoad=true + +[TRTUNN03] +;TerrainPalette=yes +Theater=yes +;Foundation=0x0 +DemandLoad=true + +[TRTUNN04] +;TerrainPalette=yes +Theater=yes +;Foundation=0x0 +DemandLoad=true + +[VEINS] +Theater=yes +DemandLoad=true + +[VEINHOLE] +Theater=yes + +[VEINATAC] +Theater=yes +Rate=300 +LoopStart=0 +LoopEnd=12 +LoopCount=-1 +IsVeins=true +DemandLoad=true + +[LOBRDG01] +Theater=yes +DemandLoad=true + +[LOBRDG02] +Theater=yes +DemandLoad=true + +[LOBRDG03] +Theater=yes +DemandLoad=true + +[LOBRDG04] +Theater=yes +DemandLoad=true + +[LOBRDG05] +Theater=yes +DemandLoad=true + +[LOBRDG06] +Theater=yes +DemandLoad=true + +[LOBRDG07] +Theater=yes +DemandLoad=true + +[LOBRDG08] +Theater=yes +DemandLoad=true + +[LOBRDG09] +Theater=yes +DemandLoad=true + +[LOBRDG10] +Theater=yes +DemandLoad=true + +[LOBRDG11] +Theater=yes +DemandLoad=true + +[LOBRDG12] +Theater=yes +DemandLoad=true + +[LOBRDG13] +Theater=yes +DemandLoad=true + +[LOBRDG14] +Theater=yes +DemandLoad=true + +[LOBRDG15] +Theater=yes +DemandLoad=true + +[LOBRDG16] +Theater=yes +DemandLoad=true + +[LOBRDG17] +Theater=yes +DemandLoad=true + +[LOBRDG18] +Theater=yes +DemandLoad=true + +[LOBRDG19] +Theater=yes +DemandLoad=true + +[LOBRDG20] +Theater=yes +DemandLoad=true + +[LOBRDG21] +Theater=yes +DemandLoad=true + +[LOBRDG22] +Theater=yes +DemandLoad=true + +[LOBRDG23] +Theater=yes +DemandLoad=true + +[LOBRDG24] +Theater=yes +DemandLoad=true + +[LOBRDG25] +Theater=yes +DemandLoad=true + +[LOBRDG26] +Theater=yes +DemandLoad=true + +[LOBRDG27] +Theater=yes +DemandLoad=true + +[LOBRDG28] +Theater=yes +DemandLoad=true + +[LOBRDGE1] +Theater=yes +DemandLoad=true + +[LOBRDGE2] +Theater=yes +DemandLoad=true + +[LOBRDGE3] +Theater=yes +DemandLoad=true + +[LOBRDGE4] +Theater=yes +DemandLoad=true + + +[LOBRDB01] +Theater=yes +DemandLoad=true + +[LOBRDB02] +Theater=yes +DemandLoad=true + +[LOBRDB03] +Theater=yes +DemandLoad=true + +[LOBRDB04] +Theater=yes +DemandLoad=true + +[LOBRDB05] +Theater=yes +DemandLoad=true + +[LOBRDB06] +Theater=yes +DemandLoad=true + +[LOBRDB07] +Theater=yes +DemandLoad=true + +[LOBRDB08] +Theater=yes +DemandLoad=true + +[LOBRDB09] +Theater=yes +DemandLoad=true + +[LOBRDB10] +Theater=yes +DemandLoad=true + +[LOBRDB11] +Theater=yes +DemandLoad=true + +[LOBRDB12] +Theater=yes +DemandLoad=true + +[LOBRDB13] +Theater=yes +DemandLoad=true + +[LOBRDB14] +Theater=yes +DemandLoad=true + +[LOBRDB15] +Theater=yes +DemandLoad=true + +[LOBRDB16] +Theater=yes +DemandLoad=true + +[LOBRDB17] +Theater=yes +DemandLoad=true + +[LOBRDB18] +Theater=yes +DemandLoad=true + +[LOBRDB19] +Theater=yes +DemandLoad=true + +[LOBRDB20] +Theater=yes +DemandLoad=true + +[LOBRDB21] +Theater=yes +DemandLoad=true + +[LOBRDB22] +Theater=yes +DemandLoad=true + +[LOBRDB23] +Theater=yes +DemandLoad=true + +[LOBRDB24] +Theater=yes +DemandLoad=true + +[LOBRDB25] +Theater=yes +DemandLoad=true + +[LOBRDB26] +Theater=yes +DemandLoad=true + +[LOBRDB27] +Theater=yes +DemandLoad=true + +[LOBRDB28] +Theater=yes +DemandLoad=true + +[LOBRDGB1] +Theater=yes +DemandLoad=true + +[LOBRDGB2] +Theater=yes +DemandLoad=true + +[LOBRDGB3] +Theater=yes +DemandLoad=true + +[LOBRDGB4] +Theater=yes +DemandLoad=true + + +[FPLS] + +;[WCRATE] + +;[WWCRATE] + +;[SCRATE] + + +; *** Infantry Sequences *** +; Infantry animations are grouped within a single art file. +; Unlike units, infantry animation layout is completely +; arbitrary and must be explicitly specified. Each +; infantry format file will be identified with one of these +; animation sequences. +; +; The first number is the starting frame number. The second +; number is the number of frames of the animation. If this +; number is zero then the anim sequence is not present. +; The third number is the multiplier by the infantry facing +; to reach the facing specific animation start. If this +; last number is zero, then there is no facing specific +; version. +; +; Ready = standing around +; Guard = standing around with weapon drawn +; Prone = while prone +; Walk = walking [normal movement] +; FireUp = firing while standing +; Down = transition from standing to prone +; Crawl = moving while prone +; Up = transition from prone to standing +; FireProne = firing while prone +; Idle1 = idle animation sequence #1 +; Idle2 = idle animation sequence #2 +; Die1 = death animation when hit by gunfire +; Die2 = death animation when exploding +; Die3 = death animation when exploding (alternate) +; Die4 = death animation by concussion explosion +; Die5 = death animatino by fire +; Fly = [jumpjet] flying +; Hover = [jumpjet] hovering +; Tumble = [jumpjet] tumbling +; FireFly = [jumpjet] firing while flying +; Deploy = [gi] deploying +; Deployed = [gi] deployed still frame +; DeployFire = [gi] fire while deployed +; DeployIdle = [gi] idle animation while deployed +; Undeploy = [gi] undeploying + + +[DoggieSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=74,1,0 +Walk=8,6,6 +FireUp=56,4,4 +Down=88,3,0 +Crawl=0,0,0 +Up=89,1,0 +FireProne=0,0,0 +Idle1=91,8,0,E +Idle2=91,8,0,E +Die1=99,10,0 +Die2=99,10,0 +Die3=99,10,0 +Die4=99,10,0 +Die5=109,10,0 +Cheer=91,8,0,E + +[ConSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=86,1,6 +Walk=8,6,6 +FireUp=164,6,6 +Down=260,2,2 +Crawl=86,6,6 +Up=276,2,2 +FireProne=212,6,6 +Idle1=56,15,0,W +Idle2=71,14,0,E +Die1=134,15,0 +Die2=149,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +;Cheer=56,15,0,W +Cheer=293,8,0,E +Paradrop=292,1,0 +Panic=8,6,6 + +[FlakSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=165,1,6 +Walk=8,6,6 +FireUp=116,6,6 +Down=213,2,2 +Crawl=165,6,6 +Up=229,2,2 +FireProne=245,6,6 +Idle1=56,15,0,W +Idle2=71,14,0,E +Die1=86,15,0 +Die2=101,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=293,8,0,S +Paradrop=164,1,0 +Panic=8,6,6 + +[E1Sequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=86,1,6 +Walk=8,6,6 +FireUp=164,6,6 +Down=260,2,2 +Crawl=86,6,6 +Up=276,2,2 +FireProne=212,6,6 +Idle1=56,15,0,W +Idle2=71,14,0,E +Die1=134,15,0 +Die2=149,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=56,15,0,W +Paradrop=0,1,0 +Panic=8,6,6 + +[EngineerSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=86,1,6 +Walk=8,6,6 +FireUp=164,6,6 +Down=212,2,2 +Crawl=86,6,6 +Up=228,2,2 +FireProne=164,6,6 +Idle1=56,15,0,W +Idle2=71,14,0,E +Die1=134,15,0 +Die2=149,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Paradrop=244,1,0 +Cheer=245,8,0,E +Panic=8,6,6 + +;me no crawls, me too stupid +[TerroristSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=0,1,1 ;No Crawls can't crawl, but spy needs this listing +Walk=8,6,6 +;FireUp=116,6,6 +Down=8,2,6 ;No Crawls can't crawl, but spy needs this listing +Crawl=8,6,6 ;No Crawls can't crawl, but spy needs this listing +Up=8,2,6 ;No Crawls can't crawl, but spy needs this listing +;FireProne=116,6,6 ;No Crawls can't crawl, but spy needs this listing +Idle1=56,15,0,W +Idle2=71,14,0,E +Die1=86,15,0 +Die2=101,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Paradrop=179,1,0 +Cheer=180,8,0,E +FireUp=164,6,6 +FireProne=164,6,6 +Deploy=164,15,0 +Panic=8,6,6 + +[SpySequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=86,1,6 +Walk=8,6,6 +FireUp=0,1,1 +Down=164,2,2 +Crawl=86,6,6 +Up=180,2,2 +FireProne=86,1,6 +Idle1=56,15,0,W +Idle2=71,15,0,E +Die1=134,15,0 +Die2=149,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +;Cheer=196,8,0,W +Cheer=196,8,0,SE +Panic=8,6,6 + +[SealSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,W +Idle2=71,15,0,E +Crawl=86,6,6 +Prone=86,1,6 +Die1=134,15,0 +Die2=149,15,0 +FireUp=164,6,6 +FireProne=212,6,6 +Down=260,2,2 +Up=276,2,2 +Paradrop=602,1,0 +Cheer=603,8,0,E +Tread=340,6,6 +Swim=388,6,6 +WetAttack=436,6,6 +WetIdle1=484,15,0,S +WetIdle2=499,15,0,E +WetDie1=514,15,0 +WetDie2=529,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Panic=8,6,6 + +[ComandoSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,W +Idle2=71,15,0,E +Crawl=86,6,6 +Prone=86,1,6 +Die1=134,15,0 +Die2=149,15,0 +FireUp=164,6,6 +FireProne=212,6,6 +Down=260,2,2 +Up=276,2,2 +Paradrop=0,1,0 +Cheer=340,8,0,E +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Panic=8,6,6 + +[PsiTroopSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,W +Idle2=71,15,0,E +Crawl=86,6,6 +Prone=86,1,6 +Die1=134,15,0 +Die2=149,15,0 +FireUp=164,6,6 +FireProne=212,6,6 +Down=260,2,2 +Up=276,2,2 +Paradrop=0,1,0 +Cheer=307,8,0,S +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Panic=8,6,6 +Deploy=292,7,0 +Deployed=299,2,0 ; middle frame of deploy +Undeploy=301,6,0 + +[TanyaSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,W +Idle2=71,15,0,E +Crawl=86,6,6 +Prone=86,1,6 +Die1=134,15,0 +Die2=149,15,0 +FireUp=164,6,6 +FireProne=212,6,6 +Down=260,2,2 +Up=276,2,2 +Paradrop=602,1,0 +Cheer=603,8,0,E +Tread=410,6,6 +Swim=506,6,6 +WetAttack=554,6,6 +WetIdle1=292,15,0,S +WetIdle2=307,15,0,E +WetDie1=322,20,0 +WetDie2=342,20,0 +Panic=8,6,6 + +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 + +[ClegSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=0,1,1 +Down=0,1,1 +Crawl=0,1,1 +Walk=117,6,6 +Up=0,1,1 +Idle1=8,15,0,W +Idle2=23,15,0,E +Die1=38,15,0 +Die2=53,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +FireUp=68,6,6 +FireProne=68,6,6 +Paradrop=116,1,0 +Cheer=166,7,0,S +Panic=8,6,6 + +[DesoSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,W +Idle2=71,14,0,E +Prone=86,1,6 +Crawl=86,6,6 +Die1=134,15,0 +Die2=149,15,0 +FireUp=164,6,6 +FireProne=212,6,6 +Down=260,2,2 +Up=276,2,2 +Deploy=299,15,0 +Deployed=298,1,0 +DeployedFire=292,7,0 +Undeploy=0,1,1 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=56,15,0,S +Panic=8,6,6 + +[GISequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=86,1,6 +Walk=8,6,6 +FireUp=164,6,6 +Down=260,2,2 +Crawl=86,6,6 +Up=276,2,2 +FireProne=212,6,6 +Idle1=56,15,0,S +Idle2=71,14,0,E +Die1=134,15,0 +Die2=149,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Deploy=300,15,0 +Deployed=292,1,1 +DeployedFire=315,6,6 +DeployedIdle=0,0,0 +Undeploy=276,2,2 +Paradrop=363,1,0 +Cheer=364,8,0,E +Panic=8,6,6 + +;[COWSequence] +;Ready=0,1,1 +;Guard=0,1,1 +;Prone=0,1,1 +;Walk=8,6,6 +;Down=0,1,1 +;Crawl=8,6,6; spy needs this +;Up=0,1,1 +;Idle1=56,15,0,W +;Idle2=71,15,0,E +;Die1=86,15,0 +;Die2=101,15,0 +;Die3=0,1,1 +;Die4=0,1,1 +;Die5=0,1,1 +;Cheer=56,15,0,W + +;[GatorSequence] +;Ready=0,1,1 +;Guard=0,1,1 +;Prone=0,1,1 +;Walk=8,6,6 +;Down=0,1,1 +;Crawl=8,6,6; spy needs this +;Up=0,1,1 +;Idle1=56,15,0,W +;Idle2=71,15,0,E +;Die1=86,15,0 +;Die2=101,15,0 +;FireUp=116,6,6 +;Die3=0,1,1 +;Die4=0,1,1 +;Die5=0,1,1 +;Cheer=56,15,0,W + +[AnimalSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=0,1,1 +Walk=8,6,6 +Down=0,1,1 +Crawl=8,6,6; spy needs this +Up=0,1,1 +Idle1=56,15,0,W +Idle2=71,15,0,E +Die1=86,15,0 +Die2=101,15,0 +FireUp=116,6,6 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=56,15,0,W +Panic=8,6,6 + +[YuriSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,W +Idle2=71,15,0,E +Prone=86,1,6 +Crawl=86,6,6 +Die1=134,15,0 +Die2=149,15,0 +FireUp=164,6,6 +FireProne=212,6,6 +Down=260,2,2 +Up=276,2,2 +;Deploy=292,15,0;what artist said +Deploy=292,7,0 +Deployed=299,2,0 ; middle frame of deploy +Undeploy=301,6,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Paradrop=307,1,0 +Cheer=308,8,0,S +Panic=8,6,6 + +[YuriPrSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,W +Idle2=71,15,0,E +Prone=86,1,6 +Crawl=86,6,6 +Die1=134,15,0 +Die2=149,15,0 +FireUp=164,6,6 +FireProne=212,6,6 +Down=260,2,2 +Up=276,2,2 +;Deploy=292,15,0;what artist said +Deploy=292,7,0 +Deployed=299,2,0 ; middle frame of deploy +Undeploy=301,6,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=307,8,0,E +Panic=8,6,6 + +[IvanSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,W +Idle2=71,15,0,E +Prone=86,1,6 +Crawl=86,6,6 +Die1=134,15,0 +Die2=149,15,0 +FireUp=164,6,6 +FireProne=164,6,6 +Down=212,2,2 +Up=228,2,2 +Deploy=244,15,0 ; ### Bad/missing frames in Ivan +Deployed=257,1,0 +Undeploy=257,1,0 +;Deploy=164,6,0 +;Deployed=169,1,0 +;Undeploy=169,1,0 +Cheer=259,8,0,S +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Panic=8,6,6 + +[CIvanSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,W +Idle2=71,15,0,E +Prone=86,1,6 +Crawl=86,6,6 +Die1=134,15,0 +Die2=149,15,0 +FireUp=164,6,6 +FireProne=164,6,6 +Down=212,2,2 +Up=228,2,2 +Deploy=244,15,0 ; ### Bad/missing frames in Ivan +Deployed=257,1,0 +Undeploy=257,1,0 +;Deploy=164,6,0 +;Deployed=169,1,0 +;Undeploy=169,1,0 +Cheer=259,8,0,SE +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Panic=8,6,6 + +[DogSequence] +Ready=0,1,1 +Guard=0,1,1 +Walk=8,6,6 +Idle1=56,15,0,E +Idle2=71,15,0,E +Prone=0,1,1 ;Dog can't crawl, but spy needs this listing +Crawl=8,6,6 +Die1=86,15,0 +Die2=101,15,0 +FireUp=116,6,6 +FireProne=116,6,6 +Down=8,2,6 +Up=8,2,6 +Cheer=164,8,0,S +Panic=8,6,6 + +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 + +[MedicSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=86,1,6 +Walk=8,6,6 +FireUp=292,15,0 +Down=260,2,2 +Crawl=86,6,6 +Up=276,2,2 +FireProne=292,15,0 +Idle1=56,15,0,W +Idle2=71,14,0,E +Die1=134,15,0 +Die2=149,15,0 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=56,15,0,W +Panic=8,6,6 + +[RocketeerSequence] +Ready=0,1,1 +Guard=0,1,1 +;Ready=292,6,6 +;Guard=292,6,6 +Prone=86,1,6 +Walk=8,6,6 +FireUp=164,6,6 +Down=260,2,2 +Crawl=86,6,6 +Up=276,2,2 +FireProne=212,6,6 +Idle1=56,15,0,S +Idle2=71,15,0,E +Die1=134,15,0 +Die2=149,15,0 +Die3=0,0,0 +Die4=0,0,0 +Die5=0,0,0 +Fly=292,6,6 +Hover=292,6,6 +FireFly=370,6,6 +Tumble=340,15,0 +AirDeathStart=340,8,0;gs a split of Tumble, which is unused +AirDeathFalling=348,1,0 +AirDeathFinish=349,6,0 +Paradrop=418,1,0 +Cheer=419,8,0,E +Panic=8,6,6 + +[CivGunSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=182,1,6 +Walk=8,6,6 +FireUp=86,6,6 +Down=0,1,1 +Crawl=182,6,6 +Up=0,1,1 +FireProne=86,6,6 +Idle1=56,15,0,W +Idle2=0,1,1,E +Die1=71,15,0 +Die2=0,1,1 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=56,15,0,W +Paradrop=0,1,0 +Panic=134,6,6 + +[GenSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=134,1,6 +Walk=8,6,6 +FireUp=86,6,6 +Down=198,2,2 +Crawl=134,6,6 +Up=182,2,2 +FireProne=214,6,6 +Idle1=56,15,0,W +Idle2=0,1,1,E +Die1=71,15,0 +Die2=0,1,1 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=56,15,0,W +Paradrop=0,1,0 +Panic=8,6,6 + +[CivSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=134,1,6 +Walk=8,6,6 +FireUp=0,1,1 +Down=0,1,1 +Crawl=134,6,6 +Up=0,1,1 +FireProne=0,1,1 +Idle1=56,15,0,W +Idle2=0,1,1,E +Die1=71,15,0 +Die2=0,1,1 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=56,15,0,W +Paradrop=0,1,0 +Panic=86,6,6 + +[Civ2Sequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=182,1,6 +Walk=8,6,6 +FireUp=86,6,6 +Down=0,1,1 +Crawl=182,6,6 +Up=0,1,1 +FireProne=0,1,1 +Idle1=56,15,0,W +Idle2=0,1,1,E +Die1=71,15,0 +Die2=0,1,1 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=230,15,0,W +Paradrop=0,1,0 +Panic=134,6,6 + +[TechSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=182,1,6 +Walk=8,6,6 +FireUp=84,6,6 +Down=0,1,1 +Crawl=180,6,6 +Up=0,1,1 +FireProne=0,1,1 +Idle1=56,15,0,W +Idle2=0,1,1,E +Die1=71,13,0 +Die2=0,1,1 +Die3=0,1,1 +Die4=0,1,1 +Die5=0,1,1 +Cheer=228,15,0,W +Paradrop=0,1,0 +Panic=132,6,6 + +[CyborgSequence] +Ready=0,1,1 +Guard=0,1,1 +Prone=110,1,9 +Walk=8,9,9 +FireUp=212,6,6 +Down=0,1,1 +Crawl=110,9,9 +Up=0,1,1 +FireProne=260,6,6 +Idle1=80,15,0,W +Idle2=95,15,0,E +Die1=182,15,0 +Die2=197,15,0 +Die3=0,0,0 +Die4=0,0,0 +Die5=0,0,0 +Cheer=80,15,0,W +Panic=8,6,6 + +; *** Projectile Objects *** +; Projectiles sometimes need additional information regarding their +; imagery. + +; Trailer = animation to spawn as the projectile moves [typically smoke] (def=none) +; Rotates = Does projectile have specific imagery according to facing (def=no)? +; Frames = number of image frames for animation purposes (def=1) +; SpawnDelay = number of frames between anim spawns (def=3) +; AnimPalette = Does it use the animation palette palette (def=no)? +[120MM] + +[PARABOMB] + +[MEDUSA] ; Aegis +;Trailer=DURASMOKE +UseLineTrail=yes ; SJM +LineTrailColor=208,208,208 ; SJM +LineTrailColorDecrement=12 ; SJM +SpawnDelay=2;was 1 +Rotates=yes + +[DRAGON] ; IFV, Patriot, etc. +;Trailer=SMOKEY2 +UseLineTrail=yes ; SJM +LineTrailColor=216,216,255 ; SJM +LineTrailColorDecrement=16 ; SJM +Rotates=yes + +[YURBLANK] +Trailer=YURICNTL + +[DREDMISS] +Trailer=DURASMOKE +SpawnDelay=2;1 +Rotates=yes + +[SUBT]; sub torp +Trailer=BBBLELRG +Voxel=yes +Flat=yes ; SJM: Blit with ZGRAD_GROUND. With luck, missile will appear to go under ships. + +[DRONP] +Rotates=yes + +[DOGP] +Rotates=yes + +[ADOGP] +Rotates=yes + +[SQDP] +Rotates=yes + +[MISLCHEM] +Trailer=SMOKEY2 +Voxel=yes + +[ZBOMB] +Voxel=yes + +[MISLMLTI] +Trailer=SMOKEY2 +Voxel=yes + +[TORPEDO];old plasma torp +AnimPalette=yes + +[NKMSLUP] ;Up pointing big ol nuke +Trailer=NUKEPUFF;V3TRAIL;SMOKEY2 + +[NKMSLDN] ; and down pointing +Trailer=;NUKEPUFF;V3TRAIL;SMOKEY2 ;gs if it has a trailer it comes out of its nose + +; *** Animation Overlays *** +; These are the temporary animations overlays that are used for such +; effects as explosions, smoke, and fire. + +; Theater = Is there theater specific art for this animation (def=no)? +; Normalized = Should the animation speed be adjusted to appear consistent (def=no)? +; Scorch = Does this animation scorch the ground [e.g., napalm does this] (def=no)? +; Flamer = Does this animation leave flames after it is gone [e.g., napalm] (def=no)? +; Crater = Does this form a crater [e.g., artillery does this] (def=no)? +; PsiWarning = Does this animation flicker in and out based on states of nearby Psychic Detectors (def=no)? +; Sticky = Animation sticks to unit in square (def=no)? +; Layer = PCG; The layer at which this animation resides. +; Useful options include [ground, air, top]. (def=air) +; Replaces the old "Surface" parameter. A "Surface" of "yes" is equal to a "Layer" of "ground". +; A "Surface" of "no" is equal to a "Layer" of "air". +; Flat = Is animation flat on the ground [helps with drawing logic to know this] (def=no)? +; Translucent = Is this animation translucent in appearence (def=no)? +; Translucency = percent of translucency to use [25, 50, 75% only] (def=none) +; Damage = damage to apply per minute to attached object [if any] (def=0) +; Rate = desired animation frames per minute (def=900) +; Report = sound effect to play when this animation plays (def=none) +; Next = animation to spawn when this animation completes [fire uses this to get smaller over time] (def=none> +; ;DetailLevel = The detail level that the game must be set to for this animation to play (def=0, 2 is high detail). +; Start = Frame to start this animation from. +; UseNormalLight = Does this anim always draw at 100% brightness? (def=no) +; YSortAdjust = Fudge to apply when sorting this object in it's layer (def=0). +; ZAdjust = Fudge to apply to object. Can be used to make an animation always appear on top, for ex. (def=0) +; AltPalette = Does it use an alternate drawing palette (def=no)? +; <<< these values are needed if the animation loops >>> +; LoopCount = number of times this animation loops before ending (def=0)? +; LoopStart = beginning frame of loop [if animation loops] +; LoopEnd = last frame of loop [if animation loops] (def=last frame of animation) +; <<< values used only for wave-based animations +; Angle = angle in degrees to use for the cone of effect (between 0 and 180 please) + + +; PCG. Clouds for weather machine. +[WCCLOUD1] +Rate=375 +Layer=Top +AltPalette=yes + +[WCCLOUD2] +Rate=375 +Layer=Top +AltPalette=yes + +[WCCLOUD3] +Rate=375 +Layer=Top +AltPalette=yes + +; PCG. Lightning bolts for weather machine. +[WCLBOLT1] +Layer=ground + +[WCLBOLT2] +Layer=ground + +[WCLBOLT3] +Layer=ground + +[BEACON] +Layer=ground +LoopCount=100 +Rate=60 + +[WAKE1] +;Theater=yes +Flat=yes +Layer=ground +Translucent=yes +Rate=120 +YSortAdjust=-288 +;YSortAdjust=-64 +;ZAdjust=1 +DemandLoad=true +DetailLevel=2 + +[WAKE2] +Theater=yes +Flat=yes +Layer=ground +Translucent=yes +Rate=120 +YSortAdjust=-64 +DemandLoad=true +DetailLevel=2 + +[STEAMPUF] +Flat=yes +Layer=ground +Translucent=yes + +[DROPPOD] +Rate=10 +Flat=yes +;DetailLevel=1 +Layer=ground +Translucent=yes + +[DROPPOD2] +Rate=10 +Flat=yes +;DetailLevel=1 +Layer=ground +Translucent=yes + +[DEATH_A] +Rate=10 +Flat=yes +;DetailLevel=1 +Layer=ground +AltPalette=yes ; use the unit palete + +[DEATH_B] +Rate=10 +Flat=yes +;DetailLevel=1 +Layer=ground +AltPalette=yes ; use the unit palete + +[DEATH_C] +Rate=10 +Flat=yes +;DetailLevel=1 +Layer=ground +AltPalette=yes ; use the unit palete + +[DEATH_D] +Rate=10 +Flat=yes +;DetailLevel=1 +Layer=ground +AltPalette=yes ; use the unit palete + +[DEATH_E] +Rate=10 +Flat=yes +;DetailLevel=1 +Layer=ground +AltPalette=yes ; use the unit palete + +[DEATH_F] +Rate=10 +Flat=yes +;DetailLevel=1 +Layer=ground +AltPalette=yes ; use the unit palete + +; RMK: animation for highlighting 'behind building' objects +[BEHIND] +Rate=200 +Start=1 +;GEFLoopStart=9 +LoopStart=1 +LoopEnd=18 +LoopCount=-1 +Layer=top +UseNormalLight=yes +ZAdjust=-512 +YSortAdjust=2000 +;Theater=yes +;DemandLoad=true + +[DBRIS1LG] +Elasticity=0.0 +MaxXYVel=25.0 +MinZVel=25.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes +TrailerAnim=SMOKEY2 +TrailerSeperation=2 + +[DBRIS1SM] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +ExpireAnim=TWLT026 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + + +[DBRI-WM1] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRI-WM2] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRI-WM3] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRI-WM4] +Image=DBRI-WM1 +Elasticity=0.0 +MaxXYVel=15.0 +MinZVel=40.0 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRI-WM5] +Image=DBRI-WM2 +Elasticity=0.0 +MaxXYVel=5.0 +MinZVel=30.0 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRI-WM6] +Image=DBRI-WM3 +Elasticity=0.0 +MaxXYVel=10.0 +MinZVel=40.0 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS1HV] +Image=DBRIS1SM +Elasticity=0.0 +MaxXYVel=10.0 +MinZVel=40.0 +ExpireAnim=TWLT026 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + + +[DBRIS2LG] +Elasticity=0.0 +MaxXYVel=25.0 +MinZVel=25.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS2SM] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +ExpireAnim=TWLT026 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS2HV] +Image=DBRIS2LG +Elasticity=0.0 +MaxXYVel=5.0 +MinZVel=30.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS3LG] +Elasticity=0.0 +MaxXYVel=25.0 +MinZVel=25.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS3SM] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +ExpireAnim=TWLT026 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS3HV] +Image=DBRIS3LG +Elasticity=0.0 +MaxXYVel=5.0 +MinZVel=40.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS4LG] +Elasticity=0.0 +MaxXYVel=25.0 +MinZVel=25.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS4SM] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +ExpireAnim=TWLT026 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS5LG] +Elasticity=0.0 +MaxXYVel=25.0 +MinZVel=25.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes +TrailerAnim=SMOKEY2 +TrailerSeperation=2 + +[DBRIS5SM] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +ExpireAnim=TWLT026 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS6LG] +Elasticity=0.0 +MaxXYVel=25.0 +MinZVel=25.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS6SM] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +ExpireAnim=TWLT026 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS7LG] +Elasticity=0.0 +MaxXYVel=25.0 +MinZVel=25.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS7SM] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +ExpireAnim=TWLT026 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS8LG] +Elasticity=0.0 +MaxXYVel=25.0 +MinZVel=25.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes +TrailerAnim=SMOKEY2 +TrailerSeperation=2 + +[DBRIS8SM] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +ExpireAnim=TWLT026 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS9LG] +Elasticity=0.0 +MaxXYVel=25.0 +MinZVel=25.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRIS9SM] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +ExpireAnim=TWLT026 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRS10LG] +Elasticity=0.0 +MaxXYVel=25.0 +MinZVel=25.0 +ExpireAnim=TWLT036 +Damage=20 +DamageRadius=80 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=220,600 +;DetailLevel=0 +Bouncer=yes + +[DBRS10SM] +Elasticity=0.0 +MaxXYVel=30.0 +MinZVel=20.0 +ExpireAnim=TWLT026 +Damage=10 +DamageRadius=50 +Warhead=HE +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +RandomRate=350,450 +;DetailLevel=0 +Bouncer=yes + +[TREESPRD] +Normalized=yes + +; Tesla Coil zap animation (infantry) +[ELECTRO] +Scorch=yes +Layer=ground +LoopEnd=3 +LoopCount=5 +;Next=FIRE1 +Report=InfantryZap + +[YURIDIE] +Scorch=yes +Layer=ground +Report=InfantryPsyCrush +;AltPalette=yes ; use the unit palete + +[NUKEDIE] +Scorch=yes +Layer=ground +Report=InfantryMelt + +[WARPIN] +;Theater=yes +Flat=yes +Layer=ground +Translucent=yes +Rate=120 +YSortAdjust=-64 +;Report=ChronoLegionTeleport + +[WARPOUT] +;Theater=yes +Flat=yes +Layer=ground +Translucent=yes +Rate=120 +YSortAdjust=-64 +;Report=ChronoLegionTeleport + +[WARPAWAY] +;Image=RING1 +Translucent=yes +Layer=ground +Rate=300 +TranslucencyDetailLevel=1 +Flat=true +Report=ChronoLegionKill + + +; SAM site fire animation +[SAM-N] + +[SAM-NE] + +[SAM-NW] + +[SAM-E] + +[SAM-W] + +[SAM-SW] + +[SAM-SE] + +[SAM-S] + +;GEF cleaning up +;[DIG] +;Layer=ground + +[INFDIE] +Normalized=yes +Layer=ground + +;GEF cleaning up +;[DIRTEXPL] +;Normalized=yes +;Layer=ground +;Translucent=yes +;Report=EXPDIRT1 + +;[PULSGRNL] +;Normalized=yes +;Layer=ground +;Translucent=yes + +;[PULSGRNS] +;Normalized=yes +;Layer=ground +;Translucent=yes + +;[PULSREDL] +;Normalized=yes +;Layer=ground +;Translucent=yes + +;[PULSREDS] +;Normalized=yes +;Layer=ground +;Translucent=yes + +;[PULSWHTL] +;Normalized=yes +;Layer=ground +;Translucent=yes + +;[PULSWHTS] +;Normalized=yes +;Layer=ground +;Translucent=yes + +[PULSEFX1] +Normalized=yes +Layer=ground +Translucent=yes +UseNormalLight=yes +;AltPalette=yes +;Translucency=50 + +[PULSEFX2] +Normalized=yes +Layer=ground +Translucent=yes +UseNormalLight=yes +;AltPalette=yes +;Translucency=50 + +[EMP_FX01] +Normalized=yes +Layer=ground +UseNormalLight=yes +LoopCount=-1 + +;GEF cleaning up +; smoke used as landing zone marker +;[SMOKLAND] +;Normalized=yes +;Layer=ground +;LoopStart=72 +;LoopEnd=91 +;LoopCount=255 + +[SGRYSMK1] +Rate=500 +Normalized=yes +Translucent=yes + +; small sticky fire +[BURN-S] +Layer=ground +Sticky=yes +Damage=.03 +Rate=400 +LoopStart=30 +LoopEnd=62 +LoopCount=4 +UseNormalLight=yes +;Next=SMOKE_M +Translucency=25 + +; medium sticky fire +[BURN-M] +Layer=ground +Sticky=yes +Damage=.06 +Rate=400 +LoopStart=30 +LoopEnd=62 +LoopCount=4 +Next=BURN-S +UseNormalLight=yes +Translucency=25 + +; large sticky fire +[BURN-L] +Layer=ground +Sticky=yes +Damage=.06 +Rate=400 +LoopStart=30 +LoopEnd=62 +LoopCount=4 +Next=BURN-M +UseNormalLight=yes +Translucency=25 + +; parachute to attach to parachutists +[PARACH] +Rate=400 +LoopStart=20 +LoopEnd=39 +LoopCount=30 +AltPalette=yes ; use the unit palete +ZAdjust=-10 ; SJM: infantry are fudged by 10 towards camera so we must match this here + +; parachute bomb +[PARABOMB] +Rate=200 +LoopStart=7 +LoopCount=15 + +[TWLT026] +Normalized=yes +Translucent=yes +Report=Explosion05 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[TWLT036] +Normalized=yes +Translucent=yes +Report=Explosion06 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[TWLT050] +Normalized=yes +Translucent=yes +Report=Explosion07 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[TWLT070] +Normalized=yes +Translucent=yes +Report=Explosion09 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[TWLT070T] +Image=TWLT070 +Normalized=yes +Translucent=yes +TiberiumChainReaction=yes +Report=Explosion05 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[TWLT100] +Normalized=yes +Translucent=yes +Report=Explosion10 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[TWLT100I] +Image=TWLT100 +Normalized=yes +Translucency=50 +Report=Explosion11 +UseNormalLight=yes + +[RING1] +Translucent=no +Rate=300 +TranslucencyDetailLevel=1 +Flat=true + +[NUKEANIM];nuke mushroom cloud explosion +Rate=400 +Report=NukeExplosion + +[NUKEBALL];nuke explosion buildup +Rate=500 +Crater=yes +ForceBigCraters=yes +;Next=NUKEANIM ; SJM: NUKEBALL now called from code, and NUKEANIM called from NUKE warhead +Report=NukeIntro + +[CHRONOAR] ; SJM: Chrono transfer SOURCE designated +;Translucency=0 +Rate=300 +;TranslucencyDetailLevel=1 +LoopStart=11 +LoopEnd=17 +LoopCount=-1 ; Code will stop animation when appropriate +StartSound=ChronosphereSelect + +[CHRONOFD] ; SJM: Chrono transfer SOURCE activates +Translucency=25 +Rate=300 +TranslucencyDetailLevel=1 + +[CHRONOTG] ; SJM: Chrono transfer DESTINATION activates +Translucency=25 +Rate=300 +TranslucencyDetailLevel=1 +StartSound=ChronosphereMove + +[CHRONOSK] +Rate=150 +Flat=true +LoopStart=0 +LoopEnd=2 +LoopCount=1 +ZAdjust=-124 +YSortAdjust=100 + +[SQDG] ; SJM: squid grapple +Rate=100 +Layer=ground +AltPalette=yes ; Use the unit palette??? + +[SQDG_N] +LoopStart=9 +LoopEnd=19 +LoopCount=8 +Rate=600 +Layer=ground + +[SQDG_NE] +LoopStart=9 +LoopEnd=19 +LoopCount=8 +Rate=600 +Layer=ground + +[SQDG_E] +LoopStart=9 +LoopEnd=19 +LoopCount=8 +Rate=600 +Layer=ground + +[SQDG_SE] +LoopStart=9 +LoopEnd=19 +LoopCount=8 +Rate=600 +Layer=ground + +[SQDG_S] +LoopStart=9 +LoopEnd=19 +LoopCount=8 +Rate=600 +Layer=ground + +[SQDG_SW] +LoopStart=9 +LoopEnd=19 +LoopCount=8 +Rate=600 +Layer=ground + +[SQDG_W] +LoopStart=9 +LoopEnd=19 +LoopCount=8 +Rate=600 +Layer=ground + +[SQDG_NW] +LoopStart=9 +LoopEnd=19 +LoopCount=8 +Rate=600 +Layer=ground + +[IONBEAM] +Translucent=yes +Rate=200 +Tiled=yes +TranslucencyDetailLevel=1 +Report=ChronosphereMove +Flat=true + +[CHRONOBM] +Translucent=yes +Rate=200 +Tiled=yes +TranslucencyDetailLevel=1 +Report=ChronosphereMove + +[S_BANG16] +Normalized=yes +Translucent=yes +Report=Explosion10 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[S_BANG24] +Normalized=yes +Translucent=yes +Report=Explosion10 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[S_BANG34] +Normalized=yes +Translucent=yes +Report=Explosion10 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[S_BANG48] +Normalized=yes +Translucent=yes +Report=Explosion11 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[S_BRNL20] +Normalized=yes +Translucent=yes +Report=Explosion12 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[S_BRNL30] +Normalized=yes +Translucent=yes +Report=Explosion12 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[S_BRNL40] +Normalized=yes +Translucent=yes +Report=Explosion12 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[S_BRNL58] +Normalized=yes +Translucent=yes +Report=Explosion12 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[S_CLSN16] +Normalized=yes +Translucent=yes +Report=Explosion14 +UseNormalLight=yes +Crater=yes + +[S_CLSN22] +Normalized=yes +Translucent=yes +Report=Explosion14 +UseNormalLight=yes +Crater=yes + +[S_CLSN30] +Normalized=yes +Translucent=yes +Report=Explosion14 +UseNormalLight=yes +Crater=yes + +[S_CLSN42] +Normalized=yes +Translucent=yes +Report=Explosion14 +UseNormalLight=yes +Crater=yes + +[S_CLSN58] +Normalized=yes +Translucent=yes +Report=Explosion14 +UseNormalLight=yes +Crater=yes + +[S_TUMU22] +Normalized=yes +Translucent=yes +Report=Explosion15 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[S_TUMU30] +Normalized=yes +Translucent=yes +Report=Explosion15 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[S_TUMU42] +Normalized=yes +Translucent=yes +Report=Explosion15 +UseNormalLight=yes +Crater=yes +Scorch=yes + +[S_TUMU60] +Normalized=yes +Translucent=yes +Report=Explosion15 +UseNormalLight=yes +Crater=yes +Scorch=yes + +; smoke puff used by rockets +[SMOKEY] +Translucent=yes + +[SMOKEY2] +Translucent=yes + +[DURASMOKE] +Translucent=yes +Rate=450 + +[BBBLELRG] +Rate=450 +Flat=yes +Layer=surface ; SJM: Lower than ground -- go under ships + +[YURICNTL] +Rate=450 + +[FIRE01] +Rate=450 +LoopCount=-1 +StartSound=BuildingFireBig + +[FIRE02] +Rate=450 +LoopCount=-1 +StartSound=BuildingFireBig + +[FIRE03] +Rate=450 +LoopCount=-1 +StartSound=BuildingFireMed + +[SMKPUFF] +Translucent=yes +Translucency=50 + +[HTRKPUFF] +Translucent=yes +Translucency=50 + +[IRONFX] +Report=IronCurtainDeflect +Translucent=yes +Translucency=50 + +[IRONBLST] +Rate=450 +Report=IronCurtainBlast +Translucent=yes +Translucency=50 + +[V3TRAIL] +Rate=450 + +[NUKEPUFF] +Rate=450 +Translucent=yes +Translucency=50 + +[V3TAKOFF] +Translucent=yes +Translucency=50 +Rate=225 + +; small arms fire piff (single shot) +[PIFF] +Normalized=yes +;Theater=yes +;Translucent=yes + +; small arms fire piff (multiple shots) +[PIFFPIFF] +Normalized=yes +;Theater=yes +;Translucent=yes + +; small flames +[FIRE3] +Layer=ground +Damage=.003 +LoopCount=5 +Rate=450 +UseNormalLight=yes +Translucency=50 + +;GEF cleaning up +;; medium flames +;[FIRE1] +;Scorch=yes +;Layer=ground +;Damage=.006 +;Rate=450 +;LoopCount=4 +;UseNormalLight=yes +;Translucency=50 +;Next=FIRE2 +; +;; medium flames +;[FIRE2] +;Scorch=yes +;Layer=ground +;Damage=.006 +;Rate=450 +;LoopCount=6 +;UseNormalLight=yes +;Translucency=50 +;Next=FIRE3 +; +;; tiny flames +;[FIRE4] +;Layer=ground +;Damage=.002 +;LoopCount=3 +;UseNormalLight=yes +;Translucency=25 + +; muzzle flash +[GUNFIRE] +Layer=ground +Translucent=yes + +[UCFLASH] ; Urban Combat window animations for shooting, getting Tesla'd and getting SEAL'd +Layer=ground +Translucent=yes + +[UCELEC] +Layer=ground +Translucent=yes + +[UCBLOOD] +Layer=ground +Translucent=yes + +[XGRYSML1] +Translucent=yes +Report=Explosion13 + +[XGRYSML2] +Translucent=yes +Report=Explosion13 + +[XGRYMED1] +Translucent=yes +Report=Explosion15 + +[XGRYMED2] +Translucent=yes +Report=Explosion12 + +[EXPLOLRG] +Translucent=yes +UseNormalLight=yes +Report=Explosion09 +Crater=yes +Scorch=yes + +[NUKETO] +Translucent=yes +Translucency=75 +StartSound=NukeLaunch + +[PODRING] +Translucent=yes +Flat=yes + +;GEF cleaning up +;[CLDRNGL1] +;Layer=ground +;Flat=yes +; +;[CLDRNGL2] +;Layer=ground +;Flat=yes +; +;[CLDRNGMD] +;Layer=ground +;Flat=yes +; +;[CLDRNGSM] +;Layer=ground +;Flat=yes + +; Used for psychic sensor display of targeting. +[PSIWARN] +PsiWarning=yes +ZAdjust=-1000 +LoopCount=-1 + +[DROPEXP] +Layer=ground +Translucent=yes + +[INVISO] +Layer=ground +Damage=1 + +[EXPLOMED] +Translucent=yes +UseNormalLight=yes +Report=Explosion12 +Crater=yes +Scorch=yes + +[EXPLOSML] +Translucent=yes +UseNormalLight=yes +Report=Explosion13 +Crater=yes +Scorch=yes + +;[EXPLOLB] +;Translucent=yes +;UseNormalLight=yes +;Crater=yes +;Scorch=yes + +[EXPLOLB] +Translucent=yes +UseNormalLight=yes +Crater=yes +Scorch=yes + +; minigun fire flashes +[MGUN-N] +Translucent=no + +[MGUN-NE] +Translucent=no + +[MGUN-E] +Translucent=no + +[MGUN-SE] +Translucent=no + +[MGUN-S] +Translucent=no + +[MGUN-SW] +Translucent=no + +[MGUN-W] +Translucent=no + +[MGUN-NW] +Translucent=no + +; Armor bonus +[ARMOR] +Normalized=yes +Rate=400 + +; Money bonus +[MONEY] +Normalized=yes +Rate=400 + +; Firepower bonus crate animation +[FIREPOWR] +Normalized=yes +Rate=400 + +[VETERAN] +Normalized=yes +Rate=400 + +[REVEAL] +Normalized=yes +Rate=400 + +[SHROUDX] +Normalized=yes +Rate=400 + +[SPEED] +Normalized=yes + +[MLTIMISL] +Normalized=yes +Rate=400 + +[HEALONE] +Normalized=yes +Rate=400 + +[HEALALL] +Normalized=yes +Rate=400 + +[CHEMISLE] +Normalized=yes +Rate=400 + +[CLOAK] +Normalized=yes +Rate=400 + +; twinkle animation +[TWINKLE1] +Normalized=yes +LoopCount=5 + +[TWINKLE2] +Normalized=yes +LoopCount=7 + +[TWINKLE3] +Normalized=yes +LoopCount=3 + +; large water explosion +[H2O_EXP1] +Normalized=yes +Layer=ground +Translucency=25 +Report=ExplosionWaterLarge +YDrawOffset=-18 + +; medium water explosion +[H2O_EXP2] +Normalized=yes +Layer=ground +Translucency=25 +Report=ExplosionWaterMed +YDrawOffset=-10 + +; small water explosion +[H2O_EXP3] +Normalized=yes +Layer=ground +Translucency=25 +Report=ExplosionWaterSmall +YDrawOffset=-8 + +; expanding fire ring +[RING] +Normalized=yes +Translucent=yes + +; Power plant active animation +[GAPOWR_A] +Image=GAPOWR_A +Normalized=yes +NewTheater=yes +Layer=ground +Start=0 +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=220 +DetailLevel=2 + +; Power plant active animation +[GAPOWR_AD] +Image=GAPOWR_A +Normalized=yes +;NewTheater=yes +Layer=ground +Start=8 +LoopStart=8 +LoopEnd=16 +LoopCount=-1 +Rate=220 +DetailLevel=2 + +; Power plant power-up animations +[GAPOWR_B] +Cameo=TURBICON +Image=GAPOWR_B +NewTheater=yes +Normalized=yes +Layer=ground +LoopEnd=12 +LoopCount=-1 +Rate=220 + +; Oil Derrick idle animations +[CAOILD_A] +Image=CAOILD_A +Layer=ground +NewTheater=yes +Start=0 +LoopStart=0 +LoopEnd=32 +LoopCount=-1 +Rate=220 +DemandLoad=true +Shadow=yes + +; Oil Derrick damaged idle animations +[CAOILD_AD] +Image=CAOILD_A +Layer=ground +NewTheater=yes +Start=33 +LoopStart=33 +LoopEnd=64 +LoopCount=-1 +Rate=220 +DemandLoad=true +Shadow=yes + +; Oil Derrick flag animations +[CAOILD_F] +Image=CAOILD_F +Layer=ground +NewTheater=yes +Start=0 +LoopStart=0 +LoopEnd=16 +LoopCount=-1 +Rate=300 +DemandLoad=true + +; NOD Power plant active animation +[NAPOWR_A] +Image=NAPOWR_A +Normalized=yes +NewTheater=yes +Layer=ground +Start=0 +LoopStart=0 +LoopEnd=18 +LoopCount=-1 +Rate=300 +DetailLevel=2 +DoubleThick=true + +; NOD Power plant damaged active animation +[NAPOWR_AD] +Image=NAPOWR_A +Normalized=yes +;NewTheater=yes +Layer=ground +Start=19 +LoopStart=19 +LoopEnd=37 +LoopCount=-1 +Rate=300 +DetailLevel=2 +DoubleThick=true + +; NOD Advanced power plant active animation +[NAAPWR_A] +Image=NAAPWR_A +Normalized=yes +NewTheater=yes +Layer=ground +Start=0 +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=220 +DetailLevel=2 + +; NOD Advanced power plant damaged active animation +[NAAPWR_AD] +Image=NAAPWR_A +Normalized=yes +;NewTheater=yes +Layer=ground +LoopStart=9 +LoopEnd=17 +LoopCount=-1 +Rate=220 +DetailLevel=2 + +; Civilian Hospital +[CAHOSP_A] +Image=CAHOSP_A +Normalized=yes +NewTheater=yes +Layer=ground +LoopStart=0 +LoopEnd=2 +LoopCount=-1 +Rate=100 +;DetailLevel=1 +DemandLoad=true + +; Civilian Hospital +[CAHOSP_AD] +Image=CAHOSP_A +Normalized=yes +NewTheater=yes +Layer=ground +Start=2 +LoopStart=2 +LoopEnd=4 +LoopCount=-1 +Rate=100 +;DetailLevel=1 +DemandLoad=true + +; Civilian Armory +[CAARMR_A] +Image=CAARMR_A +Normalized=yes +NewTheater=yes +Layer=ground +LoopStart=0 +LoopEnd=10 +LoopCount=-1 +Rate=350 +;DetailLevel=3 +DemandLoad=true + +[NARADR_A] +Image=NARADR_A +NewTheater=yes +Normalized=yes +LoopStart=0 +LoopEnd=45 +LoopCount=-1 +Rate=200 +Layer=ground +Shadow=yes + +[NARADR_AD] +Image=NARADR_A +;NewTheater=yes +Normalized=yes +Start=46 +LoopStart=46 +LoopEnd=91 +LoopCount=-1 +Rate=200 +Layer=ground +Shadow=yes + +[NAPSIS_A] +Image=NAPSIS_A +NewTheater=yes +Normalized=yes +LoopStart=0 +LoopEnd=39 +LoopCount=-1 +Rate=350 +Layer=ground +Shadow=yes + +[NAPSIS_AD] +Image=NAPSIS_A +;NewTheater=yes +Normalized=yes +Start=40 +LoopStart=40 +LoopEnd=80 +LoopCount=-1 +Rate=200 +Layer=ground +Shadow=yes + +[GARADR_A] +Image=GARADR_A +NewTheater=yes +Normalized=yes +LoopStart=0 +LoopEnd=14 +LoopCount=-1 +Rate=220 +Layer=ground +PingPong=yes + +[GARADR_AD] +Image=GARADR_A +;NewTheater=yes +Normalized=yes +LoopStart=15 +LoopEnd=29 +LoopCount=-1 +Rate=180 +Layer=ground +PingPong=yes + +[GAPLUG_A] +Image=GAPLUG_A +NewTheater=yes +Normalized=yes +LoopStart=0 +LoopEnd=20 +LoopCount=-1 +Rate=220 +Layer=ground + +[GAPLUG_B] +Image=GAPLUG_B +NewTheater=yes +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=9 +LoopCount=-1 +Rate=220 +Layer=ground +PingPong=no + +[GAPLUG_BD] +Image=GAPLUG_B +;NewTheater=yes +Normalized=yes +Start=10 +LoopStart=10 +LoopEnd=20 +LoopCount=-1 +Rate=180 +Layer=ground +PingPong=yes + +[GAPLUG_C] +Image=GAPLUG_C +NewTheater=yes +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=220 +Layer=ground +PingPong=no + +[GAPLUG_D] +Image=GAPLUG_D +NewTheater=yes +Cameo=RAD1ICON +Normalized=yes +LoopStart=0 +LoopEnd=14 +LoopCount=-1 +Rate=220 +Layer=ground + +[GAPLUG_E] +Image=GAPLUG_E +NewTheater=yes +Cameo=RAD2ICON +Normalized=yes +LoopStart=0 +LoopEnd=14 +LoopCount=-1 +Rate=220 +Layer=ground + +[GAPLUG_F] +Image=GAPLUG_F +NewTheater=yes +Cameo=RAD3ICON +Normalized=yes +LoopStart=0 +LoopEnd=14 +LoopCount=-1 +Rate=220 +Layer=ground +PingPong=yes + +[GAPILE_A] +Image=GAPILE_A +NewTheater=yes +Normalized=yes +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=300 +Layer=ground +;DetailLevel=1 +Shadow=yes + +[GAPILE_AD] +Image=GAPILE_A +NewTheater=yes +Normalized=yes +Start=16 +LoopStart=16 +LoopEnd=31 +LoopCount=-1 +Rate=300 +Layer=ground +;DetailLevel=1 +Shadow=yes + +;[GAPILE_B] +;Image=GAPILE_B +;NewTheater=yes +;Normalized=yes +;LoopStart=0 +;LoopEnd=8 +;LoopCount=-1 +;Rate=300 +;Layer=ground +;;DetailLevel=1 + +;[GAPILE_C] +;Image=GAPILE_C +;Normalized=yes +;NewTheater=yes +;LoopStart=0 +;LoopEnd=6 +;LoopCount=-1 +;Rate=220 +;Layer=ground + +;[GAPILE_CD] +;Image=GAPILE_C +;Normalized=yes +;NewTheater=yes +;LoopStart=6 +;LoopEnd=14 +;LoopCount=-1 +;Rate=180 +;Layer=ground + +; GAPILE destroy animation +;[GAPILEDM] +;Image=GAPILEDM +;Layer=ground +;NewTheater=yes +;Rate=200 +;DemandLoad=true +;Shadow=yes +;AltPalette=yes ; use the unit palete + +[GAWEAP_A] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=200 +Layer=ground +;DetailLevel=1 + +[GAWEAP_AD] +Image=GAWEAP_A +Normalized=yes +NewTheater=yes +LoopStart=16 +LoopEnd=29 +LoopCount=-1 +Rate=200 +Layer=ground +;DetailLevel=1 + +[GAWEAP_B] +Normalized=yes +NewTheater=yes +Start=0 +LoopStart=0 +LoopEnd=5 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[GAWEAP_BD] +Image=GAWEAP_B +Normalized=yes +NewTheater=yes +Start=0 +LoopStart=0 +LoopEnd=5 +LoopCount=-1 +Rate=400 +Layer=ground +;;DetailLevel=1 + +;[GAWEAP_C] +;Normalized=yes +;NewTheater=yes +;LoopStart=0 +;LoopEnd=4 +;LoopCount=-1 +;Rate=800 +;Layer=ground +;;DetailLevel=1 + +[GAWEAP_1] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=1 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[GAWEAP_1D] +Image=GAWEAP_1 +Normalized=yes +NewTheater=yes +LoopStart=1 +LoopEnd=2 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[GAWEAP_2] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=1 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[GAWEAP_2D] +Image=GAWEAP_2 +Normalized=yes +NewTheater=yes +LoopStart=1 +LoopEnd=2 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[GAWEAP_3] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=9 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[GAWEAP_3D] +Image=GAWEAP_3 +Normalized=yes +NewTheater=yes +LoopStart=10 +LoopEnd=19 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[GAWEAP_4] +Normalized=yes +NewTheater=yes +LoopStart=0 +LoopEnd=9 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[GAWEAP_4D] +Image=GAWEAP_4 +Normalized=yes +NewTheater=yes +LoopStart=10 +LoopEnd=19 +LoopCount=-1 +Rate=400 +Layer=ground +;DetailLevel=1 + +[NAPULS_A] +LoopStart=0 +NewTheater=yes +LoopEnd=64 +LoopCount=-1 +Rate=0 +Layer=ground + +[GACTWR_A] +LoopStart=1 +LoopEnd=6 +NewTheater=yes +LoopCount=-1 +Rate=220 +Layer=ground +Normalized=yes +;DetailLevel=1 + +; Component tower double gun turret +[GACTWR_B] +LoopStart=0 +LoopEnd=32 +LoopCount=-1 +Rate=0 +Layer=ground +NewTheater=yes + +; Component tower rocket launcher +[GACTWR_C] +LoopStart=0 +LoopEnd=32 +LoopCount=-1 +Rate=0 +Layer=ground +NewTheater=yes + +; Component tower SAM +[GACTWR_D] +LoopStart=0 +LoopEnd=32 +LoopCount=-1 +Rate=0 +Layer=ground +NewTheater=yes + +; Active animation for stealth generator +[NASTLH_A] +Image=NASTLH_A +Normalized=yes +LoopStart=0 +LoopEnd=3 +LoopCount=-1 +Rate=350 +Layer=ground +PingPong=yes +NewTheater=yes +;DetailLevel=1 + +; Damaged active animation for stealth generator +[NASTLH_AD] +Image=NASTLH_A +Normalized=yes +LoopStart=4 +LoopEnd=7 +LoopCount=-1 +Rate=220 +Layer=ground +PingPong=yes +;NewTheater=yes +;DetailLevel=1 + +; Active animation for construction yard +[GACNST_A] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=3 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +; Damaged active animation for construction yard +[GACNST_AD] +Image=GACNST_A +Normalized=yes +Start=3 +LoopStart=3 +LoopEnd=6 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +; Production animation for construction yard +[GACNST_B] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=20 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Damaged Production anim for construction yard +[GACNST_BD] +Image=GACNST_B +Normalized=yes +Start=20 +LoopStart=20 +LoopEnd=40 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes + +; Second active animation for construction yard. +;[GACNST_C] +;Image=GACNST_C +;Normalized=yes +;LoopStart=0 +;LoopEnd=14 +;LoopCount=-1 +;Rate=350 +;Layer=ground +;NewTheater=yes +;;DetailLevel=1 + +; Damaged second active animation for construction yard. +;[GACNST_CD] +;Image=GACNST_C +;Normalized=yes +;LoopStart=15 +;LoopEnd=29 +;LoopCount=-1 +;Rate=220 +;Layer=ground +;NewTheater=yes +;;DetailLevel=1 + +; destroyed animation for construction yard. +;[GACNSTDM] +;Normalized=yes +;Layer=ground +;NewTheater=yes +;DemandLoad=true +;Shadow=yes +;AltPalette=yes ; use the unit palete + +; Production animation for construction yard +[NACNST_B] +Image=NACNST_B +Normalized=yes +LoopStart=0 +LoopEnd=21 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; First active animation for construction yard. +[NACNST_A] +Image=NACNST_A +Normalized=yes +LoopStart=0 +LoopEnd=10 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +; First active animation for construction yard. +[NACNST_AD] +Image=NACNST_A +Normalized=yes +Start=11 +LoopStart=11 +LoopEnd=21 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +; Second active animation for construction yard. +[NACNST_CD] +Image=NACNST_C +Normalized=yes +LoopStart=1 +LoopEnd=2 +LoopCount=-1 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Second active animation for construction yard. +[NACNST_C] +Image=NACNST_C +Normalized=yes +LoopStart=0 +LoopEnd=1 +LoopCount=-1 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Second active animation for construction yard. +;[NACNSTD] +;Image=NACNSTDM +;Normalized=yes +;Layer=ground +;NewTheater=yes +;DemandLoad=true +;Shadow=yes +;AltPalette=yes ; use the unit palete + +; Active animation for Temple of NOD +[NATMPL_A] +Image=NATMPL_A +Normalized=yes +LoopStart=0 +LoopEnd=16 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes + +; Active animation for NOD Pyramid +[NTPYRA_A] +Image=NTPYRA_A +Normalized=yes +LoopStart=0 +LoopEnd=16 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes + +; Damaged active animation for NOD Pyramid +[NTPYRA_AD] +Image=NTPYRA_A +Normalized=yes +LoopStart=16 +LoopEnd=32 +LoopCount=-1 +Rate=220 +Layer=ground +;NewTheater=yes + +; Active animation for NOD Montauk +[NAMNTK_A] +Image=NAMNTK_A +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +DemandLoad=true + +; Active animation for GDI Kodiak +[GAKODK_A] +Image=GAKODK_A +Normalized=yes +LoopStart=0 +LoopEnd=12 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +DemandLoad=true + +; Damaged active animation for GDI Kodiak +[GAKODK_AD] +Image=GAKODK_A +Normalized=yes +LoopStart=13 +LoopEnd=24 +LoopCount=-1 +Rate=220 +Layer=ground +NewTheater=yes +DemandLoad=true + +; Second active animation for GDI Kodiak +[GAKODK_B] +Image=GAKODK_B +Normalized=yes +LoopStart=0 +LoopEnd=22 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +DemandLoad=true + +; Third active animation for GDI Kodiak +[GAKODK_C] +Image=GAKODK_C +Normalized=yes +LoopStart=0 +LoopEnd=12 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +DemandLoad=true + +; Third damaged active animation for GDI Kodiak. This is a placeholder and just stops the non-damaged anim from playing +[GAKODK_CD] +Image=GAKODK_C +Normalized=yes +LoopStart=0 +LoopEnd=0 +LoopCount=0 +Rate=220 +Layer=ground +DemandLoad=true + +; Animation of tiberium leaving harvester and entering refinery +[GAREFNL1] +Normalized=yes +LoopStart=0 +LoopEnd=3 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +; Animation of tiberium leaving harvester and entering refinery +[GAREFNL2] +Normalized=yes +LoopStart=0 +LoopEnd=3 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +; Animation of tiberium leaving harvester and entering refinery +[GAREFNL3] +Normalized=yes +LoopStart=0 +LoopEnd=3 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +[GAREFNBB] +Layer=ground + +; Animation of tiberium leaving harvester and entering refinery +[GAREFNOR] +Normalized=yes +LoopStart=0 +LoopEnd=19 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes + +; Animation of tiberium leaving harvester and entering refinery +[NAREFNL1] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=3 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +; Damaged Version +[NAREFNL1D] +Image=NAREFNL1 +Normalized=yes +Start=3 +LoopStart=3 +LoopEnd=6 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +; Animation of tiberium leaving harvester and entering refinery +[NAREFNL2] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=3 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +; Damaged Version +[NAREFNL2D] +Image=NAREFNL2 +Normalized=yes +Start=3 +LoopStart=3 +LoopEnd=6 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +; Animation of tiberium leaving harvester and entering refinery +[NAREFNL3] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=3 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +; Damaged Version +[NAREFNL3D] +Image=NAREFNL3 +Normalized=yes +Start=3 +LoopStart=3 +LoopEnd=6 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +; Animation of tiberium leaving harvester and entering refinery +[NAREFNL4] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=3 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +; Damaged Version +[NAREFNL4D] +Image=NAREFNL4 +Normalized=yes +Start=3 +LoopStart=3 +LoopEnd=6 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes + +; Animation of tiberium leaving harvester and entering refinery +[NAREFNOR] +Normalized=yes +LoopStart=0 +LoopEnd=19 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes + +; Animation of tiberium leaving harvester and entering refinery +;[NAREFN_A] +;Image=NAREFN_A +;Normalized=yes +;LoopStart=0 +;LoopEnd=4 +;LoopCount=1 +;Rate=200 +;Layer=ground +;NewTheater=yes + +; NAREFN_A but backwards +;[NAREFN_AR] +;Image=NAREFN_A +;Normalized=yes +;LoopStart=0 +;LoopEnd=4 +;LoopCount=1 +;Reverse=yes +;Rate=200 +;Layer=ground +;NewTheater=yes + +; Active animation for refinery +;[NAREFN_C] +;Image=NAREFN_C +;Normalized=yes +;LoopStart=0 +;LoopEnd=16 +;LoopCount=-1 +;Rate=350 +;Layer=ground +;NewTheater=yes + +; Active animation for refinery. Fire ball. +;[NAREFN_B] +;Image=NAREFN_B +;Normalized=yes +;LoopStart=0 +;LoopEnd=20 +;LoopCount=-1 +;Rate=350 +;Layer=ground +;RandomLoopDelay=10,300 +;NewTheater=yes +;;DetailLevel=1 +;ShouldUseCellDrawer=false +;Translucency=50 +;Translucent=yes +;UseNormalLight=yes + +; Active animation for helipad. +[GAHPAD_A] +Image=GAHPAD_A +Normalized=yes +LoopStart=0 +LoopEnd=7 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +; Damaged active animation for helipad. +[GAHPAD_AD] +Image=GAHPAD_A +Normalized=yes +LoopStart=8 +LoopEnd=15 +LoopCount=-1 +Rate=220 +Layer=ground +;NewTheater=yes +;DetailLevel=1 + +; Active animation for airforce command. +[GAAIRC_A] +;Image=GAHPAD_A +Normalized=yes +LoopStart=0 +LoopEnd=4 +LoopCount=-1 +Rate=220 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Damaged active animation for airforce command. +[GAAIRC_AD] +Image=GAAIRC_A +Normalized=yes +LoopStart=4 +LoopEnd=8 +LoopCount=-1 +Rate=220 +Layer=ground +;NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Active animation for airforce command. +[GAAIRC_B] +;Image=GAHPAD_A +Normalized=yes +LoopStart=0 +LoopEnd=6 +LoopCount=-1 +Rate=220 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Damaged active animation for airforce command. +[GAAIRC_BD] +Image=GAAIRC_B +Normalized=yes +LoopStart=6 +LoopEnd=12 +LoopCount=-1 +Rate=220 +Layer=ground +;NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Active animation for airforce command. +[GAAIRC_C] +;Image=GAHPAD_A +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=220 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Damaged active animation for airforce command. +[GAAIRC_CD] +Image=GAAIRC_C +Normalized=yes +LoopStart=8 +LoopEnd=16 +LoopCount=-1 +Rate=220 +Layer=ground +;NewTheater=yes +;DetailLevel=1 +Shadow=yes + +; Active animation for Nod helipad. +[NAHPAD_A] +Image=NAHPAD_A +Normalized=yes +LoopStart=0 +LoopEnd=45 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +; Damaged active animation for Nod helipad. +[NAHPAD_AD] +Image=NAHPAD_A +Normalized=yes +LoopStart=46 +LoopEnd=91 +LoopCount=-1 +Rate=220 +Layer=ground +;NewTheater=yes +;DetailLevel=1 + +; Repair bay arm extending. +[GADEPT_A] ;C1 +Image=GADEPT_A +Normalized=yes +Start=0 +End=10 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 9 +Rate=200 +NewTheater=yes +Shadow=yes + +; Repair bay arm extending. +[GADEPT_AD] ;C1 +Image=GADEPT_A +Normalized=yes +Start=10 +End=10 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 19 +Rate=200 +NewTheater=yes +Shadow=yes + +; Repair bay arm working +[GADEPT_B] ;C2 +Image=GADEPT_B +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=19 +LoopCount=-1 +Rate=200 +NewTheater=yes +Shadow=yes + +; Repair bay arm working +[GADEPT_BD] ;C2 +Image=GADEPT_B +Normalized=yes +Start=20 +LoopStart=20 +LoopEnd=39 +LoopCount=-1 +Rate=200 +NewTheater=yes +Shadow=yes + +; Repair bay arm retracting +[GADEPT_C] ;C3 +Image=GADEPT_C +Normalized=yes +Start=0 +End=10 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 9 +Rate=200 +NewTheater=yes +Shadow=yes + +; Repair bay arm retracting +[GADEPT_CD] ;C3 +Image=GADEPT_C +Normalized=yes +Start=10 +End=10 ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 19 +Rate=200 +NewTheater=yes +Shadow=yes + +; Repair bay arm idle +[GADEPT_D] +Image=GADEPT_D +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=1 +LoopCount=-1 +Rate=200 +NewTheater=yes +Shadow=yes + +; Repair bay arm idle +[GADEPT_DD] +Image=GADEPT_D +Normalized=yes +Start=1 +LoopStart=1 +LoopEnd=2 +LoopCount=-1 +Rate=200 +NewTheater=yes +Shadow=yes + +;Active Animation for Shipyard +[NAYARD_A] +;Image=NAYARD_A +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +;Active Damaged Animation for Shipyard +[NAYARD_AD] +Image=NAYARD_A +Normalized=yes +Start=15 +LoopStart=15 +LoopEnd=30 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Animation for Shipyard +[NAYARD_B] +;Image=NAYARD_B +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +;Active Damaged Animation for Shipyard +[NAYARD_BD] +Image=NAYARD_B +Normalized=yes +Start=15 +LoopStart=15 +LoopEnd=30 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;Shadow=yes + +;Active Animation for Shipyard +[NAYARD_C] +;Image=NAYARD_C +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +;Active Damaged Animation for Shipyard +[NAYARD_CD] +Image=NAYARD_C +Normalized=yes +Start=15 +LoopStart=15 +LoopEnd=30 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;Shadow=yes + +; Production anim for Shipyard +[NAYARD_D] +;Image=NAYARD_D +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=41 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +;Production Damaged Animation for Shipyard +[NAYARD_DD] +Image=NAYARD_D +Normalized=yes +Start=41 +LoopStart=41 +LoopEnd=81 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Animation for Shipyard +[GAYARD_A] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +;Active Damaged Animation for Shipyard +[GAYARD_AD] +Image=GAYARD_A +Normalized=yes +Start=15 +LoopStart=15 +LoopEnd=30 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Active Animation for Shipyard +[GAYARD_C] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +;Active Damaged Animation for Shipyard +[GAYARD_CD] +Image=GAYARD_C +Normalized=yes +Start=15 +LoopStart=15 +LoopEnd=30 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +;Shadow=yes + +; Production anim for Shipyard +[GAYARD_D] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=41 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +;DetailLevel=1 +Shadow=yes + +;Production Damaged Animation for Shipyard +[GAYARD_DD] +Image=GAYARD_D +Normalized=yes +Start=41 +LoopStart=41 +LoopEnd=82 +LoopCount=1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +[GATECH_A] +Image=GATECH_A +Normalized=yes +Start=1 +LoopStart=1 +LoopEnd=12 +LoopCount=-1 +Rate=250 +Layer=ground +NewTheater=yes + +[GATECH_AD] +Image=GATECH_A +Normalized=yes +Start=13 +LoopStart=13 +LoopEnd=24 +LoopCount=-1 +Rate=250 +Layer=ground +NewTheater=yes + +;[GADROP_A] +;Image=GADROP_A +;Normalized=yes +;LoopStart=0 +;LoopEnd=19 +;LoopCount=-1 +;Rate=350 +;Layer=ground +;NewTheater=yes + +;[GADROP_B] +;Image=GADROP_B +;Normalized=yes +;LoopStart=0 +;LoopEnd=19 +;LoopCount=-1 +;Rate=350 +;Layer=ground +;NewTheater=yes + +;[GADROP_BD] +;Image=GADROP_B +;Normalized=yes +;LoopStart=20 +;LoopEnd=39 +;LoopCount=-1 +;Rate=220 +;Layer=ground +;NewTheater=yes + +;static anim +;[GACSPH_A] +;Normalized=yes +;LoopStart=0 +;LoopEnd=12 +;LoopCount=-1 +;Rate=200 +;Layer=ground +;NewTheater=yes + + +; --- CHRONOSPHERE --- +;Idle +[GACSPH_E] +Normalized=yes +Start=0 +;LoopStart=0 +;LoopEnd=0 +;End=0 +;LoopCount=-1 +Rate=0 +Layer=ground +NewTheater=yes +Shadow=yes + +;Idle damaged +[GACSPH_ED] +Image=GACSPH_E +Normalized=yes +Start=1 +;LoopStart=1 +;LoopEnd=1 +;End=1 +;LoopCount=-1 +Rate=0 +Layer=ground +NewTheater=yes +Shadow=yes + +;startup +[GACSPH_F] +Normalized=yes +Start=0 +End=11 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=ChronosphereOpen + +;startup +[GACSPH_FD] +Image=GACSPH_F +Normalized=yes +Start=12 +End=23 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=ChronosphereOpen + +;looping +[GACSPH_G] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=5 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=ChronosphereReadyLoop + +;looping +[GACSPH_GD] +Image=GACSPH_G +Normalized=yes +Start=6 +LoopStart=6 +LoopEnd=11 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=ChronosphereReadyLoop + +;shutdown +[GACSPH_H] +Normalized=yes +Start=0 +End=14 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;shutdown +[GACSPH_HD] +Image=GACSPH_H +Normalized=yes +Start=15 +End=29 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + + +; --- WEATHER CONTROLLER --- +;Idle +[GAWETH_E] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=1 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;startup +[GAWETH_ED] +Image=GAWETH_E +Normalized=yes +Start=1 +LoopStart=1 +LoopEnd=2 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;startup +[GAWETH_F] +Normalized=yes +Start=0 +End=11 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=WeatherControlReady + +;startup +[GAWETH_FD] +Image=GAWETH_F +Normalized=yes +Start=12 +End=23 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=WeatherControlReady + +;looping +[GAWETH_G] +Normalized=yes +Start=0 +LoopStart=0 +LoopEnd=11 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=WeatherControlReadyLoop + +;looping +[GAWETH_GD] +Image=GAWETH_G +Normalized=yes +Start=12 +LoopStart=12 +LoopEnd=23 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=WeatherControlReadyLoop + +;shutdown +[GAWETH_H] +Normalized=yes +Start=0 +End=11 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;shutdown +[GAWETH_HD] +Image=GAWETH_H +Normalized=yes +Start=12 +End=23 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + + +; --- NUCLEAR MISSILE SILO --- +;Idle +[NAMISL_E] ;nuke silo +Normalized=yes +LoopStart=0 +LoopEnd=1 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;Idle +[NAMISL_ED] ;nuke silo +Image=NAMISL_E +Normalized=yes +Start=1 +LoopStart=1 +LoopEnd=2 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;startup, transition to charged +[NAMISL_F] +Normalized=yes +Start=0 +End=15 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=NuclearSiloReady + +;startup, transition to charged +[NAMISL_FD] +Image=NAMISL_F +Normalized=yes +Start=16 +End=31 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes +StartSound=NuclearSiloReady + + +;looping, charged +[NAMISL_G] +Normalized=yes +LoopStart=0 +LoopEnd=1 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;looping, charged +[NAMISL_GD] +Image=NAMISL_G +Normalized=yes +Start=1 +LoopStart=1 +LoopEnd=2 +LoopCount=-1 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;shutdown, transition back to idle +[NAMISL_H] +Normalized=yes +Start=0 +End=15 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + +;shutdown, transition back to idle +[NAMISL_HD] +Image=NAMISL_H +Normalized=yes +Start=16 +End=31 +Rate=200 +Layer=ground +NewTheater=yes +Shadow=yes + + +[NAWAST_A] +Image=NAWAST_A +Normalized=yes +LoopStart=0 +LoopEnd=19 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +[NAWAST_AD] +Image=NAWAST_A +Normalized=yes +LoopStart=20 +LoopEnd=39 +LoopCount=-1 +Rate=220 +Layer=ground +;NewTheater=yes +;DetailLevel=1 + +[NAWAST_B] +Image=NAWAST_B +Normalized=yes +LoopStart=0 +LoopEnd=7 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +[NAWAST_BD] +Image=NAWAST_B +Normalized=yes +LoopStart=8 +LoopEnd=15 +LoopCount=-1 +Rate=220 +Layer=ground +;NewTheater=yes +;DetailLevel=1 + +[NAOBEL_A] +Image=NAOBEL_A +Normalized=yes +LoopStart=0 +LoopEnd=12 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes + +; Obelisk charging animation. +[NAOBEL_B] +Image=NAOBEL_B +Normalized=yes +Rate=0 +Layer=ground +NewTheater=yes + +; Missile silo launch anim +;[NAMISL_A] +;Image=NAMISL_A +;Normalized=yes +;LoopStart=0 +;LoopEnd=10 +;LoopCount=-1 +;Rate=350 +;Layer=ground +;NewTheater=yes + +; Damaged missile silo launch anim +;[NAMISL_AD] +;Image=NAMISL_A +;Normalized=yes +;LoopStart=11 +;LoopEnd=21 +;LoopCount=-1 +;Rate=220 +;Layer=ground +;NewTheater=yes + +;[NAMISL_B] +;Image=NAMISL_B +;Normalized=yes +;LoopStart=0 +;LoopEnd=9 +;LoopCount=-1 +;Rate=350 +;Layer=ground +;NewTheater=yes + +;[NAMISL_BD] +;Image=NAMISL_B +;Normalized=yes +;LoopStart=10 +;LoopEnd=19 +;LoopCount=-1 +;Rate=220 +;NewTheater=yes +;Layer=ground + +[GAFIRE_B] +Image=GAFIRE_B +Normalized=yes +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=500 +Layer=ground +NewTheater=yes + +[GAFIRE_C] +Image=GAFIRE_C +Normalized=yes +LoopStart=0 +LoopEnd=5 +LoopCount=-1 +Rate=220 +Layer=ground +NewTheater=yes + +[NAPOST_A] +Image=NAPOST_A +Normalized=yes +LoopStart=0 +LoopEnd=11 +LoopCount=-1 +Rate=220 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +[NAPOST_AD] +Image=NAPOST_A +Normalized=yes +LoopStart=12 +LoopEnd=23 +LoopCount=-1 +Rate=150 +Layer=ground +;NewTheater=yes +;DetailLevel=1 + +[NAPOST_B] +Image=NAPOST_B +Normalized=yes +LoopStart=0 +LoopEnd=13 +LoopCount=-1 +Rate=220 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +; Waterfall animation +[WA01X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true +StartSound=WaterfallLoop + +; Waterfall animation +[WA02X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + +; Waterfall animation +[WA03X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + +; Waterfall animation +[WA04X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + +; Waterfall animation +[WB01X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true +StartSound=WaterfallLoop + +; Waterfall animation +[WB02X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + +; Waterfall animation +[WB03X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + +; Waterfall animation +[WB04X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + + +; Waterfall animation +[WC01X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true +StartSound=WaterfallLoop + +; Waterfall animation +[WC02X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + +; Waterfall animation +[WC03X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + +; Waterfall animation +[WC04X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + + +; Waterfall animation +[WD01X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true +StartSound=WaterfallLoop + +; Waterfall animation +[WD02X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + +; Waterfall animation +[WD03X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + +; Waterfall animation +[WD04X] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=320 +Flat=yes +;DetailLevel=2 +DemandLoad=true +ShouldUseCellDrawer=true + +; Crashed scrin fighter/UFO +;[UFO] +;Theater=yes +;Normalized=yes +;LoopStart=0 +;LoopEnd=0 +;LoopCount=-1 +;Rate=0 +;Flat=yes +;;DetailLevel=0 +;DemandLoad=true + +; Tiberium silo fill animation +[GASILO_A] +Image=GASILO_A +Normalized=yes +Rate=0 +Layer=ground +NewTheater=yes + +[GASILO_AD] +Image=GASILO_A +Normalized=yes +Rate=0 +Layer=ground +;NewTheater=yes + +; Tiberium silo active animation +[GASILO_B] +Image=GASILO_B +Normalized=yes +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +[GASILO_BD] +Image=GASILO_B +Normalized=yes +LoopStart=16 +LoopEnd=31 +LoopCount=-1 +Rate=220 +Layer=ground +;NewTheater=yes +;DetailLevel=1 + +[GASPOT_A] +Image=GASPOT_A +Normalized=yes +LoopStart=0 +LoopEnd=7 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=1 + +[GASPOT_AD] +Image=GASPOT_A +Normalized=yes +LoopStart=8 +LoopEnd=15 +LoopCount=-1 +Rate=220 +Layer=ground +;NewTheater=yes +;DetailLevel=1 + +[CTDAM_A] +Image=CTDAM_A +Normalized=yes +LoopStart=0 +LoopEnd=9 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=1 +DemandLoad=true + +[CTDAM_AD] +Image=CTDAM_A +Normalized=yes +LoopStart=10 +LoopEnd=19 +LoopCount=-1 +Rate=220 +Layer=ground +NewTheater=yes +;DetailLevel=1 +DemandLoad=true + +[CTDAM_B] +Image=CTDAM_B +Normalized=yes +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=1 +DemandLoad=true + +[CTDAM_BD] +Image=CTDAM_B +Normalized=yes +LoopStart=8 +LoopEnd=16 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=1 +DemandLoad=true + + +; Tunnel roof +[TUNTOP01] +Theater=yes +Normalized=yes +Layer=ground +YSortAdjust=1000 +LoopStart=0 +LoopEnd=0 +LoopCount=-1 +Rate=0 +Flat=yes +;DetailLevel=0 +DemandLoad=true +ShouldFogRemove=false + +; Tunnel roof +[TUNTOP02] +Theater=yes +Layer=ground +YSortAdjust=1000 +Normalized=yes +LoopStart=0 +LoopEnd=0 +LoopCount=-1 +Rate=0 +Flat=yes +;DetailLevel=0 +DemandLoad=true +ShouldFogRemove=false + +; Tunnel roof +[TUNTOP03] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=0 +LoopCount=-1 +Rate=0 +Flat=yes +;DetailLevel=0 +DemandLoad=true +ShouldFogRemove=false + +; Tunnel roof +[TUNTOP04] +Theater=yes +Normalized=yes +LoopStart=0 +LoopEnd=0 +LoopCount=-1 +Rate=0 +Flat=yes +;DetailLevel=0 +DemandLoad=true +ShouldFogRemove=false + +; Larger meteor +[METLARGE] +Elasticity=0.0 +MaxXYVel=100.0 +MinZVel=-50.0 +ExpireAnim=TWLT070 +Damage=5000000 +DamageRadius=300 +Warhead=Meteorite +IsMeteor=true +Spawns=METDEBRI +SpawnCount=5 +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +RandomRate=220,500 +;DetailLevel=0 +TrailerAnim=SMOKEY2 +TrailerSeperation=1 +Report=METEOR1 + +; Small meteor +[METSMALL] +Elasticity=0.0 +MinZVel=-50.0 +MaxXYVel=100.0 +ExpireAnim=TWLT100 +Damage=5000000 +DamageRadius=300 +Warhead=Meteorite +IsMeteor=true +IsTiberium=true +Spawns=METDEBRI +SpawnCount=7 +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +RandomRate=220,500 +;DetailLevel=0 +TrailerAnim=METSTRAL +TrailerSeperation=1 +Report=METEOR2 + +; Meteor impact debris +[METDEBRI] +Elasticity=0.0 +MinZVel=40.0 +MaxXYVel=18.0 +ExpireAnim=TWLT070 +Damage=40 +DamageRadius=100 +Warhead=TankOGas +IsTiberium=true +LoopStart=0 +LoopEnd=8 +LoopCount=-1 +Rate=500 +;DetailLevel=0 +RandomRate=220,500 +Bouncer=yes +;TiberiumRadius=1 +TiberiumSpawnType=TIB01 +Report=METHIT1 + +;Meteor smoke trail +[METSTRAL] +LoopStart=0 +LoopEnd=8 +LoopCount=1 +Rate=600 +;DetailLevel=1 +Next=SMOKEY + +; Meteor trail +[METLTRAL] +LoopStart=0 +LoopEnd=8 +LoopCount=1 +Rate=600 +;DetailLevel=1 +Next=SMOKEY + +[CRYSTAL1] +Elasticity=0.0 +MinZVel=40.0 +MaxXYVel=18.0 +ExpireAnim=TWLT026 +Damage=40 +DamageRadius=100 +Warhead=TankOGas +IsTiberium=true +LoopStart=0 +LoopEnd=14 +LoopCount=-1 +Rate=500 +;DetailLevel=0 +RandomRate=220,500 +Bouncer=yes +Theater=yes +TiberiumSpreadRadius=0 +TiberiumSpawnType=TIB2_01 + +[CRYSTAL2] +Elasticity=0.0 +MinZVel=40.0 +MaxXYVel=18.0 +ExpireAnim=TWLT026 +Damage=40 +DamageRadius=100 +Warhead=TankOGas +IsTiberium=true +LoopStart=0 +LoopEnd=14 +LoopCount=-1 +Rate=500 +;DetailLevel=0 +RandomRate=220,500 +Bouncer=yes +Theater=yes +TiberiumSpreadRadius=0 +TiberiumSpawnType=TIB2_01 + +[CRYSTAL3] +Elasticity=0.0 +MinZVel=40.0 +MaxXYVel=18.0 +ExpireAnim=TWLT026 +Damage=40 +DamageRadius=100 +Warhead=TankOGas +IsTiberium=true +LoopStart=0 +LoopEnd=14 +LoopCount=-1 +Rate=500 +;DetailLevel=0 +RandomRate=220,500 +Bouncer=yes +Theater=yes +TiberiumSpreadRadius=0 +TiberiumSpawnType=TIB2_01 + +[CRYSTAL4] +Elasticity=0.0 +MinZVel=40.0 +MaxXYVel=18.0 +ExpireAnim=TWLT026 +Damage=40 +DamageRadius=100 +Warhead=TankOGas +IsTiberium=true +LoopStart=0 +LoopEnd=14 +LoopCount=-1 +Rate=500 +;DetailLevel=0 +RandomRate=220,500 +Bouncer=yes +Theater=yes +TiberiumSpreadRadius=0 +TiberiumSpawnType=TIB2_01 +AnimLow=0 +AnimHigh=14 +Voxel=no + +[BIGBLUE] +LoopStart=0 +LoopEnd=9 +LoopCount=-1 +Rate=500 +;DetailLevel=0 +RandomRate=150,250 +Theater=yes +IsAnimatedTiberium=yes +Layer=ground +YDrawOffset=-50 + +[TWNK1] +LoopCount=-1 +RandomLoopDelay=120,300 +DetailLevel=2 +HideIfNoOre=true +Rate=450 + +[FLAMEGUY] +IsFlamingGuy=true +RunningFrames=6 +LoopCount=1 +Rate=500 + +; This is a tricky one. It's an animation AND a projectile all in the same section +; The anim stuff is first then the projectile stuff. +[PULSBALL] +Start=0 +End=8 +LoopCount=1 +Rate=220 +;DetailLevel=0 +AnimPalette=yes +AnimLow = 8 +AnimHigh = 22 +AnimRate = 1 + +; Deployable sensor array +[GADPSA_A] +Normalized=yes +Rate=220 +Layer=ground +NewTheater=yes +LoopCount=-1 + +; Deployable ICBM launcher +[GAICBM_A] +Rate=0 +Layer=ground +NewTheater=yes +LoopCount=-1 + +; Civilian array +[CAARAY_A] +Image=CAARAY_A +Normalized=yes +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=0 + +[CAARAY_B] +Image=CAARAY_B +Normalized=yes +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=0 + +[CAARAY_C] +Image=CAARAY_C +Normalized=yes +LoopStart=0 +LoopEnd=15 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=2 + +[CAARAY_CD] +Image=CAARAY_C +Normalized=yes +LoopStart=16 +LoopEnd=31 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=2 + +[CAARAY_D] +Image=CAARAY_D +Normalized=yes +LoopStart=0 +LoopEnd=11 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=2 + +[CAARAY_DD] +Image=CAARAY_D +Normalized=yes +LoopStart=12 +LoopEnd=23 +LoopCount=-1 +Rate=350 +Layer=ground +NewTheater=yes +;DetailLevel=2 + +[CARYLAND] +Image=PODRING +Normalized=no +Rate=900 +Layer=ground +;DetailLevel=1 +Translucent=yes +Flat=yes +;NormalZAdjust=1 +YSortAdjust=-2000 + +[DROPLAND] +Image=PODRING +Normalized=no +Rate=180 +Layer=ground +;DetailLevel=1 +Translucent=yes +Flat=yes +;NormalZAdjust=1 +YSortAdjust=-200 + +[GTGCAN] +Remapable=yes +NewTheater=yes +Cameo= GCANICON +Foundation=2x2 +Height=3 ; experiment with this +Buildup=GTGCANMK +DemandLoadBuildup=true +FreeBuildup=true +PrimaryFireFLH=250,0,230 +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +DamageFireOffset0=-1,28 + +[NAFLAK] +Cameo=FLAKICON +Remapable=yes +NewTheater=yes +Foundation=1x1 +PrimaryFireFLH=130,0,185 +Buildup=NAFLAKMK +Height=4 +DemandLoadBuildup=true +FreeBuildup=true +CanHideThings=True +CanBeHidden=False +OccupyHeight=2 +DamageFireOffset0=-5,13 + +[BRRLEXP1] ; Oil barrel explosion +Rate=400 +Report=ExplosionBarrel +Translucent=yes +UseNormalLight=yes + + +[BRRLEXP2] ; Oil barrel explosion +Rate=400 +Report=ExplosionBarrel +Translucent=yes +UseNormalLight=yes + +[CRIVEXP] ; Crazy Ivan Explosion +Report=ExplosionCrazyIvan +Normalized=yes +Translucent=yes +UseNormalLight=yes + +[TSTIMPCT] +Normalized=yes + +[MININUKE] +Normalized=yes +Report=ExplosionBarrel + +[APOCEXP] ; Apocalypse Tank Explosion +Report=Explosion13 +Normalized=yes +Translucent=yes +UseNormalLight=yes + +[VTEXPLOD] ; Explosions for elite tanks +Report=ExplosionApocalypse +Normalized=yes +Translucent=yes +UseNormalLight=yes + +[KTSTLEXP] ; Kirov elite tesla bomb +Report=KirovEliteBomb +Normalized=yes +Translucent=yes +UseNormalLight=yes + +[DEMTEXP] +Normalized=yes + +[GCMUZZLE] +Normalized=yes + +[VTMUZZLE] +Normalized=yes + +[ARRWDEST] +LoopCount=4 +LoopEnd=9 +Rate=600 +DemandLoad=true +Layer=Top +ZAdjust=-300 + +[ARRWN] +LoopCount=2 +LoopEnd=4 +Rate=450 +DemandLoad=true +Layer=Top +ZAdjust=-300 + +[ARRWS] +LoopCount=2 +LoopEnd=4 +Rate=450 +DemandLoad=true +Layer=Top +ZAdjust=-300 + +[ARRWE] +LoopCount=2 +LoopEnd=4 +Rate=450 +DemandLoad=true +Layer=Top +ZAdjust=-300 + +[ARRWW] +LoopCount=2 +LoopEnd=4 +Rate=450 +DemandLoad=true +Layer=Top +ZAdjust=-300 + +[ARRWNW] +LoopCount=2 +LoopEnd=4 +Rate=450 +DemandLoad=true +Layer=Top +ZAdjust=-300 + +[ARRWNE] +LoopCount=2 +LoopEnd=4 +Rate=450 +DemandLoad=true +Layer=Top +ZAdjust=-300 + +[ARRWSW] +LoopCount=2 +LoopEnd=4 +Rate=450 +DemandLoad=true +Layer=Top +ZAdjust=-300 + +[ARRWSE] +LoopCount=2 +LoopEnd=4 +Rate=450 +DemandLoad=true +Layer=Top +ZAdjust=-300 + +; *** Movies *** +; Each of the movies allowed in the game will be listed +; here. +[Movies] +1=CAP_TRAT +2=COUP +3=VEGAWIN +4=DISKDEST +5=INTRO +6=GDI_M02 +7=GDI_M03 +8=GDI_M04 +9=GDI_M05 +10=GDI_M06 +11=GDI_M07 +12=GDI_M08 +13=GDI_M09A +14=GDI_M09B +15=GDI_M09C +16=GDI_M10A +17=GDIM09CW +18=GDI_M11 +19=GDI_M12A +20=HIDESEEK +21=ICESKATE +22=MECHATAK +23=EVA +24=NOD_M02 +25=NOD_M03 +26=NOD_M04 +27=NOD_M06 +28=NOWCNOT +29=ORCASTRK +30=PODASSLT +31=RETRBTN +32=TENEVICT +33=TRAINROB +34=NOD06ABW +35=EMPULSE +36=NOD_M09 +37=STARTUP +38=ICBMLNCH +39=BEACHEAD +40=GDI_FINL +41=NOD_M05 +42=GENNODL1 +43=GDIM09D1 +44=GDI01_SB +45=GDI02_SB +46=GDI03_SB +47=NOD_M07 +48=NOD_M08 +49=NOD_M10 +50=NOD_M11 +51=NOD_M12 +52=NOD_FINL +53=NOD01_SB +54=NOD02_SB +55=GENWIN01 +56=UFOGUARD +57=WWLOGO +58=KILL_GDI +59=KILLMECH +60=UNSTPBLE +61=N_LOGO_W +62=N_LOGO_L +63=NOD_FLAG +64=GDI_LOGO +65=GDI_FLAG +66=DAMBREAK + +;;;;; +;Welcome to the RA2 section of the movie list. +;;;;; +67=S02_f00e +68=A01_p01e +69=A01_p02e +70=A01_p03e +71=A02_p01e +72=A03_p01e +73=A08_p01e +74=A11_p01e +75=A11_p02e +76=S01_p01e +77=S02_p01e +78=S02_p02e +79=S02_p03e +80=S03_p01e +81=S11_p01e +82=A02_f00e +83=A02_p02e +84=A04_f00e +85=A05_p01e +86=A05_p02e +87=A05_p03e +88=A06_p01e +89=A06_p02e +90=A07_p01e +91=S04_p01e +92=S05_p01e +93=S05_p02e +94=S06_p03e +95=S07_p01e +96=A07_f00e +97=A07_p02e +98=A03_f00e +99=A08_f00e +100=A08_p02e +101=A09_f00e +102=S04_p02e +103=A10_p02e +104=A06_f00e +105=A11_p03e +106=A12_p01e +107=A04_p01e +108=A04_p02e +109=A05_f00e +110=S07_p02e +111=S08_p01e +112=A10_p01e +113=S06_p01e +114=S06_p02e +115=S09_f00e +116=S09_p01e +117=S10_p01e +118=S10_p02e +119=S10_p03e +120=S11_p03e +121=S11_p04e +122=S12_p01e +123=A01_f00e +124=A04_f03e +125=S01_f00e +126=S03_f00e +127=S04_f00e +128=S05_f00e +129=S06_f00e +130=A09_p01e +131=A10_f00e +132=A11_f00e +133=A12_f00e +134=S08_f00e +135=A00_f01e +136=S10_f00e +137=S11_p02e +138=S11_f00e +139=S12_f00e +140=A13_f00e +141=A13_f02e +142=S13_f00e +143=S13_f01e +144=A13_f01e +145=A00_f00e +146=A12_p02e +147=S07_f00e + + + + diff --git a/game-assets/ra2mode.pack/dialogn.pal b/game-assets/ra2mode.pack/dialogn.pal new file mode 100644 index 00000000..7c9cd998 Binary files /dev/null and b/game-assets/ra2mode.pack/dialogn.pal differ diff --git a/game-assets/ra2mode.pack/mission.ini b/game-assets/ra2mode.pack/mission.ini new file mode 100644 index 00000000..d3eca1b6 --- /dev/null +++ b/game-assets/ra2mode.pack/mission.ini @@ -0,0 +1,593 @@ +;============================================================================ +; MISSION.INI (ENGLISH) +; +; Mission descriptions and briefings +; +; $Author: $ +; $Archive: $ +; $Modtime: $ +; $Revision: $ +;============================================================================ + +[SOV01T.MAP] +Briefing=Brief:SOV01 +UIName=Name:Sov01 +LSLoadMessage=LoadMsg:Sov01 +LSLoadBriefing=LoadBrief:Sov01 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640S01.SHP +LS800BkgdName=LS800S01.SHP +LS800BkgdPal=LDSCRNS.PAL + +[SOV02T.MAP] +Briefing=Brief:Sov02 +UIName=Name:Sov02 +LSLoadMessage=LoadMsg:Sov02 +LSLoadBriefing=LoadBrief:Sov02 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640S02.SHP +LS800BkgdName=LS800S02.SHP +LS800BkgdPal=LDSCRNS.PAL + +[SOV03U.MAP] +Briefing=Brief:Sov03 +UIName=Name:Sov03 +LSLoadMessage=LoadMsg:Sov03 +LSLoadBriefing=LoadBrief:Sov03 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640S03.SHP +LS800BkgdName=LS800S03.SHP +LS800BkgdPal=LDSCRNS.PAL + +[SOV04S.MAP] +Briefing=Brief:Sov04 +UIName=Name:Sov04 +LSLoadMessage=LoadMsg:Sov04 +LSLoadBriefing=LoadBrief:Sov04 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640S04.SHP +LS800BkgdName=LS800S04.SHP +LS800BkgdPal=LDSCRNS.PAL + +[SOV05U.MAP] +Briefing=Brief:Sov05 +UIName=Name:Sov05 +LSLoadMessage=LoadMsg:Sov05 +LSLoadBriefing=LoadBrief:Sov05 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640S05.SHP +LS800BkgdName=LS800S05.SHP +LS800BkgdPal=LDSCRNS.PAL + +[SOV06T.MAP] +Briefing=Brief:Sov06 +UIName=Name:Sov06 +LSLoadMessage=LoadMsg:Sov06 +LSLoadBriefing=LoadBrief:Sov06 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640S06.SHP +LS800BkgdName=LS800S06.SHP +LS800BkgdPal=LDSCRNS.PAL + +[SOV07S.MAP] +Briefing=Brief:Sov07 +UIName=Name:Sov07 +LSLoadMessage=LoadMsg:Sov07 +LSLoadBriefing=LoadBrief:Sov07 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640S07.SHP +LS800BkgdName=LS800S07.SHP +LS800BkgdPal=LDSCRNS.PAL + +[SOV08U.MAP] +Briefing=Brief:Sov08 +UIName=Name:Sov08 +LSLoadMessage=LoadMsg:Sov08 +LSLoadBriefing=LoadBrief:Sov08 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640S08.SHP +LS800BkgdName=LS800S08.SHP +LS800BkgdPal=LDSCRNS.PAL + +[SOV09U.MAP] +Briefing=Brief:Sov09 +UIName=Name:Sov09 +LSLoadMessage=LoadMsg:Sov09 +LSLoadBriefing=LoadBrief:Sov09 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640S09.SHP +LS800BkgdName=LS800S09.SHP +LS800BkgdPal=LDSCRNS.PAL + +[SOV10T.MAP] +Briefing=Brief:Sov10 +UIName=Name:Sov10 +LSLoadMessage=LoadMsg:Sov10 +LSLoadBriefing=LoadBrief:Sov10 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640S10.SHP +LS800BkgdName=LS800S10.SHP +LS800BkgdPal=LDSCRNS.PAL + +[SOV11S.MAP] +Briefing=Brief:Sov11 +UIName=Name:Sov11 +LSLoadMessage=LoadMsg:Sov11 +LSLoadBriefing=LoadBrief:Sov11 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640S11.SHP +LS800BkgdName=LS800S11.SHP +LS800BkgdPal=LDSCRNS.PAL + +[SOV12S.MAP] +Briefing=Brief:Sov12 +UIName=Name:Sov12 +LSLoadMessage=LoadMsg:Sov12 +LSLoadBriefing=LoadBrief:Sov12 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640S12.SHP +LS800BkgdName=LS800S12.SHP +LS800BkgdPal=LDSCRNS.PAL + +[ALL01T.MAP] +Briefing=Brief:ALL01 +UIName=Name:ALL01 +LSLoadMessage=LoadMsg:ALL01 +LSLoadBriefing=LoadBrief:ALL01 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640A01.SHP +LS800BkgdName=LS800A01.SHP +LS800BkgdPal=LDSCRNA.PAL + +[ALL02S.MAP] +Briefing=Brief:ALL02 +UIName=Name:ALL02 +LSLoadMessage=LoadMsg:ALL02 +LSLoadBriefing=LoadBrief:ALL02 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640A02.SHP +LS800BkgdName=LS800A02.SHP +LS800BkgdPal=LDSCRNA.PAL + +[ALL03U.MAP] +Briefing=Brief:ALL03 +UIName=Name:ALL03 +LSLoadMessage=LoadMsg:ALL03 +LSLoadBriefing=LoadBrief:ALL03 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640A03.SHP +LS800BkgdName=LS800A03.SHP +LS800BkgdPal=LDSCRNA.PAL + +[ALL04U.MAP] +Briefing=Brief:ALL04 +UIName=Name:ALL04 +LSLoadMessage=LoadMsg:ALL04 +LSLoadBriefing=LoadBrief:ALL04 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640A04.SHP +LS800BkgdName=LS800A04.SHP +LS800BkgdPal=LDSCRNA.PAL + +[ALL05S.MAP] +Briefing=Brief:ALL05 +UIName=Name:ALL05 +LSLoadMessage=LoadMsg:ALL05 +LSLoadBriefing=LoadBrief:ALL05 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640A05.SHP +LS800BkgdName=LS800A05.SHP +LS800BkgdPal=LDSCRNA.PAL + +[ALL06U.MAP] +Briefing=Brief:ALL06 +UIName=Name:ALL06 +LSLoadMessage=LoadMsg:ALL06 +LSLoadBriefing=LoadBrief:ALL06 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640A06.SHP +LS800BkgdName=LS800A06.SHP +LS800BkgdPal=LDSCRNA.PAL + +[ALL07T.MAP] +Briefing=Brief:ALL07 +UIName=Name:ALL07 +LSLoadMessage=LoadMsg:ALL07 +LSLoadBriefing=LoadBrief:ALL07 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640A07.SHP +LS800BkgdName=LS800A07.SHP +LS800BkgdPal=LDSCRNA.PAL + +[ALL08U.MAP] +Briefing=Brief:ALL08 +UIName=Name:ALL08 +LSLoadMessage=LoadMsg:ALL08 +LSLoadBriefing=LoadBrief:ALL08 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640A08.SHP +LS800BkgdName=LS800A08.SHP +LS800BkgdPal=LDSCRNA.PAL + +[ALL09T.MAP] +Briefing=Brief:ALL09 +UIName=Name:ALL09 +LSLoadMessage=LoadMsg:ALL09 +LSLoadBriefing=LoadBrief:ALL09 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640A09.SHP +LS800BkgdName=LS800A09.SHP +LS800BkgdPal=LDSCRNA.PAL + +[ALL10S.MAP] +Briefing=Brief:ALL10 +UIName=Name:ALL10 +LSLoadMessage=LoadMsg:ALL10 +LSLoadBriefing=LoadBrief:ALL10 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640A10.SHP +LS800BkgdName=LS800A10.SHP +LS800BkgdPal=LDSCRNA.PAL + +[ALL11T.MAP] +Briefing=Brief:ALL11 +UIName=Name:ALL11 +LSLoadMessage=LoadMsg:ALL11 +LSLoadBriefing=LoadBrief:ALL11 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640A11.SHP +LS800BkgdName=LS800A11.SHP +LS800BkgdPal=LDSCRNA.PAL + +[ALL12S.MAP] +Briefing=Brief:ALL12 +UIName=Name:ALL12 +LSLoadMessage=LoadMsg:ALL12 +LSLoadBriefing=LoadBrief:ALL12 +LS640BriefLocX=20 +LS640BriefLocY=20 +LS800BriefLocX=20 +LS800BriefLocY=20 +LS640BkgdName=LS640A12.SHP +LS800BkgdName=LS800A12.SHP +LS800BkgdPal=LDSCRNA.PAL + +[TRN01T.MAP] +Briefing=Brief:TRN01 +UIName=Name:TRN01 +LSLoadMessage=LoadMsg:TRN01 +LS640BkgdName=LS640B01.SHP +LS800BkgdName=LS800B01.SHP +LS800BkgdPal=LDSCRNA.PAL + +[TRN02T.MAP] +Briefing=Brief:TRN02 +UIName=Name:TRN02 +LSLoadMessage=LoadMsg:TRN02 +LS640BkgdName=LS640B02.SHP +LS800BkgdName=LS800B02.SHP +LS800BkgdPal=LDSCRNA.PAL + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +;COOPERATIVE MAPS +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; + +;;; +;;1st Campaign +;;; + +[C1M1A.MAP] +Briefing=COOP:Camp11v + +[C1M1B.MAP] +Briefing=COOP:Camp11v + +[C1M1C.MAP] +Briefing=COOP:Camp11v + +[C1M2A.MAP] +Briefing=COOP:Camp12v + +[C1M2B.MAP] +Briefing=COOP:Camp12v + +[C1M2C.MAP] +Briefing=COOP:Camp12v + +[C1M3A.MAP] +Briefing=COOP:Camp13v + +[C1M3B.MAP] +Briefing=COOP:Camp13v + +[C1M3C.MAP] +Briefing=COOP:Camp13v + +[C1M4A.MAP] +Briefing=COOP:Camp14v + +[C1M4B.MAP] +Briefing=COOP:Camp14v + +[C1M4C.MAP] +Briefing=COOP:Camp14v + +[C1M5A.MAP] +Briefing=COOP:Camp15v + +[C1M5B.MAP] +Briefing=COOP:Camp15v + +[C1M5C.MAP] +Briefing=COOP:Camp15v + + +;;; +;;2nd Campaign +;;; + +[C2M1A.MAP] +Briefing=COOP:Camp21v + +[C2M1B.MAP] +Briefing=COOP:Camp21v + +[C2M1C.MAP] +Briefing=COOP:Camp21v + +[C2M2A.MAP] +Briefing=COOP:Camp22v + +[C2M2B.MAP] +Briefing=COOP:Camp22v + +[C2M2C.MAP] +Briefing=COOP:Camp22v + +[C2M3A.MAP] +Briefing=COOP:Camp23v + +[C2M3B.MAP] +Briefing=COOP:Camp23v + +[C2M3C.MAP] +Briefing=COOP:Camp23v + +[C2M4A.MAP] +Briefing=COOP:Camp24v + +[C2M4B.MAP] +Briefing=COOP:Camp24v + +[C2M4C.MAP] +Briefing=COOP:Camp24v + +[C2M5A.MAP] +Briefing=COOP:Camp25v + +[C2M5B.MAP] +Briefing=COOP:Camp25v + +[C2M5C.MAP] +Briefing=COOP:Camp25v + + +;;; +;;3rd Campaign +;;; + +[C3M1A.MAP] +Briefing=COOP:Camp31v + +[C3M1B.MAP] +Briefing=COOP:Camp31v + +[C3M1C.MAP] +Briefing=COOP:Camp31v + +[C3M2A.MAP] +Briefing=COOP:Camp32v + +[C3M2B.MAP] +Briefing=COOP:Camp32v + +[C3M2C.MAP] +Briefing=COOP:Camp32v + +[C3M3A.MAP] +Briefing=COOP:Camp33v + +[C3M3B.MAP] +Briefing=COOP:Camp33v + +[C3M3C.MAP] +Briefing=COOP:Camp33v + +[C3M4A.MAP] +Briefing=COOP:Camp34v + +[C3M4B.MAP] +Briefing=COOP:Camp34v + +[C3M4C.MAP] +Briefing=COOP:Camp34v + +[C3M5A.MAP] +Briefing=COOP:Camp35v + +[C3M5B.MAP] +Briefing=COOP:Camp35v + +[C3M5C.MAP] +Briefing=COOP:Camp35v + + +;;; +;;4th Campaign +;;; + +[C4M1A.MAP] +Briefing=COOP:Camp41v + +[C4M1B.MAP] +Briefing=COOP:Camp41v + +[C4M1C.MAP] +Briefing=COOP:Camp41v + +[C4M2A.MAP] +Briefing=COOP:Camp42v + +[C4M2B.MAP] +Briefing=COOP:Camp42v + +[C4M2C.MAP] +Briefing=COOP:Camp42v + +[C4M3A.MAP] +Briefing=COOP:Camp43v + +[C4M3B.MAP] +Briefing=COOP:Camp43v + +[C4M3C.MAP] +Briefing=COOP:Camp43v + +[C4M4A.MAP] +Briefing=COOP:Camp44v + +[C4M4B.MAP] +Briefing=COOP:Camp44v + +[C4M4C.MAP] +Briefing=COOP:Camp44v + +[C4M5A.MAP] +Briefing=COOP:Camp45v + +[C4M5B.MAP] +Briefing=COOP:Camp45v + +[C4M5C.MAP] +Briefing=COOP:Camp45v + +;;; +;;5th Campaign +;;; + +[C5M1A.MAP] +Briefing=COOP:Camp51v + +[C5M1B.MAP] +Briefing=COOP:Camp51v + +[C5M1C.MAP] +Briefing=COOP:Camp51v + +[C5M2A.MAP] +Briefing=COOP:Camp52v + +[C5M2B.MAP] +Briefing=COOP:Camp52v + +[C5M2C.MAP] +Briefing=COOP:Camp52v + +[C5M3A.MAP] +Briefing=COOP:Camp53v + +[C5M3B.MAP] +Briefing=COOP:Camp53v + +[C5M3C.MAP] +Briefing=COOP:Camp53v + +[C5M4A.MAP] +Briefing=COOP:Camp54v + +[C5M4B.MAP] +Briefing=COOP:Camp54v + +[C5M4C.MAP] +Briefing=COOP:Camp54v + +[C5M5A.MAP] +Briefing=COOP:Camp55v + +[C5M5B.MAP] +Briefing=COOP:Camp55v + +[C5M5C.MAP] +Briefing=COOP:Camp55v + diff --git a/game-assets/ra2mode.pack/mplsc.pal b/game-assets/ra2mode.pack/mplsc.pal new file mode 100644 index 00000000..cca88230 Binary files /dev/null and b/game-assets/ra2mode.pack/mplsc.pal differ diff --git a/game-assets/ra2mode.pack/mplsf.pal b/game-assets/ra2mode.pack/mplsf.pal new file mode 100644 index 00000000..cca88230 Binary files /dev/null and b/game-assets/ra2mode.pack/mplsf.pal differ diff --git a/game-assets/ra2mode.pack/mplsg.pal b/game-assets/ra2mode.pack/mplsg.pal new file mode 100644 index 00000000..cca88230 Binary files /dev/null and b/game-assets/ra2mode.pack/mplsg.pal differ diff --git a/game-assets/ra2mode.pack/mplsi.pal b/game-assets/ra2mode.pack/mplsi.pal new file mode 100644 index 00000000..cca88230 Binary files /dev/null and b/game-assets/ra2mode.pack/mplsi.pal differ diff --git a/game-assets/ra2mode.pack/mplsk.pal b/game-assets/ra2mode.pack/mplsk.pal new file mode 100644 index 00000000..cca88230 Binary files /dev/null and b/game-assets/ra2mode.pack/mplsk.pal differ diff --git a/game-assets/ra2mode.pack/mplsl.pal b/game-assets/ra2mode.pack/mplsl.pal new file mode 100644 index 00000000..cca88230 Binary files /dev/null and b/game-assets/ra2mode.pack/mplsl.pal differ diff --git a/game-assets/ra2mode.pack/mplsr.pal b/game-assets/ra2mode.pack/mplsr.pal new file mode 100644 index 00000000..cca88230 Binary files /dev/null and b/game-assets/ra2mode.pack/mplsr.pal differ diff --git a/game-assets/ra2mode.pack/mplsu.pal b/game-assets/ra2mode.pack/mplsu.pal new file mode 100644 index 00000000..cca88230 Binary files /dev/null and b/game-assets/ra2mode.pack/mplsu.pal differ diff --git a/game-assets/ra2mode.pack/mplsuk.pal b/game-assets/ra2mode.pack/mplsuk.pal new file mode 100644 index 00000000..cca88230 Binary files /dev/null and b/game-assets/ra2mode.pack/mplsuk.pal differ diff --git a/game-assets/ra2mode.pack/mpyls.pal b/game-assets/ra2mode.pack/mpyls.pal new file mode 100644 index 00000000..cca88230 Binary files /dev/null and b/game-assets/ra2mode.pack/mpyls.pal differ diff --git a/game-assets/ra2mode.pack/pudlgbgn.shp b/game-assets/ra2mode.pack/pudlgbgn.shp new file mode 100644 index 00000000..da646025 Binary files /dev/null and b/game-assets/ra2mode.pack/pudlgbgn.shp differ diff --git a/package/spawner2.xdp b/game-assets/ra2mode.pack/rulesmd.ini similarity index 99% rename from package/spawner2.xdp rename to game-assets/ra2mode.pack/rulesmd.ini index 3a678de8..6c6e987a 100644 --- a/package/spawner2.xdp +++ b/game-assets/ra2mode.pack/rulesmd.ini @@ -41,13 +41,15 @@ OreTwinkle=TWNK1 Parachute=PARACH Wake=WAKE1 WarpAway=WARPAWAY -WarpIn=WARPIN +WarpIn=WARPOUT; belonit - edit needed for Phobos WarpOut=WARPOUT WeaponNullifyAnim=IRONFX WeatherConBoltExplosion=EXPLOLB WeatherConBolts=WCLBOLT1,WCLBOLT2,WCLBOLT3 WeatherConClouds=WCCLOUD1,WCCLOUD2,WCCLOUD3 +UnitsUnsellable=yes ; belonit - additions needed for Ares + UIName=Name:General Name=Red Alert 2 -- Official Rules of Engagement @@ -467,6 +469,9 @@ DumbTargetDistanceCoefficient=-1 EnemyHouseThreatBonus=400 +[GlobalControls] +DebugKeysEnabled=no + ; ******* Jumpjet Flight rules ******* ; Jumpjet movement controls [JumpjetControls] ;gs These are now merely defaults and units can define their own @@ -680,6 +685,13 @@ EMPulseSparkles=EMP_FX01 ; Anim to play over units disabled by an EM Pulse. LocalRadarColor=0,255,0 ; PCG. This is the color that you show up as on the radar, no matter ; what your house color is. I.e. if you are blue in the game, and this ; color is green, then you show up as green on the radar. + +; Phobos PlacementPreview +PlacementGrid.Translucency=0 +PlacementGrid.TranslucencyWithPreview=50 + +PlacementPreview=yes +PlacementPreview.Translucency=75 ; ******* Crate rules ******* ; General crate rules and controls are specified here. @@ -1308,6 +1320,13 @@ Mutant=Special 302=CASTRT04 303=CASTRT05 +; belonit - additions needed for Ares +304=NAGATE_B +305=GAGATE_B +306=NAGATE_A +307=GAGATE_A ;RA2 Guard Border Crossing +308=GACTWR + ; *** Terrain Object List *** ; This is the list of terrain objects. Typically, these include ; trees and rocks. @@ -2375,6 +2394,25 @@ Mutant=Special 962=GAYARD_S2D 963=GAYARD_S3D +; belonit - additions needed for Ares +1000=D +1001=SMOKEY2 +1002=TWLT024 +1003=gtpowexp +1004=tstlexp +1005=DBRIS8LGDBRS10LG +1006=CAWA15DM +1007=CACH06DM +1008=APMUZZLE +1009=YURICNTL +1010=BBBLELRG +1011=MINDANIM +1012=MINDANIMR +1013=MININUKE - added 11/30 +1015=APOCEXP +1016=VEINATAC +1017=xxxx + ; *** Voxel Animation List *** ; This is the complete list of voxel animations available. ; VoxelAnims are meant to be flying debris. Things like @@ -2429,6 +2467,149 @@ Mutant=Special 11=WeldingSys 12=LGSparkSys +; belonit - additions needed for Ares +13=SmallGreySmokeSys + +[WeaponTypes] +; belonit - additions needed for Ares +1=Vulcan2 +2=NukeCarrier +3=AlliedOccupyW +4=SovietOccupyW +5=Vulcan +6=RedEye2 +7=CoilBolt +8=OPCoilBolt +9=PrismShot +10=PrismSupport +11=BarrelExplosion +12=GrandCannonWeapon +13=NukePayload +14=FlakWeapon +15=HoverMissile +16=OilExplosion +17=EiffelBolt +18=MayanPrism +19=Maverick +20=MaverickE +21=HornetBomb +22=HornetCollision +23=HornetBombE +24=ASWBomb +25=ASWCollision +26=ParaDropWeapon +27=Maverick2 +28=Maverick2E +29=20mmRapid +30=20mmRapidE +31=120mmx +32=MammothTusk +33=120mmxE +34=120mm +35=120mmE +36=105mm +37=105mmE +38=HornetLauncher +39=V3Launcher +40=BlimpBomb +41=BlimpBombE +42=DroneJump +43=VirtualScanner +44=FlakTrackGun +45=FlakTrackAAGun +46=FlakTrackGunE +47=FlakTrackAAGunE +48=155mm +49=ASWLauncher +50=155mmE +51=SubTorpedo +52=SubTorpedoE +53=Medusa +54=MedusaE +55=DredLauncher +56=BlackHawkCannon +57=BlackHawkCannonE +58=SquidGrab +59=SquidPunch +60=SquidGrabE +61=SquidPunchE +62=SonicZap +63=SonicZapE +64=SABOT +65=SABOTE +66=HowitzerGun +67=TankBolt +68=TankBoltE +69=90mm +70=Comet +71=SuperComet +72=CometFragment +73=TeslaFragment +74=SuperCometFragment +75=FlakWeaponE +76=MirageGun +77=MirageGunE +78=CRNuke +79=HoverMissileE +80=RepairBullet +81=CRM60 +82=CRFlakGuyGun +83=CRMP5 +84=AWPE +85=CRElectricBolt +86=CRMindControl +87=CRRadBeamWeapon +88=CRNeutronRifle +89=CRTerrorBomb +90=CowShot +91=DefaultDeathWeapon +92=Demobomb +93=M60 +94=Para +95=M60E +96=ParaE +97=M1Carbine +98=M1CarbineE +99=ElectricBolt +100=AssaultBolt +101=ElectricBoltE +102=DefuseKit +103=20mm +104=20mmE +105=MP5 +106=Sapper +107=MP5E +108=MindControl +109=PsiWave +110=IvanBomber +111=IvanBomberE +112=RadBeamWeapon +113=RadEruptionWeapon +114=RadBeamWeaponE +115=BadTeeth +116=Pistola +117=V3Cluster +118=NeutronRifle +119=NeutronRifleE +120=MakeupKit +121=ChronoMP5 +122=FakeC4 +123=ChronoMP5E +124=MindControlE +125=SuperMindControl +126=AWP +127=AlligatorBite +128=DoublePistols +129=DoublePistolsE +130=FlakGuyGun +131=FlakGuyAAGun +132=FlakGuyGunE +133=FlakGuyAAGunE +134=TerrorBomb +135=GoodTeeth +136=BearBite +137=ChimpBite + ; *** Super Weapon List ** ; This is a list of the various types of super weapons available in the game [SuperWeaponTypes] @@ -2631,6 +2812,10 @@ BuildNavalYard=NAYARD,GAYARD BuildDummy=GAPILL,NALASR NeutralTechBuildings=CAAIRP,CATHOSP,CAOILD,CAOUTP +; belonit - additions needed for YR exe compatibility +AlliedBaseDefenses=GAPILL,ATESLA,NASAM +SovietBaseDefenses=NALASR,TESLA,NAFLAK + GDIWallDefense=6 GDIWallDefenseCoefficient=3 NodBaseDefenseCoefficient=1.2 ;gs Obsolete. Use explicit SovietBaseDefenseCounts @@ -2746,6 +2931,7 @@ Color=Gold MultiplayPassive=true Side=GDI SmartAI=yes +MultiplayerScore.Bars= [Nod] UIName=Name:Nod @@ -2756,6 +2942,7 @@ Color=Gold MultiplayPassive=true Side=GDI SmartAI=yes +MultiplayerScore.Bars= [British] UIName=Name:British @@ -8677,6 +8864,13 @@ Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west +; belonit Changes needed for YR exe compat +RefinerySmokeOffsetOne=-92, -208, 312 +RefinerySmokeOffsetTwo=-92, 208, 312 +RefinerySmokeFrames=50 +RefinerySmokeParticleSystem=SmallGreySSys +ResourceDestination=yes + ; Ore Refinery [NAREFN] UIName=Name:NAREFN @@ -8718,6 +8912,13 @@ RefnSmokeOffsetTwo=-80, 232, 372 Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing +; belonit Changes needed for YR exe compat +RefinerySmokeOffsetOne=-80, -232, 372 +RefinerySmokeOffsetTwo=-80, 232, 372 +RefinerySmokeFrames=50 +RefinerySmokeParticleSystem=SmallGreySSys +ResourceDestination=yes + ;Allied Ore Purifier [GAOREP] Name=Allied Ore Processor @@ -9192,6 +9393,8 @@ AIBuildThis=no ;taken out to remove useless building - DB HasStupidGuardMode=false NumberImpassableRows=1 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west +UnitSell=no ; belonit - additions needed for Ares + ; green lat (not used) [GAGREEN] UIName=Name:GAGREEN @@ -10366,6 +10569,10 @@ HasStupidGuardMode=false WorkingSound=PowerOn NotWorkingSound=PowerOff +; belonit - additions needed for YR exe compatibility +AntiInfantryValue=25 +AntiArmorValue=25 +AntiAirValue=0 ;This existed ; Allied Prism Tower @@ -10407,6 +10614,10 @@ HasStupidGuardMode=false WorkingSound=PowerOn NotWorkingSound=PowerOff +; belonit - additions needed for YR exe compatibility +AntiInfantryValue=25 +AntiArmorValue=25 +AntiAirValue=0 ; Soviet Nuclear Missile [NAMISL] @@ -10486,6 +10697,10 @@ ThreatPosed=30 ; This value MUST be 0 for all building addons IsBaseDefense=yes HasStupidGuardMode=false +; belonit - additions needed for YR exe compatibility +AntiInfantryValue=25 +AntiArmorValue=10 +AntiAirValue=0 ; PillBox [GAPILL] @@ -10524,6 +10739,11 @@ DamageParticleSystems=SparkSys,LGSparkSys IsBaseDefense=yes HasStupidGuardMode=false +; belonit - additions needed for YR exe compatibility +AntiInfantryValue=25 +AntiArmorValue=10 +AntiAirValue=0 + ; SAM [NASAM] UIName=Name:NASAM @@ -10567,6 +10787,11 @@ WorkingSound=PowerOn NotWorkingSound=PowerOff VHPScan=Strong +; belonit - additions needed for YR exe compatibility +AntiInfantryValue=0 +AntiArmorValue=0 +AntiAirValue=25 + [CAOUTP] UIName=Name:CAOUTP Name=Tech Outpost @@ -10599,6 +10824,8 @@ NumberOfDocks=1 LeaveRubble=yes NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west +UnitSell=no ; belonit - additions needed for Ares + ; service depot [NADEPT] UIName=Name:NADEPT @@ -10631,6 +10858,8 @@ NumberOfDocks=1 HasStupidGuardMode=false NumberImpassableRows=1 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west +UnitSell=no ; belonit - additions needed for Ares + [CATHOSP] UIName=Name:CAHOSP Name=Tech Hospital @@ -16007,6 +16236,11 @@ HasStupidGuardMode=false WorkingSound=PowerOn NotWorkingSound=PowerOff +; belonit - additions needed for YR exe compatibility +AntiInfantryValue=0 +AntiArmorValue=0 +AntiAirValue=25 + ; ******* Weapon Statistics ******* ; The weapons specified here are attached to the various combat ; units and buildings. @@ -19537,7 +19771,7 @@ AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 ; special case to only affect mechanical units [Mechanical] -Verses=0%,0%,0%,100%,100%,100%,100%,100%,100%,100%,100% +Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,100%,100%; belonit - edit needed for Ares InfDeath=0 ; special case to only affect infantry (do not use for regular weapons) diff --git a/game-assets/ra2mode.pack/uimd.ini b/game-assets/ra2mode.pack/uimd.ini new file mode 100644 index 00000000..9c850d60 --- /dev/null +++ b/game-assets/ra2mode.pack/uimd.ini @@ -0,0 +1,16 @@ +[VersionInfo] +Name=Red Alert 2 (CnCnet) +Version=1.006 + +[AdvancedCommandBar] +ButtonList=Team01,Team02,TypeSelect,Deploy,Guard,PlanningMode + +[MultiplayerAdvancedCommandBar] +ButtonList=Team01,Team02,TypeSelect,Deploy,Guard,PlanningMode,Beacon + +[Sidebar] +CenterPauseMenuBackground=yes + +[ToolTips] +ExtendedToolTips=yes + diff --git a/package/Ares.dll b/package/Ares.dll new file mode 100644 index 00000000..22c88bd4 Binary files /dev/null and b/package/Ares.dll differ diff --git a/package/INI/Battle.ini b/package/INI/Battle.ini new file mode 100644 index 00000000..06847fd9 --- /dev/null +++ b/package/INI/Battle.ini @@ -0,0 +1,409 @@ +[Battles] +RA2_HD=RA2_HD +RA2_INTRO=RA2_INTRO + +VOID_HD1=VOID_HD +RA2_TUTHD=RA2_TUTHD +RA2_TUT01=RA2_TUT01 +RA2_TUT02=RA2_TUT02 + +VOID_HD2=VOID_HD +RA2_ALLHD=RA2_ALLHD +RA2_ALL01=RA2_ALL01 +RA2_ALL02=RA2_ALL02 +RA2_ALL03=RA2_ALL03 +RA2_ALL04=RA2_ALL04 +RA2_ALL05=RA2_ALL05 +RA2_ALL06=RA2_ALL06 +RA2_ALL07=RA2_ALL07 +RA2_ALL08=RA2_ALL08 +RA2_ALL09=RA2_ALL09 +RA2_ALL10=RA2_ALL10 +RA2_ALL11=RA2_ALL11 +RA2_ALL12=RA2_ALL12 + +VOID_HD3=VOID_HD +RA2_SOVHD=RA2_SOVHD +RA2_SOV01=RA2_SOV01 +RA2_SOV02=RA2_SOV02 +RA2_SOV03=RA2_SOV03 +RA2_SOV04=RA2_SOV04 +RA2_SOV05=RA2_SOV05 +RA2_SOV06=RA2_SOV06 +RA2_SOV07=RA2_SOV07 +RA2_SOV08=RA2_SOV08 +RA2_SOV09=RA2_SOV09 +RA2_SOV10=RA2_SOV10 +RA2_SOV11=RA2_SOV11 +RA2_SOV12=RA2_SOV12 + +; VOID_HD4=VOID_HD +YR_HD=YR_HD +YR_INTRO=YR_INTRO + +VOID_HD5=VOID_HD +YR_ALLHD=YR_ALLHD +YR_ALL01=YR_ALL01 +YR_ALL02=YR_ALL02 +YR_ALL03=YR_ALL03 +YR_ALL04=YR_ALL04 +YR_ALL05=YR_ALL05 +YR_ALL06=YR_ALL06 +YR_ALL07=YR_ALL07 + +VOID_HD6=VOID_HD +YR_SOVHD=YR_SOVHD +YR_SOV01=YR_SOV01 +YR_SOV02=YR_SOV02 +YR_SOV03=YR_SOV03 +YR_SOV04=YR_SOV04 +YR_SOV05=YR_SOV05 +YR_SOV06=YR_SOV06 +YR_SOV07=YR_SOV07 + +VOID_HD7=VOID_HD + + +[RA2_HD] +Description=-- Red Alert 2 Campaign -- + +[RA2_INTRO] +Scenario=RA2->PlayMovies->EA_WWLOGO,A00_f00e +Description=Intro +LongDescription=In 1946, Albert Einstein used his Chronosphere device to go back in time, and forever alter history.@Einstein's good intentions however, upset the delicate balance of world powers, allowing Joseph Stalin to lead communist Russia in a major invasion of Europe.@Initially, the Soviet invasion was successful, and soon it appeared that the British will be the last free people in Europe.@But the European allies rallied, eventually smashing the communist war machine.@With Stalin's defeat, this man, Alexander Romanov, came to power with the blessing of Allied commanders.@Although an aristocrat and a member of the Communist Party, Romanov was an advocate of peace.@Current satellite intelligence indicates that Romanov may not be acting in good faith.@Soviet warships have been spotted, moving at high speed into the Atlantic.@This man, known only as "Yuri", may be responsible for shutting down our entire covert intelligence network in the Soviet Union.@Ever since Yuri became Romanov's chief advisor, relations with the Soviet Union have deteriorated, our in-country agents are missing, some have been seen collaborating with KGB operatives.@We need to prepare for the worst, Commander - war with the Soviets. +SideName=Intro +RequiredAddon=false + +[RA2_TUTHD] +Description=-- Boot Camp -- + +[RA2_TUT01]RA2-> +Scenario=RA2->TRN01T.MAP +BuildOffAlly=yes +Description=Boot Camp - Day 1 +LongDescription=Boot Camp - Day 1@Location: Top Secret@@This is basic training. Listen to your sergeant and do as he tells you. +SideName=BootCamp +RequiredAddon=false + +[RA2_TUT02] +Scenario=RA2->TRN02T.MAP +BuildOffAlly=yes +Description=Boot Camp - Day 2 +LongDescription=Boot Camp - Day 2@Location: Top Secret@@This is the last day of your basic training. Time is short and the Soviets may attack soon. Listen to your sergeant, learn what you can, and prepare for battle. +SideName=BootCamp +RequiredAddon=false + +[RA2_ALLHD] +Description=-- Allied Campaign - Strength of Patriots -- + +[RA2_ALL01] +Scenario=RA2->ALL01T.MAP +BuildOffAlly=yes +Description=Allied Mission 1 - Lone Guardian +LongDescription=Allied Mission 1 - Lone Guardian@Location: New York@@The Soviets have invaded. They outnumber us ten to one. You must assist special agent Tanya in New York. We are marshaling our forces as fast as we can, Commander, but we need time. A small American base, Fort Bradley, is in the New York area. If you can make contact, they may be able to assist in the defense of New York. Tanya will be moving through a chaotic battlefield. Keep your eye out for targets of opportunity and watch for new mission objectives.@@ Objective 1: Destroy the Soviet Dreadnought fleet.@ Objective 2: Make contact with Fort Bradley.@ Objective 3: Keep Tanya alive. +SideName=Allied +RequiredAddon=false + +[RA2_ALL02] +Scenario=RA2->ALL02S.MAP +BuildOffAlly=yes +Description=Allied Mission 2 - Eagle Dawn +LongDescription=Allied Mission 2 - Eagle Dawn@Location: Air Force Academy, Colorado@@Soviet troops cover America like a foul plague. They have even penetrated our heartland to capture the Air Force Academy in Colorado. The Academy, its cadets, and the unique technology it contains are vital to our defense. Use Tanya to contact any American forces in the area, reclaim our Air Force Academy, and drive the Soviets from the area.@@ Objective 1: Capture the Soviet-occupied Air Force Academy Chapel.@ Objective 2: Destroy all Soviet forces.@ Objective 3: Keep Tanya alive. +SideName=Allied +RequiredAddon=false + +[RA2_ALL03] +Scenario=RA2->ALL03U.MAP +BuildOffAlly=yes +Description=Allied Mission 3 - Hail to the Chief +LongDescription=Allied Mission 3 - Hail to the Chief@Location: Washington DC@@The Soviets have invaded Washington DC and have used their evil psychic technology to mind control our leaders. You must rescue them by destroying the Psychic Beacon near the White House. @@ Objective 1: Destroy the Psychic Beacon. +SideName=Allied +RequiredAddon=false + + +[RA2_ALL04] +Scenario=RA2->ALL04U.MAP +BuildOffAlly=yes +Description=Allied Mission 4 - Last Chance +LongDescription=Allied Mission 4 - Last Chance@Location: Chicago@@Soviet forces continue to rampage across America. Our agents have discovered a large Psychic Amplifier in Chicago. If activated, this device will allow the Soviets to mind control all of North America.@@ Objective 1: Force a shore landing and establish a base.@ Objective 2: Destroy the Psychic Amplifier before it comes online. +SideName=Allied +RequiredAddon=false + +[RA2_ALL05] +Scenario=RA2->ALL05S.MAP +BuildOffAlly=yes +Description=Allied Mission 5 - Dark Night +LongDescription=Allied Mission 5 - Dark Night@Location: Polish/German Border@@European forces still refuse to fight with us, fearing a Soviet nuclear counterattack. We have discovered the location of their medium-range missiles in Poland. Special agent Tanya has secretly crossed the Polish border. You will direct her to destroy the Soviet Nuclear Missiles.@@ Objective 1: Infiltrate the Soviet Battle Lab.@ Objective 2: Neutralize the 2 Soviet Nuclear Missile Silos.@ Objective 3: Keep Tanya alive. +SideName=Allied +RequiredAddon=false + +[RA2_ALL06] +Scenario=RA2->ALL06U.MAP +BuildOffAlly=yes +Description=Allied Mission 6 - Liberty +LongDescription=Allied Mission 6 - Liberty@Location: Washington DC@@The Europeans have joined with us and the time has come to counterattack. We will retake Washington DC and then we will retake the rest of our nation from the Soviet scum.@@ Objective 1: Reinforce and assume command of Allied forces at the Pentagon.@ Objective 2: Destroy all Soviet forces in Washington. +SideName=Allied +RequiredAddon=false + +[RA2_ALL07] +Scenario=RA2->ALL07T.MAP +BuildOffAlly=yes +Description=Allied Mission 7 - Deep Sea +LongDescription=Allied Mission 7 - Deep Sea@Location: Pearl Harbor, Hawaii@@The Soviets still cover most of the globe. We must continue to fight them wherever they may be. A Soviet fleet has been discovered en route to Hawaii. Destroy this fleet and the Pacific will be ours. @@ Objective 1: Destroy all Soviet forces. +SideName=Allied +RequiredAddon=false + +[RA2_ALL08] +Scenario=RA2->ALL08U.MAP +BuildOffAlly=yes +Description=Allied Mission 8 - Free Gateway +LongDescription=Allied Mission 8 - Free Gateway@Location: Saint Louis, Missouri@@Even as we cleanse America of Soviet forces, they continue to play with their psychic technology, desperately hoping that their little toys will destroy us. We have discovered a Psychic Beacon in St. Louis. Take special agent Tanya in and destroy the beacon.@@ Objective 1: Destroy the Soviet Psychic Beacon.@ Objective 2: Destroy all Soviet forces within St. Louis.@ Objective 3: Don't get Tanya killed.;' +SideName=Allied +RequiredAddon=false + +[RA2_ALL09] +Scenario=RA2->ALL09T.MAP +BuildOffAlly=yes +Description=Allied Mission 9 - Sun Temple +LongDescription=Allied Mission 9 - Sun Temple@Location: Tulum, Mexico@@The Soviets captured one of our west coast bases and with it one of our Prism Towers. We believe they may be trying to replicate that technology at a secret Soviet research facility in the Yucatan. A SEAL strike team is standing by, Commander, awaiting your orders.@@ Objective 1: Capture or Destroy any Soviet attempts to replicate our Prism Technology.@ Objective 2: Eradicate the Soviet base defending their research site. +SideName=Allied +RequiredAddon=false + +[RA2_ALL10] +Scenario=RA2->ALL10S.MAP +BuildOffAlly=yes +Description=Allied Mission 10 - Mirage +LongDescription=Allied Mission 10 - Mirage@Location: Black Forest, Germany@@Desperate for some success, Soviet forces have counterattacked our European allies in Germany, moving deep into the Black Forest. No doubt their commanders hope that they will find and capture Einstein's laboratory. Your special talents have been asked for. The Germans fear they will be defeated without your strategic skills.@@ Objective 1: Ensure the safety of Professor Einstein's laboratory.@ Objective 2: Destroy all Soviet forces. +SideName=Allied +RequiredAddon=false + +[RA2_ALL11] +Scenario=RA2->ALL11T.MAP +BuildOffAlly=yes +Description=Allied Mission 11 - Fallout +LongDescription=Allied Mission 11 - Fallout@Location: Florida Keys@@Einstein has found the perfect place for his Chronosphere. Unfortunately this location is very close to Soviet-controlled Cuba. Build the Chronosphere and clear the area of Soviet nuclear missiles. We are nearly ready for our final attack on Moscow.@@ Objective 1: Build a Chronosphere.@ Objective 2: Neutralize the Soviet Nuclear threat on Cuba. +SideName=Allied +RequiredAddon=false + +[RA2_ALL12] +Scenario=RA2->ALL12S.MAP +BuildOffAlly=yes +Description=Allied Mission 12 - Chrono Storm +LongDescription=Allied Mission 12 - Chrono Storm@Location: Moscow@@The war is nearly at an end. A hand-picked group of volunteers will use the Chronosphere to invade Moscow from across the world. Once you have secured the Kremlin, Tanya will capture Romanov and put an end to Soviet aggression. You are the only commander skilled enough to make this work. Your forces will be outnumbered at least ten to one. Good luck.@@ Objective 1: Clear the area so Chrono Reinforcements can arrive.@ Objective 2: Eliminate Romanov's Elite Black Guard around the Kremlin.;' +SideName=Allied +RequiredAddon=false + +[RA2_SOVHD] +Description=-- Soviet Campaign - March of Destruction -- + +[RA2_SOV01] +Scenario=RA2->SOV01T.MAP +BuildOffAlly=yes +Description=Soviet Mission 1 - Red Dawn +LongDescription=Soviet Mission 1 - Red Dawn@Location: Washington DC@@It is your good fortune to be in the vanguard of the Soviet assault on the United States. Lead your troops through Washington and destroy the most hated symbol of American military power, the Pentagon.@@ Objective 1: Destroy the Pentagon. +SideName=Soviet +RequiredAddon=false + +[RA2_SOV02] +Scenario=RA2->SOV02T.MAP +BuildOffAlly=yes +Description=Soviet Mission 2 - Hostile Shore +LongDescription=Soviet Mission 2 - Hostile Shore@Location: Florida Coast@@The Americans have foolishly gathered a fleet in a small harbor on the eastern coast of Florida. Assisted by General Vladimir in his Dreadnought, you will force a landing on the hostile shore and set up a base. When ready, you will strike out against the capitalist pigs and crush them under the iron heel of Soviet justice.@@ Objective 1: Force a landing and set up a base.@ Objective 2: Destroy all enemy forces. +SideName=Soviet +RequiredAddon=false + +[RA2_SOV03] +Scenario=RA2->SOV03U.MAP +BuildOffAlly=yes +Description=Soviet Mission 3 - Big Apple +LongDescription=Soviet Mission 3 - Big Apple@Location: New York City@@In order to complete our psychic beacon, we will need to capture some American technology. Lead your forces into New York and capture their Battle Lab. Then build a Psychic Beacon to take control of the city. @@ Objective 1: Capture the American Battle Lab.@ Objective 2: Build and defend a Psychic Beacon. +SideName=Soviet +RequiredAddon=false + +[RA2_SOV04] +Scenario=RA2->SOV04S.MAP +BuildOffAlly=yes +Description=Soviet Mission 4 - Home Front +LongDescription=Soviet Mission 4 - Home Front@Location: Vladivostok@@The foolish Koreans have decided to take sides with the failing Allies. Their cowardly attempt to invade our Eastern territories will surely fail. Defend the motherland and, when you are ready, push the Koreans back into the ocean. @@ Objective 1: Establish a base. Defend the homeland.@ Objective 2: Destroy all enemy forces. +SideName=Soviet +RequiredAddon=false + +[RA2_SOV05] +Scenario=RA2->SOV05U.MAP +BuildOffAlly=yes +Description=Soviet Mission 5 - City of Lights +LongDescription=Soviet Mission 5 - City of Lights@Location: Paris, France@@The European nations are planning to join with the crippled Americans. We must not let this act of aggresion go unpunished. You will lay waste to their beautiful Paris. We will show the Allies the true meaning of power by turning their own precious monuments into weapons of mass destruction. @@ Objective 1: Energize the PARIS TOWER with 3 TESLA TROOPERS.@ Objective 2: Defend the PARIS TOWER from Allied attack.@ Objective 3: Defeat all remaining Allied troops. +SideName=Soviet +RequiredAddon=false + +[RA2_SOV06] +Scenario=RA2->SOV06T.MAP +BuildOffAlly=yes +Description=Soviet Mission 6 - Sub-Divide +LongDescription=Soviet Mission 6 - Sub-Divide@Location: Pearl Harbor, Hawaii@@The Americans are on their knees, begging for mercy. The last remnants of their fleet at Pearl Harbor waits helplessly for your relentless attack. However, we have news that the Koreans are not yet beaten and may attempt to join up with the American Navy. They must not succeed.@@ Objective 1: Establish a base in the Hawaiian Islands.@ Objective 2: Destroy the Allied Navy. +SideName=Soviet +RequiredAddon=false + +[RA2_SOV07] +Scenario=RA2->SOV07S.MAP +BuildOffAlly=yes +Description=Soviet Mission 7 - Chrono Defense +LongDescription=Soviet Mission 7 - Chrono Defense@Location: Ural Mountains, Russia@@The Americans have engaged their Chronosphere: a device that allows them to move soldiers across great distances almost instantly. They can now strike anywhere they wish. You must defend our Battle Lab in the Ural mountains. The Americans will surely strike there soon in a desperate but doomed attempt to shut down our development of the ultimate battle tank.@@ Objective 1: Defend your Battle Lab at all costs. +SideName=Soviet +RequiredAddon=false + +[RA2_SOV08] +Scenario=RA2->SOV08U.MAP +BuildOffAlly=yes +Description=Soviet Mission 8 - Desecration +LongDescription=Soviet Mission 8 - Desecration@Location: Washington DC@@Even in the hour of our greatest victory, General Vladimir has turned against us. Tempted by the soft American lifestyle, he has gone rogue and convinced many loyal communists to turn against us. You must go to Washington DC and dig Vladimir out of his wretched hole.@@ Objective 1: Capture the White House. +SideName=Soviet +RequiredAddon=false + +[RA2_SOV09] +Scenario=RA2->SOV09U.MAP +BuildOffAlly=yes +Description=Soviet Mission 9 - The Fox and the Hound +LongDescription=Soviet Mission 9 - The Fox and the Hound@Location: San Antonio, Texas@@Our victory is near at hand. The President has successfully eluded us, but we have tracked him to a dirty little fort called 'The Alamo' in San Antonio, Texas. You must use our Psi-Corp Troopers to mind control the President and force him to surrender the United States.@@ Objective 1: Use Mind-Control to capture the President. +SideName=Soviet +RequiredAddon=false + +[RA2_SOV10] +Scenario=RA2->SOV10T.MAP +BuildOffAlly=yes +Description=Soviet Mission 10 - Weathered Alliance +LongDescription=Soviet Mission 10 - Weathered Alliance@Location: US Virgin Islands@@In their final desperate hours, the Allies have managed to produce one last bit of super-technology. They have a Weather Control Device which they can use to create terrible storms that can sink fleets and level cities. We believe they have hidden their doomsday weapon in the isolated US Virgin Islands.@@ Objective 1: Capture the American Battle Lab to locate the Weather Control Device.@ Objective 2: Destroy the Weather Control Device. +SideName=Soviet +RequiredAddon=false + +[RA2_SOV11] +Scenario=RA2->SOV11S.MAP +BuildOffAlly=yes +Description=Soviet Mission 11 - Red Revolution +LongDescription=Soviet Mission 11 - Red Revolution@Location: Moscow@@Yuri has turned against us. There is only one answer for such treason.@@ Objective 1: Destroy Yuri's headquarters - The Kremlin.;' +SideName=Soviet +RequiredAddon=false + +[RA2_SOV12] +Scenario=RA2->SOV12S.MAP +BuildOffAlly=yes +Description=Soviet Mission 12 - Polar Storm +LongDescription=Soviet Mission 12 - Polar Storm@Location: Point Hope, Alaska@@We have found the last feeble Allied stronghold. Their Chronosphere, now fully operational, can move soldiers anywhere in the world. They can strike at us in New York, in Prague, even in Moscow. Yuri's files show the device is located near Point Hope, Alaska. You must take what few forces we have in the area and lead an attack, before the Allies make use of their cowardly technology. This is the final hour, commander. Glory awaits.@@ Objective 1: Destroy the Chronosphere.;' +SideName=Soviet +RequiredAddon=false + +[VOID_HD] +Description= + +[YR_HD] +Description=-- Yuri's Revenge Campaign --;' + +[YR_INTRO] +Scenario=PlayMovies->EA_WWLOGO,A00_f00e +Description=Intro +LongDescription= +SideName=Intro + +[YR_ALLHD] +Description=-- Allied Campaign -- + +[YR_ALL01] +Scenario=ALL01UMD.MAP +BuildOffAlly=yes +Description=Allied Mission 1 - Time Lapse +LongDescription=Allied Mission 1 - Operation: Time Lapse@Location: San Francisco, California@@It's only a matter of time before Yuri brings the Psychic Dominator on Alcatraz back online. Our only chance is to use Professor Einstein's Time Machine to send us back in time and stop Yuri before he can complete his worldwide network of Psychic Dominators.@@ Objective 1: Capture Power Plants to power the Time Machine.@ Objective 2: Defend the Time Machine.@ Objective 3: Destroy the Psychic Dominator on Alcatraz. +SideName=Allied + +[YR_ALL02] +Scenario=ALL02UMD.MAP +BuildOffAlly=yes +Description=Allied Mission 2 - Hollywood and Vain +LongDescription=Allied Mission 2 - Operation: Hollywood and Vain@Location: Los Angeles, California@@Yuri has mind controlled the population of Los Angeles and is feeding the civilians into his Grinders to fund his Psychic Dominator project. If we can eliminate the Grinders, Yuri will have lost a significant source of funds.@@ Objective 1: Destroy all Grinders in the city.@ Objective 2: Destroy all Yuri buildings. +SideName=Allied + +[YR_ALL03] +Scenario=ALL03UMD.MAP +BuildOffAlly=yes +Description=Allied Mission 3 - Power Play +LongDescription=Allied Mission 3 - Operation: Power Play@Location: Seattle, Washington@@Now that we've destroyed Yuri's primary source of funds, the madman has decided to take a more direct approach. Yuri has set up a Nuclear Silo in Seattle and is using it to extort money and technical expertise from the MassiveSoft corporation. We must save the city and MassiveSoft from Yuri's nuclear threat.@@ Objective 1: Destroy Yuri's Nuclear Silo.@ Objective 2: Liberate the MassiveSoft campus. +SideName=Allied + +[YR_ALL04] +Scenario=ALL04DMD.MAP +BuildOffAlly=yes +Description=Allied Mission 4 - Tomb Raided +LongDescription=Allied Mission 4 - Operation: Tomb Raided@Location: Egypt@@Yuri has captured Einstein in an attempt to expedite the completion of his Psychic Dominator Technology. It is imperative we rescue Einstein immediately and then rid Egypt of all Yuri forces.@@ Objective 1: Destroy Bio Reactors near Great Pyramid to rescue Einstein.@ Objective 2: Destroy Yuri's base. +SideName=Allied + +[YR_ALL05] +Scenario=ALL05UMD.MAP +BuildOffAlly=yes +Description=Allied Mission 5 - Clones Down Under +LongDescription=Allied Mission 5 - Operation: Clones Down Under@Location: Sydney, Australia@@Yuri has established cloning facilities in Sydney, Australia. It is believed he plans to clone the world leaders. We must put an end to this operation at any cost.@@ Objective 1: Find and destroy Yuri's Cloning Vats.@ Objective 2: Destroy Yuri's remaining forces. +SideName=Allied + +[YR_ALL06] +Scenario=ALL06UMD.MAP +BuildOffAlly=yes +Description=Allied Mission 6 - Trick or Treaty +LongDescription=Allied Mission 6 - Operation: Trick or Treaty@Location: London, England@@Having failed to clone the world leaders, Yuri plans to capture the real ones. Defend them at the Houses of Parliament in London, England...then deal with Yuri.@@ Objective 1: Defend Parliament from assault.@ Objective 2: Destroy Yuri's base. +SideName=Allied + +[YR_ALL07] +Scenario=ALL07SMD.MAP +BuildOffAlly=yes +Description=Allied Mission 7 - Brain Dead +LongDescription=Allied Mission 7 - Operation: Brain Dead@Location: Antarctica@@It's almost over, Commander. Yuri's plot lies in ruins. However, he still has one last Psychic Dominator located somewhere in his stronghold in Antarctica. Bring the abandoned Soviet Base on Tierra del Fuego back online and build a radar dish so that we can pinpoint Yuri's exact location. Then, with the combined might of Allied and Soviet forces, put an end to Yuri's plans once and for all.@@ Objective 1: Build a Soviet Radar Tower.@ Objective 2: Destroy the Psychic Dominator in Antarctica.@ Objective 3: Destroy all Yuri forces. +SideName=Allied + +[YR_SOVHD] +Description=-- Soviet Campaign -- + +[YR_SOV01] +Scenario=SOV01UMD.MAP +BuildOffAlly=yes +Description=Soviet Mission 1 - Time Shift +LongDescription=Soviet Mission 1 - Operation: Time Shift@Location: San Francisco, California@@The world is in ruin. Yuri is poised to rule unchallenged. Only a daring Allied plan to travel back in time stands between Yuri and total domination. But Yuri must pay for his betrayal at Soviet hands, not Allied. We must capture the Time Machine and travel back ourselves.@@ Objective 1: Destroy the Allied navy and Grand Cannons.@ Objective 2: Destroy Pill Boxes around Time Machine to capture it.@ Objective 3: Capture 4 Power Plants to power Time Machine.@ Objective 4: Take control of Soviet base & destroy Psychic Dominator. +SideName=Soviet + +[YR_SOV02] +Scenario=SOV02SMD.MAP +BuildOffAlly=yes +Description=Soviet Mission 2 - Deja Vu +LongDescription=Soviet Mission 2 - Operation: Deja Vu@Location: Black Forest, Germany@@We lost the battle here in the Black Forest the first time around and were eventually defeated by the Allies with the help of Einstein's Chronosphere. This time, we must not fail. Destroy Einstein's Laboratory and Chronosphere to ensure Soviet victory in our war against the Allies.@@ Objective 1: Destroy the outposts guarding the German border.@ Objective 2: Destroy Einstein's Laboratory and Chronosphere. +SideName=Soviet + +[YR_SOV03] +Scenario=SOV03UMD.MAP +BuildOffAlly=yes +Description=Soviet Mission 3 - Brain Wash +LongDescription=Soviet Mission 3 - Operation: Brain Wash@Location: London, England@@The Allies have discovered a Psychic Dominator in London, England. Yuri has taken control of the Allied strike force to help defend his near-complete Dominator. Free the Allies and join forces with them to defeat Yuri...but beware, the Dominator could become operational at any moment.@@ Objective 1: Destroy the Psychic Beacon.@ Objective 2: Destroy the Psychic Dominator.@ Objective 3: Finish off Yuri's forces. +SideName=Soviet + +[YR_SOV04] +Scenario=SOV04DMD.MAP +BuildOffAlly=yes +Description=Soviet Mission 4 - Romanov on the Run +LongDescription=Soviet Mission 4 - Operation: Romanov on the Run@Location: Morocco@@Premier Romanov has been shot down by Yuri's forces. We must locate the Premier and take him to the airport so he can be rescued. Yuri has built a tough defense around the airport that we need to eliminate before the Premier's rescue will be secure.@@ Objective 1: Locate Premier Romanov and protect him.@ Objective 2: Destroy Yuri's base guarding the airport.@ Objective 3: Take Romanov to the airport once it is safe. +SideName=Soviet + +[YR_SOV05] +Scenario=SOV05UMD.MAP +BuildOffAlly=yes +Description=Soviet Mission 5 - Escape Velocity +LongDescription=Soviet Mission 5 - Operation: Escape Velocity@Location: An uncharted island in the Pacific Ocean@@We have uncovered Yuri's secret Submarine Base on an uncharted island in the Pacific Ocean. The threat of Yuri's Boomer Subs must be neutralized!@@ Objective 1: Pick a landing zone and construct a base.@ Objective 2: Locate and destroy Yuri's Submarine Pen.@ Objective 3: Finish off all remaining Yuri forces. +SideName=Soviet + +[YR_SOV06] +Scenario=SOV06LMD.MAP +BuildOffAlly=yes +Description=Soviet Mission 6 - To the Moon +LongDescription=Soviet Mission 6 - Operation: To the Moon@Location: The Moon@@Yuri plans to launch himself to the moon after initiating his Psychic Dominator wave over earth. We need to install a base on the moon so we can build an attack force capable of destroying Yuri's moon bases and his Lunar Command Center.@@ Objective 1: Find a location to build a base.@ Objective 2: Locate and Destroy Yuri's Lunar Command Center.@ Objective 3: Destroy Yuri's remaining base. +SideName=Soviet + +[YR_SOV07] +Scenario=SOV07TMD.MAP +BuildOffAlly=yes +Description=Soviet Mission 7 - Head Games +LongDescription=Soviet Mission 7 - Operation: Head Games@Location: Transylvania@@Hoping to hide from your onslaught, Yuri has retreated to his ancestral home in Transylvania. We can not allow him any respite or he will only rally his forces and return again to threaten us all. Eliminate Yuri now and forever!@@ Objective 1: Destroy Yuri's Fortress. +SideName=Soviet diff --git a/package/INI/Game Options/RA2 Classic Mode.ini b/package/INI/Game Options/RA2 Classic Mode.ini deleted file mode 100644 index 7ca0908b..00000000 --- a/package/INI/Game Options/RA2 Classic Mode.ini +++ /dev/null @@ -1,1069 +0,0 @@ -; *** Red Alert 2 Classic Mode Rules *** -; *** Last Update : 08/08/2016 *** -[General] -AIIonCannonConYardValue=10,10,10 -AIIonCannonPowerValue=60,60,60 -AICaptureNormal=75,0,10,15 -PrismSupportDelay=60 -AttackCursorOnDisguise=no -Shipyard=GAYARD,NAYARD -BaseUnit=AMCV,SMCV -PrerequisitePower=GAPOWR,NAPOWR,NANRCT -PrerequisiteFactory=GAWEAP,NAWEAP -PrerequisiteBarracks=NAHAND,GAPILE -PrerequisiteRadar=GAAIRC,NARADR,AMRADR -PrerequisiteTech=GATECH,NATECH -PrerequisiteProc=GAREFN,NAREFN - -[CombatDamage] -IvanDamage=400 - -[AudioVisual] -EnterGrinderSound=CloningVatsCreate -LeaveGrinderSound=CloningVatsCreate - -[AI] -BuildConst=GACNST,NACNST -BuildPower=NAPOWR,GAPOWR -BuildRefinery=NAREFN,GAREFN -BuildBarracks=NAHAND,GAPILE -BuildTech=NATECH,GATECH -BuildWeapons=GAWEAP,NAWEAP -BuildRadar=GAAIRC,NARADR,AMRADR -ConcreteWalls=GAWALL,NAWALL -BuildNavalYard=NAYARD,GAYARD -BuildDummy=GAPILL,NALASR -NeutralTechBuildings=CAAIRP,CATHOSP,CAOILD,CAOUTP -SovietBaseDefenses=NALASR,TESLA,NAFLAK - -[E1] -EliteOccupyWeapon=UCPara -Soylent=100 - -[ADOG] -Owner=Russians,Confederation,Africans,Arabs,British,French,Germans,Americans,Alliance -ForbiddenHouses=Russians,Confederation,Africans,Arabs -Soylent=50 - -[ENGINEER] -Owner=Russians,Confederation,Africans,Arabs,British,French,Germans,Americans,Alliance -ForbiddenHouses=Russians,Confederation,Africans,Arabs -Soylent=100 - -[GGI] -TechLevel=-1 -ImmuneToPsionics=yes - -[JUMPJET] -Soylent=300 - -[SPY] -Soylent=500 - -[GHOST] -TechLevel=-1 -Soylent=500 - -[TANY] -Crushable=yes -Strength=125 -Speed=5 -Cost=1000 -Soylent=500 -VoiceSelect=TanyaSelect -VoiceMove=TanyaMove -VoiceAttack=TanyaAttackCommand -VoiceFeedback= -VoiceSpecialAttack=TanyaAttackCommand -DieSound=TanyaDie -CreateSound=TanyaCreated -ImmuneToPsionics=no -BuildLimit=2147483647 -SelfHealing=no - -[CLEG] -Soylent=750 -PreventAttackMove=yes - -[CCOMAND] -Prerequisite=GAPILE -Owner=British,French,Germans,Americans,Alliance -Soylent=1000 - -[PTROOP] -Prerequisite=GAPILE -RequiresStolenThirdTech=no -RequiresStolenSovietTech=yes -Owner=British,French,Germans,Americans,Alliance -Soylent=500 - -[SNIPE] -Soylent=300 - -[E2] -EliteOccupyWeapon=UCM1Carbine -Soylent=20 - -[DOG] -Owner=Russians,Confederation,Africans,Arabs,British,French,Germans,Americans,Alliance -ForbiddenHouses=British,French,Germans,Americans,Alliance -Soylent=50 - -[FLAKT] -Owner=Russians,Confederation,Africans,Arabs -Soylent=50 - -[SENGINEER] -Owner=Russians,Confederation,Africans,Arabs,British,French,Germans,Americans,Alliance -ForbiddenHouses=British,French,Germans,Americans,Alliance -Soylent=100 - -[SHK] -Soylent=125 - -[IVAN] -Soylent=150 - -[BORIS] -TechLevel=11 - -[CIVAN] -Prerequisite=NAHAND -RequiresStolenAlliedTech=yes -RequiresStolenSovietTech=no -Owner=Russians,Confederation,Africans,Arabs -Cost=1000 -Soylent=250 - -[TERROR] -Soylent=25 - -[INIT] -TechLevel=-1 - -[YADOG] -TechLevel=-1 - -[YDOG] -TechLevel=-1 - -[YENGINEER] -TechLevel=-1 - -[BRUTE] -TechLevel=-1 - -[VIRUS] -TechLevel=-1 - -[YURI] -UIName=Name:YURI -Name=Yuri -Prerequisite=NAHAND,NATECH -Owner=Russians,Confederation,Africans,Arabs -Cost=1200 -Soylent=200 -VoiceSelect=YuriSelect -VoiceMove=YuriMove -VoiceAttack=YuriAttackCommand -VoiceFeedback= -VoiceSpecialAttack=YuriMove -DieSound=YuriDie -CreateSound=YuriSelect - -[YURIPR] -Prerequisite=NAHAND -RequiresStolenSovietTech=yes -Secondary=PsiWave -Strength=200 -TechLevel=9 -Sight=8 -Owner=Russians,Confederation,Africans,Arabs -Cost=2000 -Soylent=250 -VoiceSelect=YuriSelect -VoiceMove=YuriMove -VoiceAttack=YuriAttackCommand -VoiceFeedback= -VoiceSpecialAttack=YuriMove -DieSound=YuriDie -Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}; -MovementZone=Infantry -ImmuneToPsionicWeapons=no -CanPassiveAquire=no ; Won't try to pick up own targets -Unnatural=no -SelfHealing=no - -[COW] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -Soylent=200 - -[ALL] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -Soylent=200 - -[POLARB] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -Soylent=200 - -[JOSH] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -Soylent=200 - -[CAML] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes - -[DNOA] -Owner=Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes - -[DNOB] -Owner=Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes - -[CIV1] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[CIV2] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[CIV3] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[CIVA] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[CIVB] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[CIVC] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[CIVBBP] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[CIVBFM] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[CIVBF] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[CIVBTM] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[CIVSFM] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[CIVSF] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[CIVSTM] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[CLNT] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes - -[ARND] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes - -[STLN] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes - -[EINS] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes - -[MUMY] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[WWLF] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes - -[RMNV] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes - -[VLADIMIR] -Owner=Russians,Confederation,Africans,Arabs -Soylent=100 - -[PENTGEN] -Owner=Russians,Confederation,Africans,Arabs -Soylent=100 - -[SSRV] -Owner=Russians,Confederation,Africans,Arabs - -[PRES] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -Soylent=100 - -[CTECH] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[MTNK] -Soylent=0 -BuildTimeMultiplier=1.0 - -[FV] -Soylent=0 - -[MGTK] -Soylent=0 - -[SREF] -Soylent=0 - -[BFRT] -TechLevel=-1 -ImmuneToPsionics=yes -CrateGoodie=no - -[AMCV] -Soylent=0 - -[LCRF] -Soylent=0 - -[DEST] -Soylent=0 - -[DLPH] -SensorsSight=4 -Soylent=0 - -[AEGIS] -Soylent=0 - -[CARRIER] -Soylent=0 - -[CMIN] -Soylent=0 - -[ROBO] -TechLevel=-1 - -[TNKD] -Soylent=0 - -[HOWI] -Soylent=0 - -[DRON] -Soylent=0 - -[HTK] -Soylent=0 - -[HTNK] -TargetLaser=yes -Soylent=0 -BuildTimeMultiplier=1.0 - -[V3] -Soylent=0 - -[APOC] -Soylent=0 - -[SMCV] -Soylent=0 - -[SAPC] -Soylent=0 - -[HYD] -Soylent=0 - -[SUB] -SensorsSight=4 -Soylent=0 - -[SQD] -SensorsSight=4 -Soylent=0 - -[DRED] -Soylent=0 - -[HARV] -Soylent=0 - -[TTNK] -Soylent=0 -BuildTimeMultiplier=1.0 - -[DTRUCK] -Soylent=0 - -[LTNK] -UIName=Name:LTNK -Name=Light Tank -Prerequisite=NAWEAP -Primary=ATGUN -Strength=200 -TargetLaser=yes -TechLevel=-1 -Sight=8 -Speed=8 -Owner=Russians,Confederation,Africans,Arabs -RequiredHouses=Arabs -AllowedToStartInMultiplayer=no -VoiceSelect=GenSovVehicleSelect -VoiceMove=GenSovVehicleMove -VoiceAttack=GenSovVehicleAttackCommand -CrateGoodie=no -Size=6 -ElitePrimary=ATGUNE -BuildTimeMultiplier=1.0 - -[YTNK] -TechLevel=-1 -ImmuneToPsionics=yes -CrateGoodie=no - -[TELE] -TechLevel=-1 -ImmuneToPsionics=yes -CrateGoodie=no - -[MIND] -TechLevel=-1 -ImmuneToPsionics=yes -CrateGoodie=no - -[DISK] -TechLevel=-1 -ImmuneToPsionics=yes -CrateGoodie=no - -[CAOS] -TechLevel=-1 -ImmuneToPsionics=yes -CrateGoodie=no - -[PCV] -TechLevel=-1 -ImmuneToPsionics=yes -CrateGoodie=no - -[YHVR] -TechLevel=-1 -ImmuneToPsionics=yes -CrateGoodie=no - -[BSUB] -TechLevel=-1 -ImmuneToPsionics=yes -CrateGoodie=no - -[SMON] -TechLevel=-1 -ImmuneToPsionics=yes -CrateGoodie=no - -[SMIN] -TechLevel=-1 -ImmuneToPsionics=yes -CrateGoodie=no -BuildTimeMultiplier=1.0 - -[VLAD] -Owner=Russians,Confederation,Africans,Arabs -Soylent=0 - -[TRUCKA] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -Cost=500 -Soylent=0 - -[TRUCKA] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -Cost=500 -Soylent=0 - -[BUS] -Owner=Russians,Confederation,Africans,Arabs -Soylent=0 - -[CIVP] -ImmuneToPsionics=yes - -[PICK] -Owner=Russians,Confederation,Africans,Arabs -Soylent=0 - -[CAR] -Owner=Russians,Confederation,Africans,Arabs -Soylent=0 - -[WINI] -Owner=Russians,Confederation,Africans,Arabs -Soylent=0 - -[PROPA] -Owner=Russians,Confederation,Africans,Arabs - -[CONA] -Owner=Russians,Confederation,Africans,Arabs -Soylent=0 - -[COP] -Owner=Russians,Confederation,Africans,Arabs -Soylent=0 - -[EUROC] -Owner=Russians,Confederation,Africans,Arabs -Soylent=0 - -[LIMO] -Owner=Russians,Confederation,Africans,Arabs -Soylent=0 - -[STANG] -Owner=Russians,Confederation,Africans,Arabs -Soylent=0 - -[SUVB] -Owner=Russians,Confederation,Africans,Arabs -Soylent=0 - -[SUVW] -Owner=Russians,Confederation,Africans,Arabs -Soylent=0 - -[TAXI] -Owner=Russians,Confederation,Africans,Arabs -Soylent=0 - -[YCAB] -Owner=Russians,Confederation,Africans,Arabs -Soylent=0 - -[JEEP] -Owner=Russians,Confederation,Africans,Arabs -Soylent=0 - -[BCAB] -Owner=Russians,Confederation,Africans,Arabs -Soylent=0 - -[PTRUCK] -Owner=Russians,Confederation,Africans,Arabs -Soylent=0 - -[CRUISE] -Owner=Russians,Confederation,Africans,Arabs -Soylent=0 - -[TUG] -Owner=Russians,Confederation,Africans,Arabs -Soylent=0 - -[SCHP] -TechLevel=-1 -ImmuneToPsionics=yes -CrateGoodie=no - -[DOLY] -Owner=Russians,Confederation,Africans,Arabs -Soylent=0 - -[CBLC] -Owner=Russians,Confederation,Africans,Arabs -Soylent=0 - -[FTRK] -Owner=Russians,Confederation,Africans,Arabs -Soylent=0 - -[AMBU] -Owner=Russians,Confederation,Africans,Arabs -Soylent=0 - -[SCHD] -TechLevel=-1 -ImmuneToPsionics=yes - -[ZEP] -Armor=light -Soylent=0 - -[BPLN] -TechLevel=-1 -ImmuneToPsionics=yes - -[SPYP] -TechLevel=-1 -ImmuneToPsionics=yes - -[DMISL] -Speed=20 - -[PDPLANE] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[CARGOPLANE] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[GACNST] -ImmuneToPsionics=yes - -[GAPOWR] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes -Drainable=no - -[GAPILE] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes - -[GAREFN] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes -Drainable=no - -[GAWEAP] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes - -[GAAIRC] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes - -[GAYARD] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -Powered=true -ImmuneToPsionics=yes - -[GADEPT] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes - -[GATECH] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes -SuperWeapon=None - -[GAOREP] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes - -[GAROBO] -TechLevel=-1 -AIBuildThis=no -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes - -[GAWALL] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[GAPILL] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes - -[NASAM] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes -Drainable=no - -[ATESLA] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes -Drainable=no - -[GASPYSAT] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[GAGAP] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes - -[GACSPH] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[GAWEAT] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[AMRADR] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes - -[GTGCAN] -Owner=British,French,Germans,Americans,Alliance -ImmuneToPsionics=yes -Drainable=no - -[NACNST] -ImmuneToPsionics=yes - -[NAPOWR] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes -Drainable=no - -[NAHAND] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes - -[NAREFN] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes -Drainable=no - -[NAWEAP] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes - -[NARADR] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes -SuperWeapon=None - -[NAYARD] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -Powered=true -ImmuneToPsionics=yes - -[NADEPT] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes - -[NATECH] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes -SuperWeapon=None - -[NANRCT] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[NAINDP] -TechLevel=-1 -AIBuildThis=no -ImmuneToPsionics=yes -Drainable=no -Capturable=no - -[NAWALL] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[NALASR] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes - -[NAFLAK] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes -Drainable=no - -[TESLA] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -ImmuneToPsionics=yes -Drainable=no - -[NABNKR] -TechLevel=-1 -ImmuneToPsionics=yes -AIBuildThis=no - -[NAIRON] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs - -[NAMISL] -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -DamageSelf=no - -[YACNST] -TechLevel=-1 -ImmuneToPsionics=yes -Capturable=no - -[YAPOWR] -TechLevel=-1 -ImmuneToPsionics=yes -Capturable=no - -[YABRCK] -TechLevel=-1 -ImmuneToPsionics=yes -Capturable=no - -[YAREFN] -TechLevel=-1 -ImmuneToPsionics=yes -Capturable=no - -[YAWEAP] -TechLevel=-1 -ImmuneToPsionics=yes -Capturable=no - -[NAPSIS] -UIName=Name:NAPSIS -Name=Psychic Sensor -BuildCat=Combat -Prerequisite=NATECH,NACNST -Radar=no -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -AIBasePlanningSide=1 -AIBuildThis=no -Spyable=no -ImmuneToPsionics=yes -SuperWeapon=None - -[YAYARD] -TechLevel=-1 -ImmuneToPsionics=yes -Capturable=no - -[YADEPT] -TechLevel=-1 -ImmuneToPsionics=yes -Capturable=no - -[YATECH] -TechLevel=-1 -ImmuneToPsionics=yes -Capturable=no - -[YAGRND] -TechLevel=-1 -ImmuneToPsionics=yes -Grinding=no -Capturable=no - -[NACLON] -Name=Cloning Vats -BuildCat=Tech -Prerequisite=NATECH,NACNST -Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs -AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil -NODBarracks=yes -YuriBarracks=no -Cloning=yes -Grinding=yes -InfantryAbsorb=yes - -[YAGGUN] -TechLevel=-1 -ImmuneToPsionics=yes -Capturable=no - -[YAPSYT] -TechLevel=-1 -ImmuneToPsionics=yes -SuperWeapon=None -Capturable=no - -[NATBNK] -TechLevel=-1 -ImmuneToPsionics=yes -Capturable=no -AIBuildThis=no - -[YAGNTC] -TechLevel=-1 -Capturable=no - -[YAPPET] -TechLevel=-1 -Capturable=no - -[CAOUTP] -RadarVisible=no - -[CAAIRP] -RadarVisible=no - -[CAOILD] -RadarVisible=no - -[CAPOWR] -Capturable=no - -[CAMACH] -Capturable=no - -[CATHOSP] -LegalTarget=no -RadarInvisible=yes -RadarVisible=no -Sight=1 -Hospital=yes -IsBase=yes - -[CASLAB] -Capturable=no - -[NAPSYB] -Owner=Russians,Confederation,Africans,Arabs - -[Sapper] -Projectile=Invisible5 -Warhead=Super - -[UCM1Carbine] -Range=7 - -[Para] -Damage=15 - -[UCPara] -Range=7 - -[DoublePistols] -ROF=10 -Warhead=HollowPoint - -[90mm] -Damage=36 -ROF=50 - -[ATGUN] ;90mm clone -Damage=75;36 -ROF=30;50 -Range=5.75 -Projectile=Cannon -Speed=40 -Warhead=AP -Report=LightTankAttack -Anim=GUNFIRE -Bright=yes - -[ATGUNE] ;90mmE clone -Damage=75;36 -ROF=30;50 -Range=5.75 -Projectile=Cannon -Speed=40 -Warhead=GRIZAPE -Report=LightTankAttack -Anim=VTMUZZLE -Bright=yes -Burst=2 - -[SuicideBomb] -Warhead=SUPER - -[SquidPunch] -Damage=50 - -[NeutronRifle] -Projectile=InvisibleLow - -[PrismShot] -ROF=60 - -[PrismSupport] -ROF=60 - -[CoilBolt] -ROF=120 - -[OPCoilBolt] -ROF=100 - -[LaserFire] -Warhead=Super - -[LaserFire2] -Warhead=Super - -[SuperMindControl] -Range=30 -Warhead=Controller - -[FlakTrackGun] -Damage=25 -ROF=40 - -[CRM60] -Damage=20 - -[CRMP5] -ROF=20 -Range=6 - -[CRNeutronRifle] -Damage=10 - -[FlakTrackGunE] -ROF=40 - -[105mmE] -Damage=55 -ROF=75 - -[120mmE] -Damage=85 -ROF=80 - - -[DoublePistolsE] -Warhead=HollowPoint - -[ParaE] -ROF=5 -Range=7 - -[QuadShell] -AA=no - -[SA] -Verses=100%,80%,70%,50%,25%,25%,75%,50%,25%,100%,100% - -[HARVWH] -Verses=100%,80%,70%,50%,20%,20%,20%,15%,10%,200%,100% - -[SSA] -Verses=100%,100%,70%,60%,40%,40%,75%,50%,25%,100%,100% -ProneDamage=50% - -[SSAB] -Verses=100%,80%,70%,50%,25%,25%,75%,30%,20%,100%,100% - -[HE] -Verses=100%,90%,80%,70%,35%,35%,75%,40%,20%,80%,100% - -[ARTYHE] -Verses=100%,80%,60%,100%,60%,60%,100%,80%,60%,100%,100% - -[IonWH] -Verses=100%,100%,100%,100%,100%,100%,100%,100%,3%,100%,100% - -[AP] -Verses=25%,25%,25%,75%,100%,100%,65%,45%,60%,60%,100% - -[HollowPoint2] -Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,100%,100% - -[Mechanical] -Verses=0%,0%,0%,100%,100%,100%,100%,100%,100%,100%,100% - -[OilExplosionWH] -Verses=150%,100%,100%,90%,70%,50%,200%,90%,50%,100%,100% - -[ChronoBeam] -Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% - -[FlakWH] -Verses=150%,80%,50%,100%,20%,20%,0%,0%,0%,100%,100% - -[FlakTWH] -PercentAtMax=.2 -Verses=150%,100%,50%,60%,10%,10%,30%,20%,10%,100%,100% - -[FlakGuyWH] ; For Flak Trooper Anti-Air -Verses=150%,100%,50%,80%,20%,20%,0%,0%,0%,100%,100% - -[NukeSpecial] -AIDefendAgainst=no - -[LightningStormSpecial] -AIDefendAgainst=no diff --git a/package/Licenses/Ares.License.txt b/package/Licenses/Ares.License.txt new file mode 100644 index 00000000..08e3e519 --- /dev/null +++ b/package/Licenses/Ares.License.txt @@ -0,0 +1,27 @@ +Copyright (c) 2008+, All Ares Contributors +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are met: +1. Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. +2. Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in the + documentation and/or other materials provided with the distribution. +3. All advertising materials mentioning features or use of this software + must display the following acknowledgement: + This product includes software developed by the Ares Contributors. +4. Neither the name of Ares nor the + names of its contributors may be used to endorse or promote products + derived from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY ITS CONTRIBUTORS ''AS IS'' AND ANY +EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE ARES CONTRIBUTORS BE LIABLE FOR ANY +DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND +ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. diff --git a/package/Licenses/DxWnd.License.txt b/package/Licenses/DxWnd.License.txt new file mode 100644 index 00000000..0a041280 --- /dev/null +++ b/package/Licenses/DxWnd.License.txt @@ -0,0 +1,165 @@ + GNU LESSER GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + + This version of the GNU Lesser General Public License incorporates +the terms and conditions of version 3 of the GNU General Public +License, supplemented by the additional permissions listed below. + + 0. Additional Definitions. + + As used herein, "this License" refers to version 3 of the GNU Lesser +General Public License, and the "GNU GPL" refers to version 3 of the GNU +General Public License. + + "The Library" refers to a covered work governed by this License, +other than an Application or a Combined Work as defined below. + + An "Application" is any work that makes use of an interface provided +by the Library, but which is not otherwise based on the Library. +Defining a subclass of a class defined by the Library is deemed a mode +of using an interface provided by the Library. + + A "Combined Work" is a work produced by combining or linking an +Application with the Library. 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Such new +versions will be similar in spirit to the present version, but may +differ in detail to address new problems or concerns. + + Each version is given a distinguishing version number. If the +Library as you received it specifies that a certain numbered version +of the GNU Lesser General Public License "or any later version" +applies to it, you have the option of following the terms and +conditions either of that published version or of any later version +published by the Free Software Foundation. If the Library as you +received it does not specify a version number of the GNU Lesser +General Public License, you may choose any version of the GNU Lesser +General Public License ever published by the Free Software Foundation. + + If the Library as you received it specifies that a proxy can decide +whether future versions of the GNU Lesser General Public License shall +apply, that proxy's public statement of acceptance of any version is +permanent authorization for you to choose that version for the +Library. diff --git a/package/Licenses/Phobos.License.txt b/package/Licenses/Phobos.License.txt new file mode 100644 index 00000000..0a041280 --- /dev/null +++ b/package/Licenses/Phobos.License.txt @@ -0,0 +1,165 @@ + GNU LESSER GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + + This version of the GNU Lesser General Public License incorporates +the terms and conditions of version 3 of the GNU General Public +License, supplemented by the additional permissions listed below. + + 0. Additional Definitions. + + As used herein, "this License" refers to version 3 of the GNU Lesser +General Public License, and the "GNU GPL" refers to version 3 of the GNU +General Public License. + + "The Library" refers to a covered work governed by this License, +other than an Application or a Combined Work as defined below. + + An "Application" is any work that makes use of an interface provided +by the Library, but which is not otherwise based on the Library. +Defining a subclass of a class defined by the Library is deemed a mode +of using an interface provided by the Library. + + A "Combined Work" is a work produced by combining or linking an +Application with the Library. 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If the Library as you +received it does not specify a version number of the GNU Lesser +General Public License, you may choose any version of the GNU Lesser +General Public License ever published by the Free Software Foundation. + + If the Library as you received it specifies that a proxy can decide +whether future versions of the GNU Lesser General Public License shall +apply, that proxy's public statement of acceptance of any version is +permanent authorization for you to choose that version for the +Library. diff --git a/package/Resources/QRes.License.txt b/package/Licenses/QRes.License.txt similarity index 100% rename from package/Resources/QRes.License.txt rename to package/Licenses/QRes.License.txt diff --git a/package/Licenses/Syringe.License.txt b/package/Licenses/Syringe.License.txt new file mode 100644 index 00000000..127f4a6a --- /dev/null +++ b/package/Licenses/Syringe.License.txt @@ -0,0 +1,17 @@ +This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 license. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/us/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA. + +Please be aware that, should any discrepancy between different translations of the license lead to confusion, the binding version is the full legal, German language translation of the license. (The URL to the US summary above is provided purely for convenience, with no intent to display preference for the US version.) + +Permission to use this work, no matter in what way, no matter if it was modified or not, no matter if it was compiled or not, is explicitly only granted if the terms of the license have been accepted in full. 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This license explicitly does _not_ waive any previous author's copyright of his own code, and does not limit them in what they can or cannot do with it. + +--- + +The correct form of attribution for this work, as required by the license, is: +[ The original codebase ("Syringe") for this project was created by Patrick "pd" Dinklage, based in part on code written by Jan Newger. ] +Please leave this note in a visible, easily accessible and sensible place, such as a readme or credits file, or intro or outro videos. + +--- + +The original location of this work is http://forums.renegadeprojects.com/showthread.php?tid=1160&pid=13088#pid13088 \ No newline at end of file diff --git a/package/Resources/ZLIB.License.txt b/package/Licenses/ZLIB.License.txt similarity index 100% rename from package/Resources/ZLIB.License.txt rename to package/Licenses/ZLIB.License.txt diff --git a/package/Resources/ZLIB.Ms-PL.txt b/package/Licenses/ZLIB.Ms-PL.txt similarity index 100% rename from package/Resources/ZLIB.Ms-PL.txt rename to package/Licenses/ZLIB.Ms-PL.txt diff --git a/package/Licenses/cnc-ddraw.LICENSE.txt b/package/Licenses/cnc-ddraw.LICENSE.txt new file mode 100644 index 00000000..e15366d9 --- /dev/null +++ b/package/Licenses/cnc-ddraw.LICENSE.txt @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2022 github.com/FunkyFr3sh + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/package/Phobos.dll b/package/Phobos.dll new file mode 100644 index 00000000..81627dab Binary files /dev/null and b/package/Phobos.dll differ diff --git a/package/Resources/Allied Theme/MainMenu.ini b/package/Resources/Allied Theme/MainMenu.ini index 8da35138..c153bb06 100644 --- a/package/Resources/Allied Theme/MainMenu.ini +++ b/package/Resources/Allied Theme/MainMenu.ini @@ -1,203 +1,87 @@ -[MainMenu] -DrawBorders=false -Size=800,600 - -[MainMenuUIPanel] -DrawBorders=false - -[ExtraPictureBoxes] - -[mmtdcl] -Location=346,8 -Size=40,34 -BackgroundTexture=MainMenu\tdcl.png - -[mmtdcr] -Location=894,8 -Size=40,34 -BackgroundTexture=MainMenu\tdcr.png +[INISystem] +BasedOn=.\..\MainMenu.ini [mmbox1] -Location=338,2 -Size=604,538 -DrawBorders=true BorderColor=168,168,168 [mmbox2] -Location=339,3 -Size=602,536 -DrawBorders=true BorderColor=168,168,168 - -; ========================== -; Hidden Buttons -; ========================== -[btnNewCampaign] -Location=0,0 -Size=0,0 -Visible=0 - -[btnLoadGame] -Location=0,0 -Size=0,0 -Visible=0 - -[btnMapEditor] -Location=0,0 -Size=0,0 -Visible=0 - -[btnCredits] -Location=0,0 -Size=0,0 -Visible=0 - -[btnStatistics] -Location=0,0 -Size=0,0 -Visible=0 - ; ========================== ; Menu Buttons ; ========================== -[btnQuickmatch] -Location=645,241 -Text=Ranked Match -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav + +; #1 +[btnCnCNet] ForeColor=230,230,230 -FontIndex=1 TextColorIdle=230,230,230 TextColorHover=255,255,255 -URL=Qt\CnCNetQM.exe - -[btnExtras] -Location=645,283 -Text=Campaign -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav + +; #2 +[btnQuickmatch] ForeColor=230,230,230 -FontIndex=1 TextColorIdle=230,230,230 TextColorHover=255,255,255 -[btnCnCNet] -Location=645,199 -Text=Play Online -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav +; #3 +[btnNewCampaign] ForeColor=230,230,230 -FontIndex=1 TextColorIdle=230,230,230 TextColorHover=255,255,255 +; #4 [btnSkirmish] -Location=645,325 -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav -Text=Skirmish ForeColor=230,230,230 -FontIndex=1 TextColorIdle=230,230,230 TextColorHover=255,255,255 -[btnProfiles] -Location=645,451 -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav -Text=View Ladder +; #5 +[btnLoadGame] ForeColor=230,230,230 -FontIndex=1 TextColorIdle=230,230,230 TextColorHover=255,255,255 -URL=https://ladder.cncnet.org +; #6 [btnLan] -Location=645,367 -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav -Text=LAN ForeColor=230,230,230 -FontIndex=1 TextColorIdle=230,230,230 TextColorHover=255,255,255 +; #7 +[btnProfiles] +ForeColor=230,230,230 +TextColorIdle=230,230,230 +TextColorHover=255,255,255 + +; #8 [btnOptions] -Location=645,409 -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav -Text=Options ForeColor=230,230,230 -Font=Arial,Bold,9.25 -FontIndex=1 TextColorIdle=230,230,230 TextColorHover=255,255,255 +; #9 [btnExit] -Location=645,535 -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav -Text=Exit Game ForeColor=230,230,230 -Font=Arial,Bold,9.25 -FontIndex=1 TextColorIdle=230,230,230 TextColorHover=255,255,255 - ; ========================== ; Updater Text ; ========================== [lblUpdateStatus] -Location=20,577 -Size=600,30 -FontIndex=1 ;4 RemapColor=230,230,230 [lblVersionLabel] -Text=Client Version: -FontIndex=1 RemapColor=230,230,230 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the parameter whose expression should be captured as a string. + + + + + Gets the name of the parameter whose expression should be captured as a string. + + + + + Indicates that compiler support for a particular feature is required for the location where this attribute is applied. + + + + + Initialize a new instance of + + The name of the required compiler feature. + + + + The name of the compiler feature. + + + + + If true, the compiler can choose to allow access to the location where this attribute is applied if it does not understand . + + + + + The used for the ref structs C# feature. + + + + + The used for the required members C# feature. + + + + + Disables the built-in runtime managed/unmanaged marshalling subsystem for + P/Invokes, Delegate types, and unmanaged function pointer invocations. + + + The built-in marshalling subsystem has some behaviors that cannot be changed due to + backward-compatibility requirements. This attribute allows disabling the built-in + subsystem and instead uses the following rules for P/Invokes, Delegates, + and unmanaged function pointer invocations: + + - All value types that do not contain reference type fields recursively (unmanaged in C#) are blittable + - Value types that recursively have any fields that have [StructLayout(LayoutKind.Auto)] are disallowed from interop. + - All reference types are disallowed from usage in interop scenarios. + - SetLastError support in P/Invokes is disabled. + - varargs support is disabled. + - LCIDConversionAttribute support is disabled. + + + + + Reserved to be used by the compiler for tracking metadata. This class should not be used by developers in source code. + + + + + Used to indicate to the compiler that a method should be called + in its containing module's initializer. + + + When one or more valid methods + with this attribute are found in a compilation, the compiler will + emit a module initializer which calls each of the attributed methods. + + Certain requirements are imposed on any method targeted with this attribute: + - The method must be `static`. + - The method must be an ordinary member method, as opposed to a property accessor, constructor, local function, etc. + - The method must be parameterless. + - The method must return `void`. + - The method must not be generic or be contained in a generic type. + - The method's effective accessibility must be `internal` or `public`. + + The specification for module initializers in the .NET runtime can be found here: + https://github.com/dotnet/runtime/blob/master/docs/design/specs/Ecma-335-Augments.md#module-initializer + + + + + Specifies that a type has required members or that a member is required. + + + + + Used to indicate to the compiler that the .locals init + flag should not be set in method headers. + + + This attribute is unsafe because it may reveal uninitialized memory to + the application in certain instances (e.g., reading from uninitialized + stackalloc'd memory). If applied to a method directly, the attribute + applies to that method and all nested functions (lambdas, local + functions) below it. If applied to a type or module, it applies to all + methods nested inside. This attribute is intentionally not permitted on + assemblies. Use at the module level instead to apply to multiple type + declarations. + + + + Provides a handler used by the language compiler to process interpolated strings into instances. + + + Expected average length of formatted data used for an individual interpolation expression result. + + This is inherited from string.Format, and could be changed based on further data. + string.Format actually uses `format.Length + args.Length * 8`, but format.Length + includes the format items themselves, e.g. "{0}", and since it's rare to have double-digit + numbers of items, we bump the 8 up to 11 to account for the three extra characters in "{d}", + since the compiler-provided base length won't include the equivalent character count. + + + + Minimum size array to rent from the pool. + Same as stack-allocation size used today by string.Format. + + + Maximum length allowed for a string. + Keep in sync with AllocateString in gchelpers.cpp. + + + Optional provider to pass to IFormattable.ToString or ISpanFormattable.TryFormat calls. + + + Array rented from the array pool and used to back . + + + The span to write into. + + + Position at which to write the next character. + + + Whether provides an ICustomFormatter. + + Custom formatters are very rare. We want to support them, but it's ok if we make them more expensive + in order to make them as pay-for-play as possible. So, we avoid adding another reference type field + to reduce the size of the handler and to reduce required zero'ing, by only storing whether the provider + provides a formatter, rather than actually storing the formatter. This in turn means, if there is a + formatter, we pay for the extra interface call on each AppendFormatted that needs it. + + + + Creates a handler used to translate an interpolated string into a . + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + This is intended to be called only by compiler-generated code. Arguments are not validated as they'd otherwise be for members intended to be used directly. + + + Creates a handler used to translate an interpolated string into a . + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + An object that supplies culture-specific formatting information. + This is intended to be called only by compiler-generated code. Arguments are not validated as they'd otherwise be for members intended to be used directly. + + + Creates a handler used to translate an interpolated string into a . + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + An object that supplies culture-specific formatting information. + A buffer temporarily transferred to the handler for use as part of its formatting. Contents may be overwritten. + This is intended to be called only by compiler-generated code. Arguments are not validated as they'd otherwise be for members intended to be used directly. + + + Derives a default length with which to seed the handler. + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + + + Gets the built . + The built string. + + + Gets the built and clears the handler. + The built string. + + This releases any resources used by the handler. The method should be invoked only + once and as the last thing performed on the handler. Subsequent use is erroneous, ill-defined, + and may destabilize the process, as may using any other copies of the handler after ToStringAndClear + is called on any one of them. + + + + Clears the handler, returning any rented array to the pool. + + + Gets a span of the written characters thus far. + + + Writes the specified string to the handler. + The string to write. + + + Writes the specified value to the handler. + The value to write. + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + The format string. + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + The format string. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The type of the value to write. + + + Writes the specified character span to the handler. + The span to write. + + + Writes the specified string of chars to the handler. + The span to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Writes the specified value to the handler. + The value to write. + + + Writes the specified value to the handler. + The value to write. + + Slow path to handle a custom formatter, potentially null value, + or a string that doesn't fit in the current buffer. + + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Gets whether the provider provides a custom formatter. + + + Formats the value using the custom formatter from the provider. + The value to write. + The format string. + The type of the value to write. + + + Handles adding any padding required for aligning a formatted value in an interpolation expression. + The position at which the written value started. + + Non-zero minimum number of characters that should be written for this value. If the value is negative, it + indicates left-aligned and the required minimum is the absolute value. + + + + + Ensures has the capacity to store beyond . + + + + + Fallback for fast path in when there's not enough space in the destination. + + The string to write. + + + + Fallback for for when not enough space exists in the current buffer. + + The span to write. + + + + Grows to have the capacity to store at least + beyond . + + + + Grows the size of . + + + + Grow the size of to at least the specified . + + + + + Indicates which arguments to a method involving an interpolated string handler should be passed to that handler. + + + + + Initializes a new instance of the class. + + The name of the argument that should be passed to the handler. + may be used as the name of the receiver in an instance method. + + + + Initializes a new instance of the class. + + The names of the arguments that should be passed to the handler. + may be used as the name of the receiver in an instance method. + + + Gets the names of the arguments that should be passed to the handler. + + may be used as the name of the receiver in an instance method. + + + + + Indicates the attributed type is to be used as an interpolated string handler. + + + + + Base type for all platform-specific API attributes. + + + + + Marks APIs that were obsoleted in a given operating system version. + + + Primarily used by OS bindings to indicate APIs that should not be used anymore. + + + + + Records the operating system (and minimum version) that supports an API. Multiple attributes can be + applied to indicate support on multiple operating systems. + + + Callers can apply a + or use guards to prevent calls to APIs on unsupported operating systems. + + A given platform should only be specified once. + + + + + Annotates a custom guard field, property or method with a supported platform name and optional version. + Multiple attributes can be applied to indicate guard for multiple supported platforms. + + + Callers can apply a to a field, property or method + and use that field, property or method in a conditional or assert statements in order to safely call platform specific APIs. + + The type of the field or property should be boolean, the method return type should be boolean in order to be used as platform guard. + + + + + Records the platform that the project targeted. + + + + + Marks APIs that were removed in a given operating system version. + + + Primarily used by OS bindings to indicate APIs that are only available in + earlier versions. + + + + + Annotates the custom guard field, property or method with an unsupported platform name and optional version. + Multiple attributes can be applied to indicate guard for multiple unsupported platforms. + + + Callers can apply a to a field, property or method + and use that field, property or method in a conditional or assert statements as a guard to safely call APIs unsupported on those platforms. + + The type of the field or property should be boolean, the method return type should be boolean in order to be used as platform guard. + + + + + An attribute used to indicate a GC transition should be skipped when making an unmanaged function call. + + + Example of a valid use case. The Win32 `GetTickCount()` function is a small performance related function + that reads some global memory and returns the value. In this case, the GC transition overhead is significantly + more than the memory read. + + using System; + using System.Runtime.InteropServices; + class Program + { + [DllImport("Kernel32")] + [SuppressGCTransition] + static extern int GetTickCount(); + static void Main() + { + Console.WriteLine($"{GetTickCount()}"); + } + } + + + + This attribute is ignored if applied to a method without the . + + Forgoing this transition can yield benefits when the cost of the transition is more than the execution time + of the unmanaged function. However, avoiding this transition removes some of the guarantees the runtime + provides through a normal P/Invoke. When exiting the managed runtime to enter an unmanaged function the + GC must transition from Cooperative mode into Preemptive mode. Full details on these modes can be found at + https://github.com/dotnet/runtime/blob/master/docs/coding-guidelines/clr-code-guide.md#2.1.8. + Suppressing the GC transition is an advanced scenario and should not be done without fully understanding + potential consequences. + + One of these consequences is an impact to Mixed-mode debugging (https://docs.microsoft.com/visualstudio/debugger/how-to-debug-in-mixed-mode). + During Mixed-mode debugging, it is not possible to step into or set breakpoints in a P/Invoke that + has been marked with this attribute. A workaround is to switch to native debugging and set a breakpoint in the native function. + In general, usage of this attribute is not recommended if debugging the P/Invoke is important, for example + stepping through the native code or diagnosing an exception thrown from the native code. + + The runtime may load the native library for method marked with this attribute in advance before the method is called for the first time. + Usage of this attribute is not recommended for platform neutral libraries with conditional platform specific code. + + The P/Invoke method that this attribute is applied to must have all of the following properties: + * Native function always executes for a trivial amount of time (less than 1 microsecond). + * Native function does not perform a blocking syscall (e.g. any type of I/O). + * Native function does not call back into the runtime (e.g. Reverse P/Invoke). + * Native function does not throw exceptions. + * Native function does not manipulate locks or other concurrency primitives. + + Consequences of invalid uses of this attribute: + * GC starvation. + * Immediate runtime termination. + * Data corruption. + + + + + Any method marked with can be directly called from + native code. The function token can be loaded to a local variable using the address-of operator + in C# and passed as a callback to a native method. + + + Methods marked with this attribute have the following restrictions: + * Method must be marked "static". + * Must not be called from managed code. + * Must only have blittable arguments. + + + + + Optional. If omitted, the runtime will use the default platform calling convention. + + + Supplied types must be from the official "System.Runtime.CompilerServices" namespace and + be of the form "CallConvXXX". + + + + + Optional. If omitted, no named export is emitted during compilation. + + + + + Indicates that a parameter captures the expression passed for another parameter as a string. + + + Indicates that an API is experimental and it may change in the future. + + + This attribute allows call sites to be flagged with a diagnostic that indicates that an experimental + feature is used. Authors can use this attribute to ship preview features in their assemblies. + + + + + Initializes a new instance of the class, specifying the ID that the compiler will use + when reporting a use of the API the attribute applies to. + + The ID that the compiler will use when reporting a use of the API the attribute applies to. + + + + Gets the ID that the compiler will use when reporting a use of the API the attribute applies to. + + The unique diagnostic ID. + + The diagnostic ID is shown in build output for warnings and errors. + This property represents the unique ID that can be used to suppress the warnings or errors, if needed. + + + + + Gets or sets the URL for corresponding documentation. + The API accepts a format string instead of an actual URL, creating a generic URL that includes the diagnostic ID. + + The format string that represents a URL to corresponding documentation. + An example format string is https://contoso.com/obsoletion-warnings/{0}. + + + + Specifies that is allowed as an input even if the + corresponding type disallows it. + + + + + Specifies that is disallowed as an input even if the + corresponding type allows it. + + + + + Specifies that a method that will never return under any circumstance. + + + + + Specifies that the method will not return if the associated + parameter is passed the specified value. + + + + + Gets the condition parameter value. + Code after the method is considered unreachable by diagnostics if the argument + to the associated parameter matches this value. + + + + + Initializes a new instance of the + class with the specified parameter value. + + + The condition parameter value. + Code after the method is considered unreachable by diagnostics if the argument + to the associated parameter matches this value. + + + + + Specifies that an output may be even if the + corresponding type disallows it. + + + + + Specifies that when a method returns , + the parameter may be even if the corresponding type disallows it. + + + + + Gets the return value condition. + If the method returns this value, the associated parameter may be . + + + + + Initializes the attribute with the specified return value condition. + + + The return value condition. + If the method returns this value, the associated parameter may be . + + + + + Specifies that the method or property will ensure that the listed field and property members have + not- values. + + + + + Gets field or property member names. + + + + + Initializes the attribute with a field or property member. + + + The field or property member that is promised to be not-null. + + + + + Initializes the attribute with the list of field and property members. + + + The list of field and property members that are promised to be not-null. + + + + + Specifies that the method or property will ensure that the listed field and property members have + non- values when returning with the specified return value condition. + + + + + Gets the return value condition. + + + + + Gets field or property member names. + + + + + Initializes the attribute with the specified return value condition and a field or property member. + + + The return value condition. If the method returns this value, + the associated parameter will not be . + + + The field or property member that is promised to be not-. + + + + + Initializes the attribute with the specified return value condition and list + of field and property members. + + + The return value condition. If the method returns this value, + the associated parameter will not be . + + + The list of field and property members that are promised to be not-null. + + + + + Specifies that an output is not even if the + corresponding type allows it. + + + + + Gets the associated parameter name. + The output will be non- if the argument to the + parameter specified is non-. + + + + + Initializes the attribute with the associated parameter name. + + + The associated parameter name. + The output will be non- if the argument to the + parameter specified is non-. + + + + + Specifies that when a method returns , + the parameter will not be even if the corresponding type allows it. + + + + + Gets the return value condition. + If the method returns this value, the associated parameter will not be . + + + + + Initializes the attribute with the specified return value condition. + + + The return value condition. + If the method returns this value, the associated parameter will not be . + + + + + Specifies that this constructor sets all required members for the current type, and callers + do not need to set any required members themselves. + + + + + Specifies the syntax used in a string. + + + + Initializes the with the identifier of the syntax used. + The syntax identifier. + + + + Initializes the with the identifier of the syntax used. + The syntax identifier. + Optional arguments associated with the specific syntax employed. + + + Gets the identifier of the syntax used. + + + Optional arguments associated with the specific syntax employed. + + + The syntax identifier for strings containing composite formats for string formatting. + + + The syntax identifier for strings containing date format specifiers. + + + The syntax identifier for strings containing date and time format specifiers. + + + The syntax identifier for strings containing format specifiers. + + + The syntax identifier for strings containing format specifiers. + + + The syntax identifier for strings containing JavaScript Object Notation (JSON). + + + The syntax identifier for strings containing numeric format specifiers. + + + The syntax identifier for strings containing regular expressions. + + + The syntax identifier for strings containing time format specifiers. + + + The syntax identifier for strings containing format specifiers. + + + The syntax identifier for strings containing URIs. + + + The syntax identifier for strings containing XML. + + + + States a dependency that one member has on another. + + + This can be used to inform tooling of a dependency that is otherwise not evident purely from + metadata and IL, for example a member relied on via reflection. + + + + + Initializes a new instance of the class + with the specified signature of a member on the same type as the consumer. + + The signature of the member depended on. + + + + Initializes a new instance of the class + with the specified signature of a member on a . + + The signature of the member depended on. + The containing . + + + + Initializes a new instance of the class + with the specified signature of a member on a type in an assembly. + + The signature of the member depended on. + The full name of the type containing the specified member. + The assembly name of the type containing the specified member. + + + + Initializes a new instance of the class + with the specified types of members on a . + + The types of members depended on. + The containing the specified members. + + + + Initializes a new instance of the class + with the specified types of members on a type in an assembly. + + The types of members depended on. + The full name of the type containing the specified members. + The assembly name of the type containing the specified members. + + + + Gets the signature of the member depended on. + + + Either must be a valid string or + must not equal , but not both. + + + + + Gets the which specifies the type + of members depended on. + + + Either must be a valid string or + must not equal , but not both. + + + + + Gets the containing the specified member. + + + If neither nor are specified, + the type of the consumer is assumed. + + + + + Gets the full name of the type containing the specified member. + + + If neither nor are specified, + the type of the consumer is assumed. + + + + + Gets the assembly name of the specified type. + + + is only valid when is specified. + + + + + Gets or sets the condition in which the dependency is applicable, e.g. "DEBUG". + + + + + Specifies the types of members that are dynamically accessed. + + This enumeration has a attribute that allows a + bitwise combination of its member values. + + + + + Specifies no members. + + + + + Specifies the default, parameterless public constructor. + + + + + Specifies all public constructors. + + + + + Specifies all non-public constructors. + + + + + Specifies all public methods. + + + + + Specifies all non-public methods. + + + + + Specifies all public fields. + + + + + Specifies all non-public fields. + + + + + Specifies all public nested types. + + + + + Specifies all non-public nested types. + + + + + Specifies all public properties. + + + + + Specifies all non-public properties. + + + + + Specifies all public events. + + + + + Specifies all non-public events. + + + + + Specifies all interfaces implemented by the type. + + + + + Specifies all members. + + + + + Indicates that certain members on a specified are accessed dynamically, + for example through . + + + This allows tools to understand which members are being accessed during the execution + of a program. + + This attribute is valid on members whose type is or . + + When this attribute is applied to a location of type , the assumption is + that the string represents a fully qualified type name. + + If the attribute is applied to a method it's treated as a special case and it implies + the attribute should be applied to the "this" parameter of the method. As such the attribute + should only be used on instance methods of types assignable to System.Type (or string, but no methods + will use it there). + + + + + Initializes a new instance of the class + with the specified member types. + + The types of members dynamically accessed. + + + + Gets the which specifies the type + of members dynamically accessed. + + + + + Indicates that the specified method requires the ability to generate new code at runtime, + for example through . + + + This allows tools to understand which methods are unsafe to call when compiling ahead of time. + + + + + Initializes a new instance of the class + with the specified message. + + + A message that contains information about the usage of dynamic code. + + + + + Gets a message that contains information about the usage of dynamic code. + + + + + Gets or sets an optional URL that contains more information about the method, + why it requires dynamic code, and what options a consumer has to deal with it. + + + + + Indicates that the specified method requires dynamic access to code that is not referenced + statically, for example through . + + + This allows tools to understand which methods are unsafe to call when removing unreferenced + code from an application. + + + + + Initializes a new instance of the class + with the specified message. + + + A message that contains information about the usage of unreferenced code. + + + + + Gets a message that contains information about the usage of unreferenced code. + + + + + Gets or sets an optional URL that contains more information about the method, + why it requires unreferenced code, and what options a consumer has to deal with it. + + + + + Suppresses reporting of a specific rule violation, allowing multiple suppressions on a + single code artifact. + + + is different than + in that it doesn't have a + . So it is always preserved in the compiled assembly. + + + + + Initializes a new instance of the + class, specifying the category of the tool and the identifier for an analysis rule. + + The category for the attribute. + The identifier of the analysis rule the attribute applies to. + + + + Gets the category identifying the classification of the attribute. + + + The property describes the tool or tool analysis category + for which a message suppression attribute applies. + + + + + Gets the identifier of the analysis tool rule to be suppressed. + + + Concatenated together, the and + properties form a unique check identifier. + + + + + Gets or sets the scope of the code that is relevant for the attribute. + + + The Scope property is an optional argument that specifies the metadata scope for which + the attribute is relevant. + + + + + Gets or sets a fully qualified path that represents the target of the attribute. + + + The property is an optional argument identifying the analysis target + of the attribute. An example value is "System.IO.Stream.ctor():System.Void". + Because it is fully qualified, it can be long, particularly for targets such as parameters. + The analysis tool user interface should be capable of automatically formatting the parameter. + + + + + Gets or sets an optional argument expanding on exclusion criteria. + + + The property is an optional argument that specifies additional + exclusion where the literal metadata target is not sufficiently precise. For example, + the cannot be applied within a method, + and it may be desirable to suppress a violation against a statement in the method that will + give a rule violation, but not against all statements in the method. + + + + + Gets or sets the justification for suppressing the code analysis message. + + + + + Used to indicate a byref escapes and is not scoped. + + + + There are several cases where the C# compiler treats a as implicitly + - where the compiler does not allow the to escape the method. + + + For example: + + for instance methods. + parameters that refer to types. + parameters. + + + + This attribute is used in those instances where the should be allowed to escape. + + + Applying this attribute, in any form, has impact on consumers of the applicable API. It is necessary for + API authors to understand the lifetime implications of applying this attribute and how it may impact their users. + + + + + + Types and Methods attributed with StackTraceHidden will be omitted from the stack trace text shown in StackTrace.ToString() + and Exception.StackTrace + + + + + Exception thrown when the program executes an instruction that was thought to be unreachable. + + + + + + + Initializes a new instance of the class with the default error message. + + + + + Initializes a new instance of the + class with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the + class with a specified error message and a reference to the inner exception that is the cause of + this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception. + + + Represent a type can be used to index a collection either from the start or the end. + + Index is used by the C# compiler to support the new index syntax + + int[] someArray = new int[5] { 1, 2, 3, 4, 5 } ; + int lastElement = someArray[^1]; // lastElement = 5 + + + + + Construct an Index using a value and indicating if the index is from the start or from the end. + The index value. it has to be zero or positive number. + Indicating if the index is from the start or from the end. + + If the Index constructed from the end, index value 1 means pointing at the last element and index value 0 means pointing at beyond last element. + + + + Create an Index pointing at first element. + + + Create an Index pointing at beyond last element. + + + Create an Index from the start at the position indicated by the value. + The index value from the start. + + + Create an Index from the end at the position indicated by the value. + The index value from the end. + + + Returns the index value. + + + Indicates whether the index is from the start or the end. + + + Calculate the offset from the start using the giving collection length. + The length of the collection that the Index will be used with. length has to be a positive value + + For performance reason, we don't validate the input length parameter and the returned offset value against negative values. + we don't validate either the returned offset is greater than the input length. + It is expected Index will be used with collections which always have non negative length/count. If the returned offset is negative and + then used to index a collection will get out of range exception which will be same affect as the validation. + + + + Indicates whether the current Index object is equal to another object of the same type. + An object to compare with this object + + + Indicates whether the current Index object is equal to another Index object. + An object to compare with this object + + + Returns the hash code for this instance. + + + Converts integer number to an Index. + + + Converts the value of the current Index object to its equivalent string representation. + + + Represent a range has start and end indexes. + + Range is used by the C# compiler to support the range syntax. + + int[] someArray = new int[5] { 1, 2, 3, 4, 5 }; + int[] subArray1 = someArray[0..2]; // { 1, 2 } + int[] subArray2 = someArray[1..^0]; // { 2, 3, 4, 5 } + + + + + Represent a range has start and end indexes. + + Range is used by the C# compiler to support the range syntax. + + int[] someArray = new int[5] { 1, 2, 3, 4, 5 }; + int[] subArray1 = someArray[0..2]; // { 1, 2 } + int[] subArray2 = someArray[1..^0]; // { 2, 3, 4, 5 } + + + + + Converts the value of the current Range object to its equivalent string representation. + + + Create a Range object starting from start index to the end of the collection. + + + Create a Range object starting from first element in the collection to the end Index. + + + Create a Range object starting from first element to the end. + + + Calculate the start offset and length of range object using a collection length. + The length of the collection that the range will be used with. length has to be a positive value. + + For performance reason, we don't validate the input length parameter against negative values. + It is expected Range will be used with collections which always have non negative length/count. + We validate the range is inside the length scope though. + + + + + A class that represents nullability info + + + + + The of the member or generic parameter + to which this NullabilityInfo belongs + + + + + The nullability read state of the member + + + + + The nullability write state of the member + + + + + If the member type is an array, gives the of the elements of the array, null otherwise + + + + + If the member type is a generic type, gives the array of for each type parameter + + + + + An enum that represents nullability state + + + + + Nullability context not enabled (oblivious) + + + + + Non nullable value or reference type + + + + + Nullable value or reference type + + + + + Provides APIs for populating nullability information/context from reflection members: + , , and . + + + + + Populates for the given . + If the nullablePublicOnly feature is set for an assembly, like it does in .NET SDK, the private and/or internal member's + nullability attributes are omitted, in this case the API will return NullabilityState.Unknown state. + + The parameter which nullability info gets populated + If the parameterInfo parameter is null + + + + + Populates for the given . + If the nullablePublicOnly feature is set for an assembly, like it does in .NET SDK, the private and/or internal member's + nullability attributes are omitted, in this case the API will return NullabilityState.Unknown state. + + The parameter which nullability info gets populated + If the propertyInfo parameter is null + + + + + Populates for the given . + If the nullablePublicOnly feature is set for an assembly, like it does in .NET SDK, the private and/or internal member's + nullability attributes are omitted, in this case the API will return NullabilityState.Unknown state. + + The parameter which nullability info gets populated + If the eventInfo parameter is null + + + + + Populates for the given + If the nullablePublicOnly feature is set for an assembly, like it does in .NET SDK, the private and/or internal member's + nullability attributes are omitted, in this case the API will return NullabilityState.Unknown state. + + The parameter which nullability info gets populated + If the fieldInfo parameter is null + + + + Provides a handler used by the language compiler to append interpolated strings into instances. + + + The associated StringBuilder to which to append. + + + Optional provider to pass to IFormattable.ToString or ISpanFormattable.TryFormat calls. + + + Whether provides an ICustomFormatter. + + Custom formatters are very rare. We want to support them, but it's ok if we make them more expensive + in order to make them as pay-for-play as possible. So, we avoid adding another reference type field + to reduce the size of the handler and to reduce required zero'ing, by only storing whether the provider + provides a formatter, rather than actually storing the formatter. This in turn means, if there is a + formatter, we pay for the extra interface call on each AppendFormatted that needs it. + + + + Creates a handler used to append an interpolated string into a . + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + The associated StringBuilder to which to append. + This is intended to be called only by compiler-generated code. Arguments are not validated as they'd otherwise be for members intended to be used directly. + + + Creates a handler used to translate an interpolated string into a . + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + The associated StringBuilder to which to append. + An object that supplies culture-specific formatting information. + This is intended to be called only by compiler-generated code. Arguments are not validated as they'd otherwise be for members intended to be used directly. + + + Writes the specified string to the handler. + The string to write. + + + Writes the specified value to the handler. + The value to write. + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + The format string. + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + The format string. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The type of the value to write. + + + Formats into temporary space and then appends the result into the StringBuilder. + + + Writes the specified character span to the handler. + The span to write. + + + Writes the specified string of chars to the handler. + The span to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Writes the specified value to the handler. + The value to write. + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Formats the value using the custom formatter from the provider. + The value to write. + The format string. + The type of the value to write. + + + Provides functionality to format the string representation of an object into a span. + + + Tries to format the value of the current instance into the provided span of characters. + When this method returns, this instance's value formatted as a span of characters. + When this method returns, the number of characters that were written in . + A span containing the characters that represent a standard or custom format string that defines the acceptable format for . + An optional object that supplies culture-specific formatting information for . + if the formatting was successful; otherwise, . + + An implementation of this interface should produce the same string of characters as an implementation of + on the same type. + TryFormat should return false only if there is not enough space in the destination buffer. Any other failures should throw an exception. + + + + + Retrieves an array of the values of the constants in a specified enumeration type. + + An array that contains the values of the constants in TEnum. + + + + Retrieves an array of the names of the constants in a specified enumeration type. + + A string array of the names of the constants in TEnum. + + + + Static and thread safe wrapper around NullabilityInfoContext. + + + + + Registers a delegate that will be called when this + CancellationToken is canceled. + + + + If this token is already in the canceled state, the delegate will be run immediately and synchronously. + Any exception the delegate generates will be propagated out of this method call. + + + ExecutionContext is not captured nor flowed + to the callback's invocation. + + + The delegate to be executed when the CancellationToken is canceled. + The state to pass to the when the delegate is invoked. This may be null. + The instance that can + be used to unregister the callback. + is null. + + + Registers a delegate that will be called when this CancellationToken is canceled. + + If this token is already in the canceled state, the delegate will be run immediately and synchronously. Any exception the delegate + generates will be propagated out of this method call. The current ExecutionContext, if one exists, + will be captured along with the delegate and will be used when executing it. The current is not captured. + + The delegate to be executed when the CancellationToken is canceled. + The state to pass to the when the delegate is invoked. This may be null. + The instance that can be used to unregister the callback. + is null. + + + Registers a delegate that will be called when this CancellationToken is canceled. + + If this token is already in the canceled state, the delegate will be run immediately and synchronously. Any exception the delegate + generates will be propagated out of this method call. is not captured nor flowed to the callback's invocation. + + The delegate to be executed when the CancellationToken is canceled. + The state to pass to the when the delegate is invoked. This may be null. + The instance that can be used to unregister the callback. + is null. + + + Communicates a request for cancellation asynchronously. + + + The associated will be notified of the cancellation + and will synchronously transition to a state where returns true. + Any callbacks or cancelable operations registered with the will be executed asynchronously, + with the returned representing their eventual completion. + + + Callbacks registered with the token should not throw exceptions. + However, any such exceptions that are thrown will be aggregated into an , + such that one callback throwing an exception will not prevent other registered callbacks from being executed. + + + The that was captured when each callback was registered + will be reestablished when the callback is invoked. + + + This has been disposed. + + + + Removes the value with the specified key from the , and copies the element + to the value parameter. + + A dictionary with keys of type TKey and values of type TValue. + The key of the element to remove. + The removed element. + The type of the keys in the dictionary. + The type of the values in the dictionary. + true if the element is successfully found and removed; otherwise, false. + is null. + + + + Produces a set items excluding by using the default equality comparer to compare values. + + An whose elements that are not equal to will be returned. + An that is elements equal it will cause those elements to be removed from the returned sequence. + The type of the elements of . + A sequence that contains the items of but excluding . + + + + Produces the set difference of two sequences by using the default equality comparer to compare values. + + An whose elements that are not equal to will be returned. + An that is elements equal it will cause those elements to be removed from the returned sequence. + The type of the elements of . + A sequence that contains the items of but excluding . + + + + Produces a set items excluding by using to compare values. + + An whose elements that are not equal to will be returned. + An that is elements equal it will cause those elements to be removed from the returned sequence. + An to compare values. + The type of the elements of . + A sequence that contains the items of but excluding . + + + + Produces the set difference of two sequences by to compare values. + + An whose elements that are not equal to will be returned. + An that is elements equal it will cause those elements to be removed from the returned sequence. + The type of the elements of . + A sequence that contains the items of but excluding . + + + + Split the elements of a sequence into chunks of size at most . + + + Every chunk except the last will be of size . + The last chunk will contain the remaining elements and may be of a smaller size. + + An whose elements to chunk. + Maximum size of each chunk. + The type of the elements of source. + + An that contains the elements the input sequence split into chunks of size . + + is null. + is below 1. + + + + Returns the maximum value in a generic sequence according to a specified key selector function. + + The type of the elements of . + The type of key to compare elements by. + A sequence of values to determine the maximum value of. + A function to extract the key for each element. + The value with the maximum key in the sequence. + is . + No key extracted from implements the or interface. + + If is a reference type and the source sequence is empty or contains only values that are , this method returns . + + + + Returns the maximum value in a generic sequence according to a specified key selector function. + The type of the elements of . + The type of key to compare elements by. + A sequence of values to determine the maximum value of. + A function to extract the key for each element. + The to compare keys. + The value with the maximum key in the sequence. + is . + No key extracted from implements the or interface. + + If is a reference type and the source sequence is empty or contains only values that are , this method returns . + + + + + Returns the minimum value in a generic sequence according to a specified key selector function. + + The type of the elements of . + The type of key to compare elements by. + A sequence of values to determine the minby value of. + A function to extract the key for each element. + The value with the minimum key in the sequence. + is . + No key extracted from implements the or interface. + + If is a reference type and the source sequence is empty or contains only values that are , this method returns . + + + + Returns the minimum value in a generic sequence according to a specified key selector function. + The type of the elements of . + The type of key to compare elements by. + A sequence of values to determine the minimum value of. + A function to extract the key for each element. + The to compare keys. + The value with the minimum key in the sequence. + is . + No key extracted from implements the or interface. + + If is a reference type and the source sequence is empty or contains only values that are , this method returns . + + + + + Returns a new enumerable collection that contains the elements from source with the last count elements of the + source collection omitted. + + An enumerable collection instance. + The number of elements to omit from the end of the collection. + The type of the elements in the enumerable collection. + A new enumerable collection that contains the elements from source minus count elements from the end + of the collection. + + + + Tries to get the value associated with the specified key in the dictionary. + + A dictionary with keys of type TKey and values of type TValue. + The key of the value to get. + The type of the keys in the dictionary. + The type of the values in the dictionary. + + A TValue instance. When the method is successful, the returned object is the value associated with + the specified key. When the method fails, it returns the default value for TValue. + + + + + Tries to get the value associated with the specified key in the dictionary. + + A dictionary with keys of type TKey and values of type TValue. + The key of the value to get. + A dictionary with keys of type TKey and values of type TValue. + The type of the keys in the dictionary. + The type of the values in the dictionary. + + A TValue instance. When the method is successful, the returned object is the value associated with + the specified key. When the method fails, it returns the default value for TValue. + + + + + Deconstructs the current + + The key of the current . + The value of the current . + + + + Indicates whether a specified value is found in a read-only span. Values are compared using IEquatable{T}.Equals(T). + + The value to search for. + true if found, false otherwise. + + + + Indicates whether a specified value is found in a only span. Values are compared using IEquatable{T}.Equals(T). + + The value to search for. + true if found, false otherwise. + + + + Determines whether two sequences are equal by comparing the elements using IEquatable{T}.Equals(T). + + The first sequence to compare. + The second sequence to compare. + true if the two sequences are equal; otherwise, false. + + + + Determines whether two sequences are equal by comparing the elements using IEquatable{T}.Equals(T). + + The first sequence to compare. + The second sequence to compare. + true if the two sequences are equal; otherwise, false. + + + + Determines whether a read-only character span begins with a specified value when compared using a specified value. + + The source span. + The sequence to compare to the beginning of the source span. + An enumeration value that determines how span and value are compared. + true if value matches the beginning of span; otherwise, false. + + + + Determines whether a specified sequence appears at the start of a span. + + The source span. + The sequence to compare to the beginning of the source span. + true if value matches the beginning of span; otherwise, false. + + + + Determines whether the end of the span matches the specified value when compared using the specified option. + + The source span. + The sequence to compare to the end of the source span. + An enumeration value that determines how span and value are compared. + true if value matches the end of span; otherwise, false. + + + + Determines whether the specified sequence appears at the end of a span. + + The source span. + The sequence to compare to the end of the source span. + true if value matches the end of span; otherwise, false. + + + + Gets the nanosecond component of the time represented by the current object. + + + + + Gets the nanosecond component of the time represented by the current object. + + + + + Gets the nanosecond component of the time represented by the current object. + + + + + Gets the microsecond component of the time represented by the current object. + + + + + Gets the microsecond component of the time represented by the current object. + + + + + Gets the microsecond component of the time represented by the current object. + + + + + Returns a new object that adds a specified number of microseconds to the value of this instance.. + + + + + Returns a new object that adds a specified number of microseconds to the value of this instance.. + + + + + Instructs the Process component to wait for the associated process to exit, or + for the to be canceled. + + + Calling this method will set to . + + + A task that will complete when the process has exited, cancellation has been requested, + or an error occurs. + + + + + Asynchronously reads a sequence of bytes from the current stream, advances the position within the stream by + the number of bytes read, and monitors cancellation requests. + + The region of memory to write the data into. + + The token to monitor for cancellation requests. The default value is . + + + A task that represents the asynchronous read operation. The value of its Result property contains the + total number of bytes read into the buffer. The result value can be less than the number of bytes allocated in + the buffer if that many bytes are not currently available, or it can be 0 (zero) if the end of the stream has + been reached. + + + + + Asynchronously writes a sequence of bytes to the current stream, advances the current position + within this stream by the number of bytes written, and monitors cancellation requests. + + The region of memory to write data from. + + The token to monitor for cancellation requests. The default value is . + + A task that represents the asynchronous write operation. + + + + Asynchronously reads the bytes from the current stream and writes them to another stream, using a specified + cancellation token. Both streams positions are advanced by the number of bytes copied. + + The stream to which the contents of the current stream will be copied. + + The token to monitor for cancellation requests. The default value is . + + A task that represents the asynchronous copy operation. + + + + Copies the contents of this string into the destination span. + + The span into which to copy this string's contents + + + + Copies the contents of this string into the destination span. + + The span into which to copy this string's contents + true if the data was copied; false if the destination was too short to fit the contents of the string. + + + + Returns the hash code for this string using the specified rules. + + One of the enumeration values that specifies the rules to use in the comparison. + A 32-bit signed integer hash code. + + + + Returns a value indicating whether a specified string occurs within this string, using the specified comparison rules. + + The string to seek. + One of the enumeration values that specifies the rules to use in the comparison. + true if the value parameter occurs within this string, or if value is the empty string (""); otherwise, false. + + + + Determines whether this string instance starts with the specified character. + + The character to compare. + This method performs an ordinal (case-sensitive and culture-insensitive) comparison. + true if value matches the beginning of this string; otherwise, false. + + + + Returns a value indicating whether a specified character occurs within this string. + + The character to seek. + This method performs an ordinal (case-sensitive and culture-insensitive) comparison. + true if the value parameter occurs within this string; otherwise, false. + + + + Splits a string into a maximum number of substrings based on a specified delimiting character and, optionally, + options. Splits a string into a maximum number of substrings based on the provided character separator, + optionally omitting empty substrings from the result. + + A character that delimits the substrings in this instance. + A bitwise combination of the enumeration values that specifies whether to trim substrings + and include empty substrings. + An array that contains at most count substrings from this instance that are delimited by separator. + + + + Splits a string into a maximum number of substrings based on a specified delimiting character and, optionally, + options. Splits a string into a maximum number of substrings based on the provided character separator, + optionally omitting empty substrings from the result. + + A character that delimits the substrings in this instance. + The maximum number of elements expected in the array. + A bitwise combination of the enumeration values that specifies whether to trim substrings + and include empty substrings. + An array that contains at most count substrings from this instance that are delimited by separator. + + + + Returns a value indicating whether a specified character occurs within this string. + + This method performs an ordinal (case-sensitive and culture-insensitive) comparison. + The character to seek. + true if the value parameter occurs within this string; otherwise, false. + + + + Copies the characters from a specified segment of this instance to a destination Char span. + + The starting position in this instance where characters will be copied from. The index is zero-based. + The writable span where characters will be copied. + The number of characters to be copied. + + + + Appends the string representation of a specified read-only character span to this instance. + + The read-only character span to append. + A reference to this instance after the append operation is completed. + + + + Returns a value indicating whether the characters in this instance are equal to the characters in a specified + read-only character span. + + The character span to compare with the current instance. + + The Equals method performs an ordinal comparison to determine whether the characters in the current instance + and span are equal. + + true if the characters in this instance and span are the same; otherwise, false. + + + Appends the specified interpolated string to this instance. + The interpolated string to append. + A reference to this instance after the append operation has completed. + + + Appends the specified interpolated string to this instance. + An object that supplies culture-specific formatting information. + The interpolated string to append. + A reference to this instance after the append operation has completed. + + + Appends the specified interpolated string followed by the default line terminator to the end of the current StringBuilder object. + The interpolated string to append. + A reference to this instance after the append operation has completed. + + + Appends the specified interpolated string followed by the default line terminator to the end of the current StringBuilder object. + An object that supplies culture-specific formatting information. + The interpolated string to append. + A reference to this instance after the append operation has completed. + + + Concatenates the strings of the provided array, using the specified separator between each string, then appends the result to the current instance of the string builder. + The string to use as a separator. separator is included in the joined strings only if values has more than one element. + An array that contains the strings to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Concatenates the string representations of the elements in the provided array of objects, using the specified separator between each member, then appends the result to the current instance of the string builder. + The string to use as a separator. separator is included in the joined strings only if values has more than one element. + An array that contains the strings to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Concatenates the strings of the provided array, using the specified char separator between each string, then appends the result to the current instance of the string builder. + The character to use as a separator. separator is included in the joined strings only if values has more than one element. + An array that contains the strings to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Concatenates the string representations of the elements in the provided array of objects, using the specified char separator between each member, then appends the result to the current instance of the string builder. + The character to use as a separator. separator is included in the joined strings only if values has more than one element. + An array that contains the strings to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Concatenates and appends the members of a collection, using the specified char separator between each member. + The character to use as a separator. separator is included in the joined strings only if values has more than one element. + A collection that contains the objects to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Concatenates and appends the members of a collection, using the specified char separator between each member. + The string to use as a separator. separator is included in the concatenated and appended strings only if values has more than one element. + A collection that contains the objects to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Gets a that will complete when this completes or when the specified has cancellation requested. + The to monitor for a cancellation request. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + Gets a that will complete when this completes or when the specified timeout expires. + The timeout after which the should be faulted with a if it hasn't otherwise completed. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + Gets a that will complete when this completes, when the specified timeout expires, or when the specified has cancellation requested. + The timeout after which the should be faulted with a if it hasn't otherwise completed. + The to monitor for a cancellation request. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + + Gets a that will complete when this completes, or when the specified has cancellation requested. + + The to monitor for a cancellation request. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + + Gets a that will complete when this completes, or when the specified timeout expires. + + The timeout after which the should be faulted with a if it hasn't otherwise completed. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + + Gets a that will complete when this completes, when the specified timeout expires, or when the specified has cancellation requested. + + The timeout after which the should be faulted with a if it hasn't otherwise completed. + The to monitor for a cancellation request. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + + Asynchronously reads the characters from the current stream into a memory block. + + + When this method returns, contains the specified memory block of characters replaced by the characters read + from the current source. + + + The token to monitor for cancellation requests. The default value is . + + + A value task that represents the asynchronous read operation. The value of the type parameter of the value task + contains the number of characters that have been read, or 0 if at the end of the stream and no data was read. + The number will be less than or equal to the length, depending on whether the data is + available within the stream. + + + + + Reads all characters from the current position to the end of the stream asynchronously and returns them as one string. + + The token to monitor for cancellation requests. + A task that represents the asynchronous read operation. The value of the TResult parameter contains + a string with the characters from the current position to the end of the stream. + The number of characters is larger than . + The stream reader has been disposed. + The reader is currently in use by a previous read operation. + + + + Reads a line of characters asynchronously and returns the data as a string. + + The token to monitor for cancellation requests. + A value task that represents the asynchronous read operation. The value of the TResult + parameter contains the next line from the text reader, or is if all of the characters have been read. + The number of characters in the next line is larger than . + The text reader has been disposed. + The reader is currently in use by a previous read operation. + + + + Asynchronously writes a character memory region to the stream. + + The character memory region to write to the stream. + + The token to monitor for cancellation requests. + The default value is . + + A task that represents the asynchronous write operation. + + + + Asynchronously writes the text representation of a character memory region to the stream, followed by a line terminator. + + The character memory region to write to the stream. + + The token to monitor for cancellation requests. + The default value is . + + A task that represents the asynchronous write operation. + + + + Writes a character span to the text stream. + + The character span to write. + + + + Writes the text representation of a character span to the text stream, followed by a line terminator. + + The char span value to write to the text stream. + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Gets a value that indicates whether the current Type represents a type parameter in the definition of a generic method. + + + + + Searches for the MemberInfo on the current Type that matches the specified MemberInfo. + + The MemberInfo to find on the current Type. + The MemberInfo to find on the current Type. + An object representing the member on the current Type that matches the specified member. + + + + The exception that is thrown when an error in input stream occurs during decoding. + + + + + The exception that is thrown when the value of an argument is outside the allowable range. + + + + + Callback progress. + + + input size. -1 if unknown. + + + output size. -1 if unknown. + + + + + Codes streams. + + + input Stream. + + + output Stream. + + + input Size. -1 if unknown. + + + output Size. -1 if unknown. + + + callback progress reference. + + + if input stream is not valid + + + + + Provides the fields that represent properties idenitifiers for compressing. + + + + + Specifies default property. + + + + + Specifies size of dictionary. + + + + + Specifies size of memory for PPM*. + + + + + Specifies order for PPM methods. + + + + + Specifies Block Size. + + + + + + + + Specifies number of fast bytes for LZ*. + + + + + Specifies match finder. LZMA: "BT2", "BT4" or "BT4B". + + + + + Specifies the number of match finder cyckes. + + + + + Specifies number of passes. + + + + + Specifies number of algorithm. + + + + + Specifies the number of threads. + + + + + Specifies mode with end marker. + + + + + LZMA compression helper. + + + + + Compress file using LZMA. + + Input file path. + Output file path. + + + + Decompress file using LZMA. + + Input file path. + Output file path. + + + + Custom component. + + + + + UI name of custom component. + + + + + INI name of custom component. + + + + + Local file system path of custom component. + + + + + Download path of custom component. + + + + + Is download path treated as an absolute URL? + + + + + If set, no archive extension is used for download file path. + + + + + Is this custom component currently being downloaded? + + + + + File identifier from local version file. + + + + + File identifier from server version file. + + + + + File size from server version file. + + + + + Archive file size from server version file. + + + + + Is custom component an archived file? + + + + + Has custom component been initialized? + + + + + Creates new custom component. + + + + + Creates new custom component from given information. + + + + + Starts download for this custom component. + + + + + Stops downloading of this custom component. + + + + + Handles downloading of the custom component. + + + + + Update mirror info. + + + + + Update mirror info. + + + + + Currently set game path for the updater. + + + + + Currently set resource path for the updater. + + + + + Currently set local game ID for the updater. + + + + + Currently set calling executable file name for the updater. + + + + + Gets read-only collection of all custom components. + + + + + Gets read-only collection of all update mirrors. + + + + + Update server URL for current update mirror if available. + + + + + Current version state of the updater. + + + + + Does the currently available update (if applicable) require manual download? + + + + + Manual download URL for currently available update, if available. + + + + + Local version file updater version. + + + + + Local version file game version. + + + + + Server version file game version. + + + + + Size of current update in kilobytes. + + + + + Initializes the updater. + + Path of the root client / game folder. + Path of the resource folder of client / game. + Client settings INI filename. + Local game ID of the current game. + File name of the calling executable. + + + + Checks if there are available updates. + + + + + Checks version information of local files. + + + + + Starts update process. + + + + + Stops current update process. + + + + + Clears current version file information. + + + + + Checks if file + + + + + Moves update mirror down in list of update mirrors. + + Index of mirror to move in the list. + + + + Moves update mirror up in list of update mirrors. + + Index of mirror to move in the list. + + + + Returns whether or not there is a currently active custom component in progress. + + True if custom component download is in progress, otherwise false. + + + + Gets custom component index based on name. + + Name of custom component. + Component index if found, otherwise -1. + + + + Get archive info for a file from version file. + + Version file. + Filename. + Set to archive ID. + Set to archive file size. + + + + Creates file info instance from given information. + + Filename. + File identifier. + File size. + Archive file identifier. + Archive file size. + + + + Deletes file and waits until it has been deleted. + + File to delete. + Maximum time to wait in milliseconds. + + + + Creates all directories required for file path. + + File path. + + + + Parse updater configuration file. + + + + + Parse legacy format updater configuration file. + + List of update mirrors to add update mirrors to. + + + + Performs a version file check on update server. + + + + + Checks if custom components are outdated. + + True if custom components are outdated, otherwise false. + + + + Executes after-update script file. + + + + + Executes pre-update script file. + + True if succesful, otherwise false. + + + + Executes a script file. + + Filename of the script file. + + + + Handle version check. + + + + + Verifies local file version info. + + + + + Downloads files required for update and starts second-stage updater. + + + + + Downloads and handles individual file. + + File info for the file. + Error message if something went wrong, otherwise null. + + + + Updates download progress. + + Progress percentage. + + + + Checks if file path contains ignore masks. + + File path to check. + True if path contains any ignore masks, otherwise false. + + + + Gets keys from INI file section. + + INI file. + Section name. + List of keys or empty list if section does not exist or no keys were found. + + + + Attempts to get file identifier for a file. + + File path of file. + File identifier if successful, otherwise empty string. + + + + Checks file identifiers to see if file is intact. + + Filename in file info. + Filename on system. + Current file identifier. + File identifier if check is successful, otherwise null. + + + + Updater file info. + + + + + Updater file info. + + + + + Updater version state. + + + + diff --git a/package/Resources/Binaries/OpenGL/DTAConfig.dll b/package/Resources/Binaries/OpenGL/DTAConfig.dll index 2077d28d..750fa43e 100644 Binary files a/package/Resources/Binaries/OpenGL/DTAConfig.dll and b/package/Resources/Binaries/OpenGL/DTAConfig.dll differ diff --git a/package/Resources/Binaries/OpenGL/DTAConfig.pdb b/package/Resources/Binaries/OpenGL/DTAConfig.pdb new file mode 100644 index 00000000..267537d5 Binary files /dev/null and b/package/Resources/Binaries/OpenGL/DTAConfig.pdb differ diff --git a/package/Resources/Binaries/OpenGL/MonoGame.Framework.dll b/package/Resources/Binaries/OpenGL/MonoGame.Framework.dll index 9625655b..d98d6499 100644 Binary files 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a/package/Resources/Binaries/Updater/SecondStageUpdater.pdb b/package/Resources/Binaries/Updater/SecondStageUpdater.pdb new file mode 100644 index 00000000..efd043ea Binary files /dev/null and b/package/Resources/Binaries/Updater/SecondStageUpdater.pdb differ diff --git a/package/Resources/Binaries/Updater/SecondStageUpdater.xml b/package/Resources/Binaries/Updater/SecondStageUpdater.xml new file mode 100644 index 00000000..8e64ed7a --- /dev/null +++ b/package/Resources/Binaries/Updater/SecondStageUpdater.xml @@ -0,0 +1,2303 @@ + + + + SecondStageUpdater + + + + + Indicates that a parameter captures the expression passed for another parameter as a string. + + + + + Initializes a new instance of the class. + + + The name of the parameter whose expression should be captured as a string. + + + + + Gets the name of the parameter whose expression should be captured as a string. + + + + + Indicates that compiler support for a particular feature is required for the location where this attribute is applied. + + + + + Initialize a new instance of + + The name of the required compiler feature. + + + + The name of the compiler feature. + + + + + If true, the compiler can choose to allow access to the location where this attribute is applied if it does not understand . + + + + + The used for the ref structs C# feature. + + + + + The used for the required members C# feature. + + + + + Disables the built-in runtime managed/unmanaged marshalling subsystem for + P/Invokes, Delegate types, and unmanaged function pointer invocations. + + + The built-in marshalling subsystem has some behaviors that cannot be changed due to + backward-compatibility requirements. This attribute allows disabling the built-in + subsystem and instead uses the following rules for P/Invokes, Delegates, + and unmanaged function pointer invocations: + + - All value types that do not contain reference type fields recursively (unmanaged in C#) are blittable + - Value types that recursively have any fields that have [StructLayout(LayoutKind.Auto)] are disallowed from interop. + - All reference types are disallowed from usage in interop scenarios. + - SetLastError support in P/Invokes is disabled. + - varargs support is disabled. + - LCIDConversionAttribute support is disabled. + + + + + Reserved to be used by the compiler for tracking metadata. This class should not be used by developers in source code. + + + + + Used to indicate to the compiler that a method should be called + in its containing module's initializer. + + + When one or more valid methods + with this attribute are found in a compilation, the compiler will + emit a module initializer which calls each of the attributed methods. + + Certain requirements are imposed on any method targeted with this attribute: + - The method must be `static`. + - The method must be an ordinary member method, as opposed to a property accessor, constructor, local function, etc. + - The method must be parameterless. + - The method must return `void`. + - The method must not be generic or be contained in a generic type. + - The method's effective accessibility must be `internal` or `public`. + + The specification for module initializers in the .NET runtime can be found here: + https://github.com/dotnet/runtime/blob/master/docs/design/specs/Ecma-335-Augments.md#module-initializer + + + + + Specifies that a type has required members or that a member is required. + + + + + Used to indicate to the compiler that the .locals init + flag should not be set in method headers. + + + This attribute is unsafe because it may reveal uninitialized memory to + the application in certain instances (e.g., reading from uninitialized + stackalloc'd memory). If applied to a method directly, the attribute + applies to that method and all nested functions (lambdas, local + functions) below it. If applied to a type or module, it applies to all + methods nested inside. This attribute is intentionally not permitted on + assemblies. Use at the module level instead to apply to multiple type + declarations. + + + + Provides a handler used by the language compiler to process interpolated strings into instances. + + + Expected average length of formatted data used for an individual interpolation expression result. + + This is inherited from string.Format, and could be changed based on further data. + string.Format actually uses `format.Length + args.Length * 8`, but format.Length + includes the format items themselves, e.g. "{0}", and since it's rare to have double-digit + numbers of items, we bump the 8 up to 11 to account for the three extra characters in "{d}", + since the compiler-provided base length won't include the equivalent character count. + + + + Minimum size array to rent from the pool. + Same as stack-allocation size used today by string.Format. + + + Maximum length allowed for a string. + Keep in sync with AllocateString in gchelpers.cpp. + + + Optional provider to pass to IFormattable.ToString or ISpanFormattable.TryFormat calls. + + + Array rented from the array pool and used to back . + + + The span to write into. + + + Position at which to write the next character. + + + Whether provides an ICustomFormatter. + + Custom formatters are very rare. We want to support them, but it's ok if we make them more expensive + in order to make them as pay-for-play as possible. So, we avoid adding another reference type field + to reduce the size of the handler and to reduce required zero'ing, by only storing whether the provider + provides a formatter, rather than actually storing the formatter. This in turn means, if there is a + formatter, we pay for the extra interface call on each AppendFormatted that needs it. + + + + Creates a handler used to translate an interpolated string into a . + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + This is intended to be called only by compiler-generated code. Arguments are not validated as they'd otherwise be for members intended to be used directly. + + + Creates a handler used to translate an interpolated string into a . + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + An object that supplies culture-specific formatting information. + This is intended to be called only by compiler-generated code. Arguments are not validated as they'd otherwise be for members intended to be used directly. + + + Creates a handler used to translate an interpolated string into a . + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + An object that supplies culture-specific formatting information. + A buffer temporarily transferred to the handler for use as part of its formatting. Contents may be overwritten. + This is intended to be called only by compiler-generated code. Arguments are not validated as they'd otherwise be for members intended to be used directly. + + + Derives a default length with which to seed the handler. + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + + + Gets the built . + The built string. + + + Gets the built and clears the handler. + The built string. + + This releases any resources used by the handler. The method should be invoked only + once and as the last thing performed on the handler. Subsequent use is erroneous, ill-defined, + and may destabilize the process, as may using any other copies of the handler after ToStringAndClear + is called on any one of them. + + + + Clears the handler, returning any rented array to the pool. + + + Gets a span of the written characters thus far. + + + Writes the specified string to the handler. + The string to write. + + + Writes the specified value to the handler. + The value to write. + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + The format string. + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + The format string. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The type of the value to write. + + + Writes the specified character span to the handler. + The span to write. + + + Writes the specified string of chars to the handler. + The span to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Writes the specified value to the handler. + The value to write. + + + Writes the specified value to the handler. + The value to write. + + Slow path to handle a custom formatter, potentially null value, + or a string that doesn't fit in the current buffer. + + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Gets whether the provider provides a custom formatter. + + + Formats the value using the custom formatter from the provider. + The value to write. + The format string. + The type of the value to write. + + + Handles adding any padding required for aligning a formatted value in an interpolation expression. + The position at which the written value started. + + Non-zero minimum number of characters that should be written for this value. If the value is negative, it + indicates left-aligned and the required minimum is the absolute value. + + + + + Ensures has the capacity to store beyond . + + + + + Fallback for fast path in when there's not enough space in the destination. + + The string to write. + + + + Fallback for for when not enough space exists in the current buffer. + + The span to write. + + + + Grows to have the capacity to store at least + beyond . + + + + Grows the size of . + + + + Grow the size of to at least the specified . + + + + + Indicates which arguments to a method involving an interpolated string handler should be passed to that handler. + + + + + Initializes a new instance of the class. + + The name of the argument that should be passed to the handler. + may be used as the name of the receiver in an instance method. + + + + Initializes a new instance of the class. + + The names of the arguments that should be passed to the handler. + may be used as the name of the receiver in an instance method. + + + Gets the names of the arguments that should be passed to the handler. + + may be used as the name of the receiver in an instance method. + + + + + Indicates the attributed type is to be used as an interpolated string handler. + + + + + Base type for all platform-specific API attributes. + + + + + Marks APIs that were obsoleted in a given operating system version. + + + Primarily used by OS bindings to indicate APIs that should not be used anymore. + + + + + Records the operating system (and minimum version) that supports an API. Multiple attributes can be + applied to indicate support on multiple operating systems. + + + Callers can apply a + or use guards to prevent calls to APIs on unsupported operating systems. + + A given platform should only be specified once. + + + + + Annotates a custom guard field, property or method with a supported platform name and optional version. + Multiple attributes can be applied to indicate guard for multiple supported platforms. + + + Callers can apply a to a field, property or method + and use that field, property or method in a conditional or assert statements in order to safely call platform specific APIs. + + The type of the field or property should be boolean, the method return type should be boolean in order to be used as platform guard. + + + + + Records the platform that the project targeted. + + + + + Marks APIs that were removed in a given operating system version. + + + Primarily used by OS bindings to indicate APIs that are only available in + earlier versions. + + + + + Annotates the custom guard field, property or method with an unsupported platform name and optional version. + Multiple attributes can be applied to indicate guard for multiple unsupported platforms. + + + Callers can apply a to a field, property or method + and use that field, property or method in a conditional or assert statements as a guard to safely call APIs unsupported on those platforms. + + The type of the field or property should be boolean, the method return type should be boolean in order to be used as platform guard. + + + + + An attribute used to indicate a GC transition should be skipped when making an unmanaged function call. + + + Example of a valid use case. The Win32 `GetTickCount()` function is a small performance related function + that reads some global memory and returns the value. In this case, the GC transition overhead is significantly + more than the memory read. + + using System; + using System.Runtime.InteropServices; + class Program + { + [DllImport("Kernel32")] + [SuppressGCTransition] + static extern int GetTickCount(); + static void Main() + { + Console.WriteLine($"{GetTickCount()}"); + } + } + + + + This attribute is ignored if applied to a method without the . + + Forgoing this transition can yield benefits when the cost of the transition is more than the execution time + of the unmanaged function. However, avoiding this transition removes some of the guarantees the runtime + provides through a normal P/Invoke. When exiting the managed runtime to enter an unmanaged function the + GC must transition from Cooperative mode into Preemptive mode. Full details on these modes can be found at + https://github.com/dotnet/runtime/blob/master/docs/coding-guidelines/clr-code-guide.md#2.1.8. + Suppressing the GC transition is an advanced scenario and should not be done without fully understanding + potential consequences. + + One of these consequences is an impact to Mixed-mode debugging (https://docs.microsoft.com/visualstudio/debugger/how-to-debug-in-mixed-mode). + During Mixed-mode debugging, it is not possible to step into or set breakpoints in a P/Invoke that + has been marked with this attribute. A workaround is to switch to native debugging and set a breakpoint in the native function. + In general, usage of this attribute is not recommended if debugging the P/Invoke is important, for example + stepping through the native code or diagnosing an exception thrown from the native code. + + The runtime may load the native library for method marked with this attribute in advance before the method is called for the first time. + Usage of this attribute is not recommended for platform neutral libraries with conditional platform specific code. + + The P/Invoke method that this attribute is applied to must have all of the following properties: + * Native function always executes for a trivial amount of time (less than 1 microsecond). + * Native function does not perform a blocking syscall (e.g. any type of I/O). + * Native function does not call back into the runtime (e.g. Reverse P/Invoke). + * Native function does not throw exceptions. + * Native function does not manipulate locks or other concurrency primitives. + + Consequences of invalid uses of this attribute: + * GC starvation. + * Immediate runtime termination. + * Data corruption. + + + + + Any method marked with can be directly called from + native code. The function token can be loaded to a local variable using the address-of operator + in C# and passed as a callback to a native method. + + + Methods marked with this attribute have the following restrictions: + * Method must be marked "static". + * Must not be called from managed code. + * Must only have blittable arguments. + + + + + Optional. If omitted, the runtime will use the default platform calling convention. + + + Supplied types must be from the official "System.Runtime.CompilerServices" namespace and + be of the form "CallConvXXX". + + + + + Optional. If omitted, no named export is emitted during compilation. + + + + + Indicates that a parameter captures the expression passed for another parameter as a string. + + + Indicates that an API is experimental and it may change in the future. + + + This attribute allows call sites to be flagged with a diagnostic that indicates that an experimental + feature is used. Authors can use this attribute to ship preview features in their assemblies. + + + + + Initializes a new instance of the class, specifying the ID that the compiler will use + when reporting a use of the API the attribute applies to. + + The ID that the compiler will use when reporting a use of the API the attribute applies to. + + + + Gets the ID that the compiler will use when reporting a use of the API the attribute applies to. + + The unique diagnostic ID. + + The diagnostic ID is shown in build output for warnings and errors. + This property represents the unique ID that can be used to suppress the warnings or errors, if needed. + + + + + Gets or sets the URL for corresponding documentation. + The API accepts a format string instead of an actual URL, creating a generic URL that includes the diagnostic ID. + + The format string that represents a URL to corresponding documentation. + An example format string is https://contoso.com/obsoletion-warnings/{0}. + + + + Specifies that is allowed as an input even if the + corresponding type disallows it. + + + + + Specifies that is disallowed as an input even if the + corresponding type allows it. + + + + + Specifies that a method that will never return under any circumstance. + + + + + Specifies that the method will not return if the associated + parameter is passed the specified value. + + + + + Gets the condition parameter value. + Code after the method is considered unreachable by diagnostics if the argument + to the associated parameter matches this value. + + + + + Initializes a new instance of the + class with the specified parameter value. + + + The condition parameter value. + Code after the method is considered unreachable by diagnostics if the argument + to the associated parameter matches this value. + + + + + Specifies that an output may be even if the + corresponding type disallows it. + + + + + Specifies that when a method returns , + the parameter may be even if the corresponding type disallows it. + + + + + Gets the return value condition. + If the method returns this value, the associated parameter may be . + + + + + Initializes the attribute with the specified return value condition. + + + The return value condition. + If the method returns this value, the associated parameter may be . + + + + + Specifies that the method or property will ensure that the listed field and property members have + not- values. + + + + + Gets field or property member names. + + + + + Initializes the attribute with a field or property member. + + + The field or property member that is promised to be not-null. + + + + + Initializes the attribute with the list of field and property members. + + + The list of field and property members that are promised to be not-null. + + + + + Specifies that the method or property will ensure that the listed field and property members have + non- values when returning with the specified return value condition. + + + + + Gets the return value condition. + + + + + Gets field or property member names. + + + + + Initializes the attribute with the specified return value condition and a field or property member. + + + The return value condition. If the method returns this value, + the associated parameter will not be . + + + The field or property member that is promised to be not-. + + + + + Initializes the attribute with the specified return value condition and list + of field and property members. + + + The return value condition. If the method returns this value, + the associated parameter will not be . + + + The list of field and property members that are promised to be not-null. + + + + + Specifies that an output is not even if the + corresponding type allows it. + + + + + Gets the associated parameter name. + The output will be non- if the argument to the + parameter specified is non-. + + + + + Initializes the attribute with the associated parameter name. + + + The associated parameter name. + The output will be non- if the argument to the + parameter specified is non-. + + + + + Specifies that when a method returns , + the parameter will not be even if the corresponding type allows it. + + + + + Gets the return value condition. + If the method returns this value, the associated parameter will not be . + + + + + Initializes the attribute with the specified return value condition. + + + The return value condition. + If the method returns this value, the associated parameter will not be . + + + + + Specifies that this constructor sets all required members for the current type, and callers + do not need to set any required members themselves. + + + + + Specifies the syntax used in a string. + + + + Initializes the with the identifier of the syntax used. + The syntax identifier. + + + + Initializes the with the identifier of the syntax used. + The syntax identifier. + Optional arguments associated with the specific syntax employed. + + + Gets the identifier of the syntax used. + + + Optional arguments associated with the specific syntax employed. + + + The syntax identifier for strings containing composite formats for string formatting. + + + The syntax identifier for strings containing date format specifiers. + + + The syntax identifier for strings containing date and time format specifiers. + + + The syntax identifier for strings containing format specifiers. + + + The syntax identifier for strings containing format specifiers. + + + The syntax identifier for strings containing JavaScript Object Notation (JSON). + + + The syntax identifier for strings containing numeric format specifiers. + + + The syntax identifier for strings containing regular expressions. + + + The syntax identifier for strings containing time format specifiers. + + + The syntax identifier for strings containing format specifiers. + + + The syntax identifier for strings containing URIs. + + + The syntax identifier for strings containing XML. + + + + States a dependency that one member has on another. + + + This can be used to inform tooling of a dependency that is otherwise not evident purely from + metadata and IL, for example a member relied on via reflection. + + + + + Initializes a new instance of the class + with the specified signature of a member on the same type as the consumer. + + The signature of the member depended on. + + + + Initializes a new instance of the class + with the specified signature of a member on a . + + The signature of the member depended on. + The containing . + + + + Initializes a new instance of the class + with the specified signature of a member on a type in an assembly. + + The signature of the member depended on. + The full name of the type containing the specified member. + The assembly name of the type containing the specified member. + + + + Initializes a new instance of the class + with the specified types of members on a . + + The types of members depended on. + The containing the specified members. + + + + Initializes a new instance of the class + with the specified types of members on a type in an assembly. + + The types of members depended on. + The full name of the type containing the specified members. + The assembly name of the type containing the specified members. + + + + Gets the signature of the member depended on. + + + Either must be a valid string or + must not equal , but not both. + + + + + Gets the which specifies the type + of members depended on. + + + Either must be a valid string or + must not equal , but not both. + + + + + Gets the containing the specified member. + + + If neither nor are specified, + the type of the consumer is assumed. + + + + + Gets the full name of the type containing the specified member. + + + If neither nor are specified, + the type of the consumer is assumed. + + + + + Gets the assembly name of the specified type. + + + is only valid when is specified. + + + + + Gets or sets the condition in which the dependency is applicable, e.g. "DEBUG". + + + + + Specifies the types of members that are dynamically accessed. + + This enumeration has a attribute that allows a + bitwise combination of its member values. + + + + + Specifies no members. + + + + + Specifies the default, parameterless public constructor. + + + + + Specifies all public constructors. + + + + + Specifies all non-public constructors. + + + + + Specifies all public methods. + + + + + Specifies all non-public methods. + + + + + Specifies all public fields. + + + + + Specifies all non-public fields. + + + + + Specifies all public nested types. + + + + + Specifies all non-public nested types. + + + + + Specifies all public properties. + + + + + Specifies all non-public properties. + + + + + Specifies all public events. + + + + + Specifies all non-public events. + + + + + Specifies all interfaces implemented by the type. + + + + + Specifies all members. + + + + + Indicates that certain members on a specified are accessed dynamically, + for example through . + + + This allows tools to understand which members are being accessed during the execution + of a program. + + This attribute is valid on members whose type is or . + + When this attribute is applied to a location of type , the assumption is + that the string represents a fully qualified type name. + + If the attribute is applied to a method it's treated as a special case and it implies + the attribute should be applied to the "this" parameter of the method. As such the attribute + should only be used on instance methods of types assignable to System.Type (or string, but no methods + will use it there). + + + + + Initializes a new instance of the class + with the specified member types. + + The types of members dynamically accessed. + + + + Gets the which specifies the type + of members dynamically accessed. + + + + + Indicates that the specified method requires the ability to generate new code at runtime, + for example through . + + + This allows tools to understand which methods are unsafe to call when compiling ahead of time. + + + + + Initializes a new instance of the class + with the specified message. + + + A message that contains information about the usage of dynamic code. + + + + + Gets a message that contains information about the usage of dynamic code. + + + + + Gets or sets an optional URL that contains more information about the method, + why it requires dynamic code, and what options a consumer has to deal with it. + + + + + Indicates that the specified method requires dynamic access to code that is not referenced + statically, for example through . + + + This allows tools to understand which methods are unsafe to call when removing unreferenced + code from an application. + + + + + Initializes a new instance of the class + with the specified message. + + + A message that contains information about the usage of unreferenced code. + + + + + Gets a message that contains information about the usage of unreferenced code. + + + + + Gets or sets an optional URL that contains more information about the method, + why it requires unreferenced code, and what options a consumer has to deal with it. + + + + + Suppresses reporting of a specific rule violation, allowing multiple suppressions on a + single code artifact. + + + is different than + in that it doesn't have a + . So it is always preserved in the compiled assembly. + + + + + Initializes a new instance of the + class, specifying the category of the tool and the identifier for an analysis rule. + + The category for the attribute. + The identifier of the analysis rule the attribute applies to. + + + + Gets the category identifying the classification of the attribute. + + + The property describes the tool or tool analysis category + for which a message suppression attribute applies. + + + + + Gets the identifier of the analysis tool rule to be suppressed. + + + Concatenated together, the and + properties form a unique check identifier. + + + + + Gets or sets the scope of the code that is relevant for the attribute. + + + The Scope property is an optional argument that specifies the metadata scope for which + the attribute is relevant. + + + + + Gets or sets a fully qualified path that represents the target of the attribute. + + + The property is an optional argument identifying the analysis target + of the attribute. An example value is "System.IO.Stream.ctor():System.Void". + Because it is fully qualified, it can be long, particularly for targets such as parameters. + The analysis tool user interface should be capable of automatically formatting the parameter. + + + + + Gets or sets an optional argument expanding on exclusion criteria. + + + The property is an optional argument that specifies additional + exclusion where the literal metadata target is not sufficiently precise. For example, + the cannot be applied within a method, + and it may be desirable to suppress a violation against a statement in the method that will + give a rule violation, but not against all statements in the method. + + + + + Gets or sets the justification for suppressing the code analysis message. + + + + + Used to indicate a byref escapes and is not scoped. + + + + There are several cases where the C# compiler treats a as implicitly + - where the compiler does not allow the to escape the method. + + + For example: + + for instance methods. + parameters that refer to types. + parameters. + + + + This attribute is used in those instances where the should be allowed to escape. + + + Applying this attribute, in any form, has impact on consumers of the applicable API. It is necessary for + API authors to understand the lifetime implications of applying this attribute and how it may impact their users. + + + + + + Types and Methods attributed with StackTraceHidden will be omitted from the stack trace text shown in StackTrace.ToString() + and Exception.StackTrace + + + + + Exception thrown when the program executes an instruction that was thought to be unreachable. + + + + + + + Initializes a new instance of the class with the default error message. + + + + + Initializes a new instance of the + class with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the + class with a specified error message and a reference to the inner exception that is the cause of + this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception. + + + Represent a type can be used to index a collection either from the start or the end. + + Index is used by the C# compiler to support the new index syntax + + int[] someArray = new int[5] { 1, 2, 3, 4, 5 } ; + int lastElement = someArray[^1]; // lastElement = 5 + + + + + Construct an Index using a value and indicating if the index is from the start or from the end. + The index value. it has to be zero or positive number. + Indicating if the index is from the start or from the end. + + If the Index constructed from the end, index value 1 means pointing at the last element and index value 0 means pointing at beyond last element. + + + + Create an Index pointing at first element. + + + Create an Index pointing at beyond last element. + + + Create an Index from the start at the position indicated by the value. + The index value from the start. + + + Create an Index from the end at the position indicated by the value. + The index value from the end. + + + Returns the index value. + + + Indicates whether the index is from the start or the end. + + + Calculate the offset from the start using the giving collection length. + The length of the collection that the Index will be used with. length has to be a positive value + + For performance reason, we don't validate the input length parameter and the returned offset value against negative values. + we don't validate either the returned offset is greater than the input length. + It is expected Index will be used with collections which always have non negative length/count. If the returned offset is negative and + then used to index a collection will get out of range exception which will be same affect as the validation. + + + + Indicates whether the current Index object is equal to another object of the same type. + An object to compare with this object + + + Indicates whether the current Index object is equal to another Index object. + An object to compare with this object + + + Returns the hash code for this instance. + + + Converts integer number to an Index. + + + Converts the value of the current Index object to its equivalent string representation. + + + Represent a range has start and end indexes. + + Range is used by the C# compiler to support the range syntax. + + int[] someArray = new int[5] { 1, 2, 3, 4, 5 }; + int[] subArray1 = someArray[0..2]; // { 1, 2 } + int[] subArray2 = someArray[1..^0]; // { 2, 3, 4, 5 } + + + + + Represent a range has start and end indexes. + + Range is used by the C# compiler to support the range syntax. + + int[] someArray = new int[5] { 1, 2, 3, 4, 5 }; + int[] subArray1 = someArray[0..2]; // { 1, 2 } + int[] subArray2 = someArray[1..^0]; // { 2, 3, 4, 5 } + + + + + Converts the value of the current Range object to its equivalent string representation. + + + Create a Range object starting from start index to the end of the collection. + + + Create a Range object starting from first element in the collection to the end Index. + + + Create a Range object starting from first element to the end. + + + Calculate the start offset and length of range object using a collection length. + The length of the collection that the range will be used with. length has to be a positive value. + + For performance reason, we don't validate the input length parameter against negative values. + It is expected Range will be used with collections which always have non negative length/count. + We validate the range is inside the length scope though. + + + + + A class that represents nullability info + + + + + The of the member or generic parameter + to which this NullabilityInfo belongs + + + + + The nullability read state of the member + + + + + The nullability write state of the member + + + + + If the member type is an array, gives the of the elements of the array, null otherwise + + + + + If the member type is a generic type, gives the array of for each type parameter + + + + + An enum that represents nullability state + + + + + Nullability context not enabled (oblivious) + + + + + Non nullable value or reference type + + + + + Nullable value or reference type + + + + + Provides APIs for populating nullability information/context from reflection members: + , , and . + + + + + Populates for the given . + If the nullablePublicOnly feature is set for an assembly, like it does in .NET SDK, the private and/or internal member's + nullability attributes are omitted, in this case the API will return NullabilityState.Unknown state. + + The parameter which nullability info gets populated + If the parameterInfo parameter is null + + + + + Populates for the given . + If the nullablePublicOnly feature is set for an assembly, like it does in .NET SDK, the private and/or internal member's + nullability attributes are omitted, in this case the API will return NullabilityState.Unknown state. + + The parameter which nullability info gets populated + If the propertyInfo parameter is null + + + + + Populates for the given . + If the nullablePublicOnly feature is set for an assembly, like it does in .NET SDK, the private and/or internal member's + nullability attributes are omitted, in this case the API will return NullabilityState.Unknown state. + + The parameter which nullability info gets populated + If the eventInfo parameter is null + + + + + Populates for the given + If the nullablePublicOnly feature is set for an assembly, like it does in .NET SDK, the private and/or internal member's + nullability attributes are omitted, in this case the API will return NullabilityState.Unknown state. + + The parameter which nullability info gets populated + If the fieldInfo parameter is null + + + + Provides a handler used by the language compiler to append interpolated strings into instances. + + + The associated StringBuilder to which to append. + + + Optional provider to pass to IFormattable.ToString or ISpanFormattable.TryFormat calls. + + + Whether provides an ICustomFormatter. + + Custom formatters are very rare. We want to support them, but it's ok if we make them more expensive + in order to make them as pay-for-play as possible. So, we avoid adding another reference type field + to reduce the size of the handler and to reduce required zero'ing, by only storing whether the provider + provides a formatter, rather than actually storing the formatter. This in turn means, if there is a + formatter, we pay for the extra interface call on each AppendFormatted that needs it. + + + + Creates a handler used to append an interpolated string into a . + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + The associated StringBuilder to which to append. + This is intended to be called only by compiler-generated code. Arguments are not validated as they'd otherwise be for members intended to be used directly. + + + Creates a handler used to translate an interpolated string into a . + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + The associated StringBuilder to which to append. + An object that supplies culture-specific formatting information. + This is intended to be called only by compiler-generated code. Arguments are not validated as they'd otherwise be for members intended to be used directly. + + + Writes the specified string to the handler. + The string to write. + + + Writes the specified value to the handler. + The value to write. + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + The format string. + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + The format string. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The type of the value to write. + + + Formats into temporary space and then appends the result into the StringBuilder. + + + Writes the specified character span to the handler. + The span to write. + + + Writes the specified string of chars to the handler. + The span to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Writes the specified value to the handler. + The value to write. + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Formats the value using the custom formatter from the provider. + The value to write. + The format string. + The type of the value to write. + + + Provides functionality to format the string representation of an object into a span. + + + Tries to format the value of the current instance into the provided span of characters. + When this method returns, this instance's value formatted as a span of characters. + When this method returns, the number of characters that were written in . + A span containing the characters that represent a standard or custom format string that defines the acceptable format for . + An optional object that supplies culture-specific formatting information for . + if the formatting was successful; otherwise, . + + An implementation of this interface should produce the same string of characters as an implementation of + on the same type. + TryFormat should return false only if there is not enough space in the destination buffer. Any other failures should throw an exception. + + + + + Retrieves an array of the values of the constants in a specified enumeration type. + + An array that contains the values of the constants in TEnum. + + + + Retrieves an array of the names of the constants in a specified enumeration type. + + A string array of the names of the constants in TEnum. + + + + Static and thread safe wrapper around NullabilityInfoContext. + + + + + Registers a delegate that will be called when this + CancellationToken is canceled. + + + + If this token is already in the canceled state, the delegate will be run immediately and synchronously. + Any exception the delegate generates will be propagated out of this method call. + + + ExecutionContext is not captured nor flowed + to the callback's invocation. + + + The delegate to be executed when the CancellationToken is canceled. + The state to pass to the when the delegate is invoked. This may be null. + The instance that can + be used to unregister the callback. + is null. + + + Registers a delegate that will be called when this CancellationToken is canceled. + + If this token is already in the canceled state, the delegate will be run immediately and synchronously. Any exception the delegate + generates will be propagated out of this method call. The current ExecutionContext, if one exists, + will be captured along with the delegate and will be used when executing it. The current is not captured. + + The delegate to be executed when the CancellationToken is canceled. + The state to pass to the when the delegate is invoked. This may be null. + The instance that can be used to unregister the callback. + is null. + + + Registers a delegate that will be called when this CancellationToken is canceled. + + If this token is already in the canceled state, the delegate will be run immediately and synchronously. Any exception the delegate + generates will be propagated out of this method call. is not captured nor flowed to the callback's invocation. + + The delegate to be executed when the CancellationToken is canceled. + The state to pass to the when the delegate is invoked. This may be null. + The instance that can be used to unregister the callback. + is null. + + + Communicates a request for cancellation asynchronously. + + + The associated will be notified of the cancellation + and will synchronously transition to a state where returns true. + Any callbacks or cancelable operations registered with the will be executed asynchronously, + with the returned representing their eventual completion. + + + Callbacks registered with the token should not throw exceptions. + However, any such exceptions that are thrown will be aggregated into an , + such that one callback throwing an exception will not prevent other registered callbacks from being executed. + + + The that was captured when each callback was registered + will be reestablished when the callback is invoked. + + + This has been disposed. + + + + Removes the value with the specified key from the , and copies the element + to the value parameter. + + A dictionary with keys of type TKey and values of type TValue. + The key of the element to remove. + The removed element. + The type of the keys in the dictionary. + The type of the values in the dictionary. + true if the element is successfully found and removed; otherwise, false. + is null. + + + + Produces a set items excluding by using the default equality comparer to compare values. + + An whose elements that are not equal to will be returned. + An that is elements equal it will cause those elements to be removed from the returned sequence. + The type of the elements of . + A sequence that contains the items of but excluding . + + + + Produces the set difference of two sequences by using the default equality comparer to compare values. + + An whose elements that are not equal to will be returned. + An that is elements equal it will cause those elements to be removed from the returned sequence. + The type of the elements of . + A sequence that contains the items of but excluding . + + + + Produces a set items excluding by using to compare values. + + An whose elements that are not equal to will be returned. + An that is elements equal it will cause those elements to be removed from the returned sequence. + An to compare values. + The type of the elements of . + A sequence that contains the items of but excluding . + + + + Produces the set difference of two sequences by to compare values. + + An whose elements that are not equal to will be returned. + An that is elements equal it will cause those elements to be removed from the returned sequence. + The type of the elements of . + A sequence that contains the items of but excluding . + + + + Split the elements of a sequence into chunks of size at most . + + + Every chunk except the last will be of size . + The last chunk will contain the remaining elements and may be of a smaller size. + + An whose elements to chunk. + Maximum size of each chunk. + The type of the elements of source. + + An that contains the elements the input sequence split into chunks of size . + + is null. + is below 1. + + + + Returns the maximum value in a generic sequence according to a specified key selector function. + + The type of the elements of . + The type of key to compare elements by. + A sequence of values to determine the maximum value of. + A function to extract the key for each element. + The value with the maximum key in the sequence. + is . + No key extracted from implements the or interface. + + If is a reference type and the source sequence is empty or contains only values that are , this method returns . + + + + Returns the maximum value in a generic sequence according to a specified key selector function. + The type of the elements of . + The type of key to compare elements by. + A sequence of values to determine the maximum value of. + A function to extract the key for each element. + The to compare keys. + The value with the maximum key in the sequence. + is . + No key extracted from implements the or interface. + + If is a reference type and the source sequence is empty or contains only values that are , this method returns . + + + + + Returns the minimum value in a generic sequence according to a specified key selector function. + + The type of the elements of . + The type of key to compare elements by. + A sequence of values to determine the minby value of. + A function to extract the key for each element. + The value with the minimum key in the sequence. + is . + No key extracted from implements the or interface. + + If is a reference type and the source sequence is empty or contains only values that are , this method returns . + + + + Returns the minimum value in a generic sequence according to a specified key selector function. + The type of the elements of . + The type of key to compare elements by. + A sequence of values to determine the minimum value of. + A function to extract the key for each element. + The to compare keys. + The value with the minimum key in the sequence. + is . + No key extracted from implements the or interface. + + If is a reference type and the source sequence is empty or contains only values that are , this method returns . + + + + + Returns a new enumerable collection that contains the elements from source with the last count elements of the + source collection omitted. + + An enumerable collection instance. + The number of elements to omit from the end of the collection. + The type of the elements in the enumerable collection. + A new enumerable collection that contains the elements from source minus count elements from the end + of the collection. + + + + Tries to get the value associated with the specified key in the dictionary. + + A dictionary with keys of type TKey and values of type TValue. + The key of the value to get. + The type of the keys in the dictionary. + The type of the values in the dictionary. + + A TValue instance. When the method is successful, the returned object is the value associated with + the specified key. When the method fails, it returns the default value for TValue. + + + + + Tries to get the value associated with the specified key in the dictionary. + + A dictionary with keys of type TKey and values of type TValue. + The key of the value to get. + A dictionary with keys of type TKey and values of type TValue. + The type of the keys in the dictionary. + The type of the values in the dictionary. + + A TValue instance. When the method is successful, the returned object is the value associated with + the specified key. When the method fails, it returns the default value for TValue. + + + + + Deconstructs the current + + The key of the current . + The value of the current . + + + + Indicates whether a specified value is found in a read-only span. Values are compared using IEquatable{T}.Equals(T). + + The value to search for. + true if found, false otherwise. + + + + Indicates whether a specified value is found in a only span. Values are compared using IEquatable{T}.Equals(T). + + The value to search for. + true if found, false otherwise. + + + + Determines whether two sequences are equal by comparing the elements using IEquatable{T}.Equals(T). + + The first sequence to compare. + The second sequence to compare. + true if the two sequences are equal; otherwise, false. + + + + Determines whether two sequences are equal by comparing the elements using IEquatable{T}.Equals(T). + + The first sequence to compare. + The second sequence to compare. + true if the two sequences are equal; otherwise, false. + + + + Determines whether a read-only character span begins with a specified value when compared using a specified value. + + The source span. + The sequence to compare to the beginning of the source span. + An enumeration value that determines how span and value are compared. + true if value matches the beginning of span; otherwise, false. + + + + Determines whether a specified sequence appears at the start of a span. + + The source span. + The sequence to compare to the beginning of the source span. + true if value matches the beginning of span; otherwise, false. + + + + Determines whether the end of the span matches the specified value when compared using the specified option. + + The source span. + The sequence to compare to the end of the source span. + An enumeration value that determines how span and value are compared. + true if value matches the end of span; otherwise, false. + + + + Determines whether the specified sequence appears at the end of a span. + + The source span. + The sequence to compare to the end of the source span. + true if value matches the end of span; otherwise, false. + + + + Gets the nanosecond component of the time represented by the current object. + + + + + Gets the nanosecond component of the time represented by the current object. + + + + + Gets the nanosecond component of the time represented by the current object. + + + + + Gets the microsecond component of the time represented by the current object. + + + + + Gets the microsecond component of the time represented by the current object. + + + + + Gets the microsecond component of the time represented by the current object. + + + + + Returns a new object that adds a specified number of microseconds to the value of this instance.. + + + + + Returns a new object that adds a specified number of microseconds to the value of this instance.. + + + + + Instructs the Process component to wait for the associated process to exit, or + for the to be canceled. + + + Calling this method will set to . + + + A task that will complete when the process has exited, cancellation has been requested, + or an error occurs. + + + + + Asynchronously reads a sequence of bytes from the current stream, advances the position within the stream by + the number of bytes read, and monitors cancellation requests. + + The region of memory to write the data into. + + The token to monitor for cancellation requests. The default value is . + + + A task that represents the asynchronous read operation. The value of its Result property contains the + total number of bytes read into the buffer. The result value can be less than the number of bytes allocated in + the buffer if that many bytes are not currently available, or it can be 0 (zero) if the end of the stream has + been reached. + + + + + Asynchronously writes a sequence of bytes to the current stream, advances the current position + within this stream by the number of bytes written, and monitors cancellation requests. + + The region of memory to write data from. + + The token to monitor for cancellation requests. The default value is . + + A task that represents the asynchronous write operation. + + + + Asynchronously reads the bytes from the current stream and writes them to another stream, using a specified + cancellation token. Both streams positions are advanced by the number of bytes copied. + + The stream to which the contents of the current stream will be copied. + + The token to monitor for cancellation requests. The default value is . + + A task that represents the asynchronous copy operation. + + + + Copies the contents of this string into the destination span. + + The span into which to copy this string's contents + + + + Copies the contents of this string into the destination span. + + The span into which to copy this string's contents + true if the data was copied; false if the destination was too short to fit the contents of the string. + + + + Returns the hash code for this string using the specified rules. + + One of the enumeration values that specifies the rules to use in the comparison. + A 32-bit signed integer hash code. + + + + Returns a value indicating whether a specified string occurs within this string, using the specified comparison rules. + + The string to seek. + One of the enumeration values that specifies the rules to use in the comparison. + true if the value parameter occurs within this string, or if value is the empty string (""); otherwise, false. + + + + Determines whether this string instance starts with the specified character. + + The character to compare. + This method performs an ordinal (case-sensitive and culture-insensitive) comparison. + true if value matches the beginning of this string; otherwise, false. + + + + Returns a value indicating whether a specified character occurs within this string. + + The character to seek. + This method performs an ordinal (case-sensitive and culture-insensitive) comparison. + true if the value parameter occurs within this string; otherwise, false. + + + + Splits a string into a maximum number of substrings based on a specified delimiting character and, optionally, + options. Splits a string into a maximum number of substrings based on the provided character separator, + optionally omitting empty substrings from the result. + + A character that delimits the substrings in this instance. + A bitwise combination of the enumeration values that specifies whether to trim substrings + and include empty substrings. + An array that contains at most count substrings from this instance that are delimited by separator. + + + + Splits a string into a maximum number of substrings based on a specified delimiting character and, optionally, + options. Splits a string into a maximum number of substrings based on the provided character separator, + optionally omitting empty substrings from the result. + + A character that delimits the substrings in this instance. + The maximum number of elements expected in the array. + A bitwise combination of the enumeration values that specifies whether to trim substrings + and include empty substrings. + An array that contains at most count substrings from this instance that are delimited by separator. + + + + Returns a value indicating whether a specified character occurs within this string. + + This method performs an ordinal (case-sensitive and culture-insensitive) comparison. + The character to seek. + true if the value parameter occurs within this string; otherwise, false. + + + + Copies the characters from a specified segment of this instance to a destination Char span. + + The starting position in this instance where characters will be copied from. The index is zero-based. + The writable span where characters will be copied. + The number of characters to be copied. + + + + Appends the string representation of a specified read-only character span to this instance. + + The read-only character span to append. + A reference to this instance after the append operation is completed. + + + + Returns a value indicating whether the characters in this instance are equal to the characters in a specified + read-only character span. + + The character span to compare with the current instance. + + The Equals method performs an ordinal comparison to determine whether the characters in the current instance + and span are equal. + + true if the characters in this instance and span are the same; otherwise, false. + + + Appends the specified interpolated string to this instance. + The interpolated string to append. + A reference to this instance after the append operation has completed. + + + Appends the specified interpolated string to this instance. + An object that supplies culture-specific formatting information. + The interpolated string to append. + A reference to this instance after the append operation has completed. + + + Appends the specified interpolated string followed by the default line terminator to the end of the current StringBuilder object. + The interpolated string to append. + A reference to this instance after the append operation has completed. + + + Appends the specified interpolated string followed by the default line terminator to the end of the current StringBuilder object. + An object that supplies culture-specific formatting information. + The interpolated string to append. + A reference to this instance after the append operation has completed. + + + Concatenates the strings of the provided array, using the specified separator between each string, then appends the result to the current instance of the string builder. + The string to use as a separator. separator is included in the joined strings only if values has more than one element. + An array that contains the strings to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Concatenates the string representations of the elements in the provided array of objects, using the specified separator between each member, then appends the result to the current instance of the string builder. + The string to use as a separator. separator is included in the joined strings only if values has more than one element. + An array that contains the strings to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Concatenates the strings of the provided array, using the specified char separator between each string, then appends the result to the current instance of the string builder. + The character to use as a separator. separator is included in the joined strings only if values has more than one element. + An array that contains the strings to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Concatenates the string representations of the elements in the provided array of objects, using the specified char separator between each member, then appends the result to the current instance of the string builder. + The character to use as a separator. separator is included in the joined strings only if values has more than one element. + An array that contains the strings to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Concatenates and appends the members of a collection, using the specified char separator between each member. + The character to use as a separator. separator is included in the joined strings only if values has more than one element. + A collection that contains the objects to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Concatenates and appends the members of a collection, using the specified char separator between each member. + The string to use as a separator. separator is included in the concatenated and appended strings only if values has more than one element. + A collection that contains the objects to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Gets a that will complete when this completes or when the specified has cancellation requested. + The to monitor for a cancellation request. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + Gets a that will complete when this completes or when the specified timeout expires. + The timeout after which the should be faulted with a if it hasn't otherwise completed. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + Gets a that will complete when this completes, when the specified timeout expires, or when the specified has cancellation requested. + The timeout after which the should be faulted with a if it hasn't otherwise completed. + The to monitor for a cancellation request. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + + Gets a that will complete when this completes, or when the specified has cancellation requested. + + The to monitor for a cancellation request. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + + Gets a that will complete when this completes, or when the specified timeout expires. + + The timeout after which the should be faulted with a if it hasn't otherwise completed. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + + Gets a that will complete when this completes, when the specified timeout expires, or when the specified has cancellation requested. + + The timeout after which the should be faulted with a if it hasn't otherwise completed. + The to monitor for a cancellation request. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + + Asynchronously reads the characters from the current stream into a memory block. + + + When this method returns, contains the specified memory block of characters replaced by the characters read + from the current source. + + + The token to monitor for cancellation requests. The default value is . + + + A value task that represents the asynchronous read operation. The value of the type parameter of the value task + contains the number of characters that have been read, or 0 if at the end of the stream and no data was read. + The number will be less than or equal to the length, depending on whether the data is + available within the stream. + + + + + Reads all characters from the current position to the end of the stream asynchronously and returns them as one string. + + The token to monitor for cancellation requests. + A task that represents the asynchronous read operation. The value of the TResult parameter contains + a string with the characters from the current position to the end of the stream. + The number of characters is larger than . + The stream reader has been disposed. + The reader is currently in use by a previous read operation. + + + + Reads a line of characters asynchronously and returns the data as a string. + + The token to monitor for cancellation requests. + A value task that represents the asynchronous read operation. The value of the TResult + parameter contains the next line from the text reader, or is if all of the characters have been read. + The number of characters in the next line is larger than . + The text reader has been disposed. + The reader is currently in use by a previous read operation. + + + + Asynchronously writes a character memory region to the stream. + + The character memory region to write to the stream. + + The token to monitor for cancellation requests. + The default value is . + + A task that represents the asynchronous write operation. + + + + Asynchronously writes the text representation of a character memory region to the stream, followed by a line terminator. + + The character memory region to write to the stream. + + The token to monitor for cancellation requests. + The default value is . + + A task that represents the asynchronous write operation. + + + + Writes a character span to the text stream. + + The character span to write. + + + + Writes the text representation of a character span to the text stream, followed by a line terminator. + + The char span value to write to the text stream. + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Gets a value that indicates whether the current Type represents a type parameter in the definition of a generic method. + + + + + Searches for the MemberInfo on the current Type that matches the specified MemberInfo. + + The MemberInfo to find on the current Type. + The MemberInfo to find on the current Type. + An object representing the member on the current Type that matches the specified member. + + + diff --git a/package/Resources/Binaries/Updater/System.Buffers.dll 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Indicates that a parameter captures the expression passed for another parameter as a string. + + + + + Initializes a new instance of the class. + + + The name of the parameter whose expression should be captured as a string. + + + + + Gets the name of the parameter whose expression should be captured as a string. + + + + + Indicates that compiler support for a particular feature is required for the location where this attribute is applied. + + + + + Initialize a new instance of + + The name of the required compiler feature. + + + + The name of the compiler feature. + + + + + If true, the compiler can choose to allow access to the location where this attribute is applied if it does not understand . + + + + + The used for the ref structs C# feature. + + + + + The used for the required members C# feature. + + + + + Disables the built-in runtime managed/unmanaged marshalling subsystem for + P/Invokes, Delegate types, and unmanaged function pointer invocations. + + + The built-in marshalling subsystem has some behaviors that cannot be changed due to + backward-compatibility requirements. This attribute allows disabling the built-in + subsystem and instead uses the following rules for P/Invokes, Delegates, + and unmanaged function pointer invocations: + + - All value types that do not contain reference type fields recursively (unmanaged in C#) are blittable + - Value types that recursively have any fields that have [StructLayout(LayoutKind.Auto)] are disallowed from interop. + - All reference types are disallowed from usage in interop scenarios. + - SetLastError support in P/Invokes is disabled. + - varargs support is disabled. + - LCIDConversionAttribute support is disabled. + + + + + Reserved to be used by the compiler for tracking metadata. This class should not be used by developers in source code. + + + + + Used to indicate to the compiler that a method should be called + in its containing module's initializer. + + + When one or more valid methods + with this attribute are found in a compilation, the compiler will + emit a module initializer which calls each of the attributed methods. + + Certain requirements are imposed on any method targeted with this attribute: + - The method must be `static`. + - The method must be an ordinary member method, as opposed to a property accessor, constructor, local function, etc. + - The method must be parameterless. + - The method must return `void`. + - The method must not be generic or be contained in a generic type. + - The method's effective accessibility must be `internal` or `public`. + + The specification for module initializers in the .NET runtime can be found here: + https://github.com/dotnet/runtime/blob/master/docs/design/specs/Ecma-335-Augments.md#module-initializer + + + + + Specifies that a type has required members or that a member is required. + + + + + Used to indicate to the compiler that the .locals init + flag should not be set in method headers. + + + This attribute is unsafe because it may reveal uninitialized memory to + the application in certain instances (e.g., reading from uninitialized + stackalloc'd memory). If applied to a method directly, the attribute + applies to that method and all nested functions (lambdas, local + functions) below it. If applied to a type or module, it applies to all + methods nested inside. This attribute is intentionally not permitted on + assemblies. Use at the module level instead to apply to multiple type + declarations. + + + + Provides a handler used by the language compiler to process interpolated strings into instances. + + + Expected average length of formatted data used for an individual interpolation expression result. + + This is inherited from string.Format, and could be changed based on further data. + string.Format actually uses `format.Length + args.Length * 8`, but format.Length + includes the format items themselves, e.g. "{0}", and since it's rare to have double-digit + numbers of items, we bump the 8 up to 11 to account for the three extra characters in "{d}", + since the compiler-provided base length won't include the equivalent character count. + + + + Minimum size array to rent from the pool. + Same as stack-allocation size used today by string.Format. + + + Maximum length allowed for a string. + Keep in sync with AllocateString in gchelpers.cpp. + + + Optional provider to pass to IFormattable.ToString or ISpanFormattable.TryFormat calls. + + + Array rented from the array pool and used to back . + + + The span to write into. + + + Position at which to write the next character. + + + Whether provides an ICustomFormatter. + + Custom formatters are very rare. We want to support them, but it's ok if we make them more expensive + in order to make them as pay-for-play as possible. So, we avoid adding another reference type field + to reduce the size of the handler and to reduce required zero'ing, by only storing whether the provider + provides a formatter, rather than actually storing the formatter. This in turn means, if there is a + formatter, we pay for the extra interface call on each AppendFormatted that needs it. + + + + Creates a handler used to translate an interpolated string into a . + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + This is intended to be called only by compiler-generated code. Arguments are not validated as they'd otherwise be for members intended to be used directly. + + + Creates a handler used to translate an interpolated string into a . + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + An object that supplies culture-specific formatting information. + This is intended to be called only by compiler-generated code. Arguments are not validated as they'd otherwise be for members intended to be used directly. + + + Creates a handler used to translate an interpolated string into a . + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + An object that supplies culture-specific formatting information. + A buffer temporarily transferred to the handler for use as part of its formatting. Contents may be overwritten. + This is intended to be called only by compiler-generated code. Arguments are not validated as they'd otherwise be for members intended to be used directly. + + + Derives a default length with which to seed the handler. + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + + + Gets the built . + The built string. + + + Gets the built and clears the handler. + The built string. + + This releases any resources used by the handler. The method should be invoked only + once and as the last thing performed on the handler. Subsequent use is erroneous, ill-defined, + and may destabilize the process, as may using any other copies of the handler after ToStringAndClear + is called on any one of them. + + + + Clears the handler, returning any rented array to the pool. + + + Gets a span of the written characters thus far. + + + Writes the specified string to the handler. + The string to write. + + + Writes the specified value to the handler. + The value to write. + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + The format string. + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + The format string. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The type of the value to write. + + + Writes the specified character span to the handler. + The span to write. + + + Writes the specified string of chars to the handler. + The span to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Writes the specified value to the handler. + The value to write. + + + Writes the specified value to the handler. + The value to write. + + Slow path to handle a custom formatter, potentially null value, + or a string that doesn't fit in the current buffer. + + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Gets whether the provider provides a custom formatter. + + + Formats the value using the custom formatter from the provider. + The value to write. + The format string. + The type of the value to write. + + + Handles adding any padding required for aligning a formatted value in an interpolation expression. + The position at which the written value started. + + Non-zero minimum number of characters that should be written for this value. If the value is negative, it + indicates left-aligned and the required minimum is the absolute value. + + + + + Ensures has the capacity to store beyond . + + + + + Fallback for fast path in when there's not enough space in the destination. + + The string to write. + + + + Fallback for for when not enough space exists in the current buffer. + + The span to write. + + + + Grows to have the capacity to store at least + beyond . + + + + Grows the size of . + + + + Grow the size of to at least the specified . + + + + + Indicates which arguments to a method involving an interpolated string handler should be passed to that handler. + + + + + Initializes a new instance of the class. + + The name of the argument that should be passed to the handler. + may be used as the name of the receiver in an instance method. + + + + Initializes a new instance of the class. + + The names of the arguments that should be passed to the handler. + may be used as the name of the receiver in an instance method. + + + Gets the names of the arguments that should be passed to the handler. + + may be used as the name of the receiver in an instance method. + + + + + Indicates the attributed type is to be used as an interpolated string handler. + + + + + Base type for all platform-specific API attributes. + + + + + Marks APIs that were obsoleted in a given operating system version. + + + Primarily used by OS bindings to indicate APIs that should not be used anymore. + + + + + Records the operating system (and minimum version) that supports an API. Multiple attributes can be + applied to indicate support on multiple operating systems. + + + Callers can apply a + or use guards to prevent calls to APIs on unsupported operating systems. + + A given platform should only be specified once. + + + + + Annotates a custom guard field, property or method with a supported platform name and optional version. + Multiple attributes can be applied to indicate guard for multiple supported platforms. + + + Callers can apply a to a field, property or method + and use that field, property or method in a conditional or assert statements in order to safely call platform specific APIs. + + The type of the field or property should be boolean, the method return type should be boolean in order to be used as platform guard. + + + + + Records the platform that the project targeted. + + + + + Marks APIs that were removed in a given operating system version. + + + Primarily used by OS bindings to indicate APIs that are only available in + earlier versions. + + + + + Annotates the custom guard field, property or method with an unsupported platform name and optional version. + Multiple attributes can be applied to indicate guard for multiple unsupported platforms. + + + Callers can apply a to a field, property or method + and use that field, property or method in a conditional or assert statements as a guard to safely call APIs unsupported on those platforms. + + The type of the field or property should be boolean, the method return type should be boolean in order to be used as platform guard. + + + + + An attribute used to indicate a GC transition should be skipped when making an unmanaged function call. + + + Example of a valid use case. The Win32 `GetTickCount()` function is a small performance related function + that reads some global memory and returns the value. In this case, the GC transition overhead is significantly + more than the memory read. + + using System; + using System.Runtime.InteropServices; + class Program + { + [DllImport("Kernel32")] + [SuppressGCTransition] + static extern int GetTickCount(); + static void Main() + { + Console.WriteLine($"{GetTickCount()}"); + } + } + + + + This attribute is ignored if applied to a method without the . + + Forgoing this transition can yield benefits when the cost of the transition is more than the execution time + of the unmanaged function. However, avoiding this transition removes some of the guarantees the runtime + provides through a normal P/Invoke. When exiting the managed runtime to enter an unmanaged function the + GC must transition from Cooperative mode into Preemptive mode. Full details on these modes can be found at + https://github.com/dotnet/runtime/blob/master/docs/coding-guidelines/clr-code-guide.md#2.1.8. + Suppressing the GC transition is an advanced scenario and should not be done without fully understanding + potential consequences. + + One of these consequences is an impact to Mixed-mode debugging (https://docs.microsoft.com/visualstudio/debugger/how-to-debug-in-mixed-mode). + During Mixed-mode debugging, it is not possible to step into or set breakpoints in a P/Invoke that + has been marked with this attribute. A workaround is to switch to native debugging and set a breakpoint in the native function. + In general, usage of this attribute is not recommended if debugging the P/Invoke is important, for example + stepping through the native code or diagnosing an exception thrown from the native code. + + The runtime may load the native library for method marked with this attribute in advance before the method is called for the first time. + Usage of this attribute is not recommended for platform neutral libraries with conditional platform specific code. + + The P/Invoke method that this attribute is applied to must have all of the following properties: + * Native function always executes for a trivial amount of time (less than 1 microsecond). + * Native function does not perform a blocking syscall (e.g. any type of I/O). + * Native function does not call back into the runtime (e.g. Reverse P/Invoke). + * Native function does not throw exceptions. + * Native function does not manipulate locks or other concurrency primitives. + + Consequences of invalid uses of this attribute: + * GC starvation. + * Immediate runtime termination. + * Data corruption. + + + + + Any method marked with can be directly called from + native code. The function token can be loaded to a local variable using the address-of operator + in C# and passed as a callback to a native method. + + + Methods marked with this attribute have the following restrictions: + * Method must be marked "static". + * Must not be called from managed code. + * Must only have blittable arguments. + + + + + Optional. If omitted, the runtime will use the default platform calling convention. + + + Supplied types must be from the official "System.Runtime.CompilerServices" namespace and + be of the form "CallConvXXX". + + + + + Optional. If omitted, no named export is emitted during compilation. + + + + + Indicates that a parameter captures the expression passed for another parameter as a string. + + + Indicates that an API is experimental and it may change in the future. + + + This attribute allows call sites to be flagged with a diagnostic that indicates that an experimental + feature is used. Authors can use this attribute to ship preview features in their assemblies. + + + + + Initializes a new instance of the class, specifying the ID that the compiler will use + when reporting a use of the API the attribute applies to. + + The ID that the compiler will use when reporting a use of the API the attribute applies to. + + + + Gets the ID that the compiler will use when reporting a use of the API the attribute applies to. + + The unique diagnostic ID. + + The diagnostic ID is shown in build output for warnings and errors. + This property represents the unique ID that can be used to suppress the warnings or errors, if needed. + + + + + Gets or sets the URL for corresponding documentation. + The API accepts a format string instead of an actual URL, creating a generic URL that includes the diagnostic ID. + + The format string that represents a URL to corresponding documentation. + An example format string is https://contoso.com/obsoletion-warnings/{0}. + + + + Specifies that is allowed as an input even if the + corresponding type disallows it. + + + + + Specifies that is disallowed as an input even if the + corresponding type allows it. + + + + + Specifies that a method that will never return under any circumstance. + + + + + Specifies that the method will not return if the associated + parameter is passed the specified value. + + + + + Gets the condition parameter value. + Code after the method is considered unreachable by diagnostics if the argument + to the associated parameter matches this value. + + + + + Initializes a new instance of the + class with the specified parameter value. + + + The condition parameter value. + Code after the method is considered unreachable by diagnostics if the argument + to the associated parameter matches this value. + + + + + Specifies that an output may be even if the + corresponding type disallows it. + + + + + Specifies that when a method returns , + the parameter may be even if the corresponding type disallows it. + + + + + Gets the return value condition. + If the method returns this value, the associated parameter may be . + + + + + Initializes the attribute with the specified return value condition. + + + The return value condition. + If the method returns this value, the associated parameter may be . + + + + + Specifies that the method or property will ensure that the listed field and property members have + not- values. + + + + + Gets field or property member names. + + + + + Initializes the attribute with a field or property member. + + + The field or property member that is promised to be not-null. + + + + + Initializes the attribute with the list of field and property members. + + + The list of field and property members that are promised to be not-null. + + + + + Specifies that the method or property will ensure that the listed field and property members have + non- values when returning with the specified return value condition. + + + + + Gets the return value condition. + + + + + Gets field or property member names. + + + + + Initializes the attribute with the specified return value condition and a field or property member. + + + The return value condition. If the method returns this value, + the associated parameter will not be . + + + The field or property member that is promised to be not-. + + + + + Initializes the attribute with the specified return value condition and list + of field and property members. + + + The return value condition. If the method returns this value, + the associated parameter will not be . + + + The list of field and property members that are promised to be not-null. + + + + + Specifies that an output is not even if the + corresponding type allows it. + + + + + Gets the associated parameter name. + The output will be non- if the argument to the + parameter specified is non-. + + + + + Initializes the attribute with the associated parameter name. + + + The associated parameter name. + The output will be non- if the argument to the + parameter specified is non-. + + + + + Specifies that when a method returns , + the parameter will not be even if the corresponding type allows it. + + + + + Gets the return value condition. + If the method returns this value, the associated parameter will not be . + + + + + Initializes the attribute with the specified return value condition. + + + The return value condition. + If the method returns this value, the associated parameter will not be . + + + + + Specifies that this constructor sets all required members for the current type, and callers + do not need to set any required members themselves. + + + + + Specifies the syntax used in a string. + + + + Initializes the with the identifier of the syntax used. + The syntax identifier. + + + + Initializes the with the identifier of the syntax used. + The syntax identifier. + Optional arguments associated with the specific syntax employed. + + + Gets the identifier of the syntax used. + + + Optional arguments associated with the specific syntax employed. + + + The syntax identifier for strings containing composite formats for string formatting. + + + The syntax identifier for strings containing date format specifiers. + + + The syntax identifier for strings containing date and time format specifiers. + + + The syntax identifier for strings containing format specifiers. + + + The syntax identifier for strings containing format specifiers. + + + The syntax identifier for strings containing JavaScript Object Notation (JSON). + + + The syntax identifier for strings containing numeric format specifiers. + + + The syntax identifier for strings containing regular expressions. + + + The syntax identifier for strings containing time format specifiers. + + + The syntax identifier for strings containing format specifiers. + + + The syntax identifier for strings containing URIs. + + + The syntax identifier for strings containing XML. + + + + States a dependency that one member has on another. + + + This can be used to inform tooling of a dependency that is otherwise not evident purely from + metadata and IL, for example a member relied on via reflection. + + + + + Initializes a new instance of the class + with the specified signature of a member on the same type as the consumer. + + The signature of the member depended on. + + + + Initializes a new instance of the class + with the specified signature of a member on a . + + The signature of the member depended on. + The containing . + + + + Initializes a new instance of the class + with the specified signature of a member on a type in an assembly. + + The signature of the member depended on. + The full name of the type containing the specified member. + The assembly name of the type containing the specified member. + + + + Initializes a new instance of the class + with the specified types of members on a . + + The types of members depended on. + The containing the specified members. + + + + Initializes a new instance of the class + with the specified types of members on a type in an assembly. + + The types of members depended on. + The full name of the type containing the specified members. + The assembly name of the type containing the specified members. + + + + Gets the signature of the member depended on. + + + Either must be a valid string or + must not equal , but not both. + + + + + Gets the which specifies the type + of members depended on. + + + Either must be a valid string or + must not equal , but not both. + + + + + Gets the containing the specified member. + + + If neither nor are specified, + the type of the consumer is assumed. + + + + + Gets the full name of the type containing the specified member. + + + If neither nor are specified, + the type of the consumer is assumed. + + + + + Gets the assembly name of the specified type. + + + is only valid when is specified. + + + + + Gets or sets the condition in which the dependency is applicable, e.g. "DEBUG". + + + + + Specifies the types of members that are dynamically accessed. + + This enumeration has a attribute that allows a + bitwise combination of its member values. + + + + + Specifies no members. + + + + + Specifies the default, parameterless public constructor. + + + + + Specifies all public constructors. + + + + + Specifies all non-public constructors. + + + + + Specifies all public methods. + + + + + Specifies all non-public methods. + + + + + Specifies all public fields. + + + + + Specifies all non-public fields. + + + + + Specifies all public nested types. + + + + + Specifies all non-public nested types. + + + + + Specifies all public properties. + + + + + Specifies all non-public properties. + + + + + Specifies all public events. + + + + + Specifies all non-public events. + + + + + Specifies all interfaces implemented by the type. + + + + + Specifies all members. + + + + + Indicates that certain members on a specified are accessed dynamically, + for example through . + + + This allows tools to understand which members are being accessed during the execution + of a program. + + This attribute is valid on members whose type is or . + + When this attribute is applied to a location of type , the assumption is + that the string represents a fully qualified type name. + + If the attribute is applied to a method it's treated as a special case and it implies + the attribute should be applied to the "this" parameter of the method. As such the attribute + should only be used on instance methods of types assignable to System.Type (or string, but no methods + will use it there). + + + + + Initializes a new instance of the class + with the specified member types. + + The types of members dynamically accessed. + + + + Gets the which specifies the type + of members dynamically accessed. + + + + + Indicates that the specified method requires the ability to generate new code at runtime, + for example through . + + + This allows tools to understand which methods are unsafe to call when compiling ahead of time. + + + + + Initializes a new instance of the class + with the specified message. + + + A message that contains information about the usage of dynamic code. + + + + + Gets a message that contains information about the usage of dynamic code. + + + + + Gets or sets an optional URL that contains more information about the method, + why it requires dynamic code, and what options a consumer has to deal with it. + + + + + Indicates that the specified method requires dynamic access to code that is not referenced + statically, for example through . + + + This allows tools to understand which methods are unsafe to call when removing unreferenced + code from an application. + + + + + Initializes a new instance of the class + with the specified message. + + + A message that contains information about the usage of unreferenced code. + + + + + Gets a message that contains information about the usage of unreferenced code. + + + + + Gets or sets an optional URL that contains more information about the method, + why it requires unreferenced code, and what options a consumer has to deal with it. + + + + + Suppresses reporting of a specific rule violation, allowing multiple suppressions on a + single code artifact. + + + is different than + in that it doesn't have a + . So it is always preserved in the compiled assembly. + + + + + Initializes a new instance of the + class, specifying the category of the tool and the identifier for an analysis rule. + + The category for the attribute. + The identifier of the analysis rule the attribute applies to. + + + + Gets the category identifying the classification of the attribute. + + + The property describes the tool or tool analysis category + for which a message suppression attribute applies. + + + + + Gets the identifier of the analysis tool rule to be suppressed. + + + Concatenated together, the and + properties form a unique check identifier. + + + + + Gets or sets the scope of the code that is relevant for the attribute. + + + The Scope property is an optional argument that specifies the metadata scope for which + the attribute is relevant. + + + + + Gets or sets a fully qualified path that represents the target of the attribute. + + + The property is an optional argument identifying the analysis target + of the attribute. An example value is "System.IO.Stream.ctor():System.Void". + Because it is fully qualified, it can be long, particularly for targets such as parameters. + The analysis tool user interface should be capable of automatically formatting the parameter. + + + + + Gets or sets an optional argument expanding on exclusion criteria. + + + The property is an optional argument that specifies additional + exclusion where the literal metadata target is not sufficiently precise. For example, + the cannot be applied within a method, + and it may be desirable to suppress a violation against a statement in the method that will + give a rule violation, but not against all statements in the method. + + + + + Gets or sets the justification for suppressing the code analysis message. + + + + + Used to indicate a byref escapes and is not scoped. + + + + There are several cases where the C# compiler treats a as implicitly + - where the compiler does not allow the to escape the method. + + + For example: + + for instance methods. + parameters that refer to types. + parameters. + + + + This attribute is used in those instances where the should be allowed to escape. + + + Applying this attribute, in any form, has impact on consumers of the applicable API. It is necessary for + API authors to understand the lifetime implications of applying this attribute and how it may impact their users. + + + + + + Types and Methods attributed with StackTraceHidden will be omitted from the stack trace text shown in StackTrace.ToString() + and Exception.StackTrace + + + + + Exception thrown when the program executes an instruction that was thought to be unreachable. + + + + + + + Initializes a new instance of the class with the default error message. + + + + + Initializes a new instance of the + class with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the + class with a specified error message and a reference to the inner exception that is the cause of + this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception. + + + Represent a type can be used to index a collection either from the start or the end. + + Index is used by the C# compiler to support the new index syntax + + int[] someArray = new int[5] { 1, 2, 3, 4, 5 } ; + int lastElement = someArray[^1]; // lastElement = 5 + + + + + Construct an Index using a value and indicating if the index is from the start or from the end. + The index value. it has to be zero or positive number. + Indicating if the index is from the start or from the end. + + If the Index constructed from the end, index value 1 means pointing at the last element and index value 0 means pointing at beyond last element. + + + + Create an Index pointing at first element. + + + Create an Index pointing at beyond last element. + + + Create an Index from the start at the position indicated by the value. + The index value from the start. + + + Create an Index from the end at the position indicated by the value. + The index value from the end. + + + Returns the index value. + + + Indicates whether the index is from the start or the end. + + + Calculate the offset from the start using the giving collection length. + The length of the collection that the Index will be used with. length has to be a positive value + + For performance reason, we don't validate the input length parameter and the returned offset value against negative values. + we don't validate either the returned offset is greater than the input length. + It is expected Index will be used with collections which always have non negative length/count. If the returned offset is negative and + then used to index a collection will get out of range exception which will be same affect as the validation. + + + + Indicates whether the current Index object is equal to another object of the same type. + An object to compare with this object + + + Indicates whether the current Index object is equal to another Index object. + An object to compare with this object + + + Returns the hash code for this instance. + + + Converts integer number to an Index. + + + Converts the value of the current Index object to its equivalent string representation. + + + Represent a range has start and end indexes. + + Range is used by the C# compiler to support the range syntax. + + int[] someArray = new int[5] { 1, 2, 3, 4, 5 }; + int[] subArray1 = someArray[0..2]; // { 1, 2 } + int[] subArray2 = someArray[1..^0]; // { 2, 3, 4, 5 } + + + + + Represent a range has start and end indexes. + + Range is used by the C# compiler to support the range syntax. + + int[] someArray = new int[5] { 1, 2, 3, 4, 5 }; + int[] subArray1 = someArray[0..2]; // { 1, 2 } + int[] subArray2 = someArray[1..^0]; // { 2, 3, 4, 5 } + + + + + Converts the value of the current Range object to its equivalent string representation. + + + Create a Range object starting from start index to the end of the collection. + + + Create a Range object starting from first element in the collection to the end Index. + + + Create a Range object starting from first element to the end. + + + Calculate the start offset and length of range object using a collection length. + The length of the collection that the range will be used with. length has to be a positive value. + + For performance reason, we don't validate the input length parameter against negative values. + It is expected Range will be used with collections which always have non negative length/count. + We validate the range is inside the length scope though. + + + + + A class that represents nullability info + + + + + The of the member or generic parameter + to which this NullabilityInfo belongs + + + + + The nullability read state of the member + + + + + The nullability write state of the member + + + + + If the member type is an array, gives the of the elements of the array, null otherwise + + + + + If the member type is a generic type, gives the array of for each type parameter + + + + + An enum that represents nullability state + + + + + Nullability context not enabled (oblivious) + + + + + Non nullable value or reference type + + + + + Nullable value or reference type + + + + + Provides APIs for populating nullability information/context from reflection members: + , , and . + + + + + Populates for the given . + If the nullablePublicOnly feature is set for an assembly, like it does in .NET SDK, the private and/or internal member's + nullability attributes are omitted, in this case the API will return NullabilityState.Unknown state. + + The parameter which nullability info gets populated + If the parameterInfo parameter is null + + + + + Populates for the given . + If the nullablePublicOnly feature is set for an assembly, like it does in .NET SDK, the private and/or internal member's + nullability attributes are omitted, in this case the API will return NullabilityState.Unknown state. + + The parameter which nullability info gets populated + If the propertyInfo parameter is null + + + + + Populates for the given . + If the nullablePublicOnly feature is set for an assembly, like it does in .NET SDK, the private and/or internal member's + nullability attributes are omitted, in this case the API will return NullabilityState.Unknown state. + + The parameter which nullability info gets populated + If the eventInfo parameter is null + + + + + Populates for the given + If the nullablePublicOnly feature is set for an assembly, like it does in .NET SDK, the private and/or internal member's + nullability attributes are omitted, in this case the API will return NullabilityState.Unknown state. + + The parameter which nullability info gets populated + If the fieldInfo parameter is null + + + + Provides a handler used by the language compiler to append interpolated strings into instances. + + + The associated StringBuilder to which to append. + + + Optional provider to pass to IFormattable.ToString or ISpanFormattable.TryFormat calls. + + + Whether provides an ICustomFormatter. + + Custom formatters are very rare. We want to support them, but it's ok if we make them more expensive + in order to make them as pay-for-play as possible. So, we avoid adding another reference type field + to reduce the size of the handler and to reduce required zero'ing, by only storing whether the provider + provides a formatter, rather than actually storing the formatter. This in turn means, if there is a + formatter, we pay for the extra interface call on each AppendFormatted that needs it. + + + + Creates a handler used to append an interpolated string into a . + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + The associated StringBuilder to which to append. + This is intended to be called only by compiler-generated code. Arguments are not validated as they'd otherwise be for members intended to be used directly. + + + Creates a handler used to translate an interpolated string into a . + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + The associated StringBuilder to which to append. + An object that supplies culture-specific formatting information. + This is intended to be called only by compiler-generated code. Arguments are not validated as they'd otherwise be for members intended to be used directly. + + + Writes the specified string to the handler. + The string to write. + + + Writes the specified value to the handler. + The value to write. + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + The format string. + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + The format string. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The type of the value to write. + + + Formats into temporary space and then appends the result into the StringBuilder. + + + Writes the specified character span to the handler. + The span to write. + + + Writes the specified string of chars to the handler. + The span to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Writes the specified value to the handler. + The value to write. + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Formats the value using the custom formatter from the provider. + The value to write. + The format string. + The type of the value to write. + + + Provides functionality to format the string representation of an object into a span. + + + Tries to format the value of the current instance into the provided span of characters. + When this method returns, this instance's value formatted as a span of characters. + When this method returns, the number of characters that were written in . + A span containing the characters that represent a standard or custom format string that defines the acceptable format for . + An optional object that supplies culture-specific formatting information for . + if the formatting was successful; otherwise, . + + An implementation of this interface should produce the same string of characters as an implementation of + on the same type. + TryFormat should return false only if there is not enough space in the destination buffer. Any other failures should throw an exception. + + + + + Retrieves an array of the values of the constants in a specified enumeration type. + + An array that contains the values of the constants in TEnum. + + + + Retrieves an array of the names of the constants in a specified enumeration type. + + A string array of the names of the constants in TEnum. + + + + Static and thread safe wrapper around NullabilityInfoContext. + + + + + Registers a delegate that will be called when this + CancellationToken is canceled. + + + + If this token is already in the canceled state, the delegate will be run immediately and synchronously. + Any exception the delegate generates will be propagated out of this method call. + + + ExecutionContext is not captured nor flowed + to the callback's invocation. + + + The delegate to be executed when the CancellationToken is canceled. + The state to pass to the when the delegate is invoked. This may be null. + The instance that can + be used to unregister the callback. + is null. + + + Registers a delegate that will be called when this CancellationToken is canceled. + + If this token is already in the canceled state, the delegate will be run immediately and synchronously. Any exception the delegate + generates will be propagated out of this method call. The current ExecutionContext, if one exists, + will be captured along with the delegate and will be used when executing it. The current is not captured. + + The delegate to be executed when the CancellationToken is canceled. + The state to pass to the when the delegate is invoked. This may be null. + The instance that can be used to unregister the callback. + is null. + + + Registers a delegate that will be called when this CancellationToken is canceled. + + If this token is already in the canceled state, the delegate will be run immediately and synchronously. Any exception the delegate + generates will be propagated out of this method call. is not captured nor flowed to the callback's invocation. + + The delegate to be executed when the CancellationToken is canceled. + The state to pass to the when the delegate is invoked. This may be null. + The instance that can be used to unregister the callback. + is null. + + + Communicates a request for cancellation asynchronously. + + + The associated will be notified of the cancellation + and will synchronously transition to a state where returns true. + Any callbacks or cancelable operations registered with the will be executed asynchronously, + with the returned representing their eventual completion. + + + Callbacks registered with the token should not throw exceptions. + However, any such exceptions that are thrown will be aggregated into an , + such that one callback throwing an exception will not prevent other registered callbacks from being executed. + + + The that was captured when each callback was registered + will be reestablished when the callback is invoked. + + + This has been disposed. + + + + Removes the value with the specified key from the , and copies the element + to the value parameter. + + A dictionary with keys of type TKey and values of type TValue. + The key of the element to remove. + The removed element. + The type of the keys in the dictionary. + The type of the values in the dictionary. + true if the element is successfully found and removed; otherwise, false. + is null. + + + + Produces a set items excluding by using the default equality comparer to compare values. + + An whose elements that are not equal to will be returned. + An that is elements equal it will cause those elements to be removed from the returned sequence. + The type of the elements of . + A sequence that contains the items of but excluding . + + + + Produces the set difference of two sequences by using the default equality comparer to compare values. + + An whose elements that are not equal to will be returned. + An that is elements equal it will cause those elements to be removed from the returned sequence. + The type of the elements of . + A sequence that contains the items of but excluding . + + + + Produces a set items excluding by using to compare values. + + An whose elements that are not equal to will be returned. + An that is elements equal it will cause those elements to be removed from the returned sequence. + An to compare values. + The type of the elements of . + A sequence that contains the items of but excluding . + + + + Produces the set difference of two sequences by to compare values. + + An whose elements that are not equal to will be returned. + An that is elements equal it will cause those elements to be removed from the returned sequence. + The type of the elements of . + A sequence that contains the items of but excluding . + + + + Split the elements of a sequence into chunks of size at most . + + + Every chunk except the last will be of size . + The last chunk will contain the remaining elements and may be of a smaller size. + + An whose elements to chunk. + Maximum size of each chunk. + The type of the elements of source. + + An that contains the elements the input sequence split into chunks of size . + + is null. + is below 1. + + + + Returns the maximum value in a generic sequence according to a specified key selector function. + + The type of the elements of . + The type of key to compare elements by. + A sequence of values to determine the maximum value of. + A function to extract the key for each element. + The value with the maximum key in the sequence. + is . + No key extracted from implements the or interface. + + If is a reference type and the source sequence is empty or contains only values that are , this method returns . + + + + Returns the maximum value in a generic sequence according to a specified key selector function. + The type of the elements of . + The type of key to compare elements by. + A sequence of values to determine the maximum value of. + A function to extract the key for each element. + The to compare keys. + The value with the maximum key in the sequence. + is . + No key extracted from implements the or interface. + + If is a reference type and the source sequence is empty or contains only values that are , this method returns . + + + + + Returns the minimum value in a generic sequence according to a specified key selector function. + + The type of the elements of . + The type of key to compare elements by. + A sequence of values to determine the minby value of. + A function to extract the key for each element. + The value with the minimum key in the sequence. + is . + No key extracted from implements the or interface. + + If is a reference type and the source sequence is empty or contains only values that are , this method returns . + + + + Returns the minimum value in a generic sequence according to a specified key selector function. + The type of the elements of . + The type of key to compare elements by. + A sequence of values to determine the minimum value of. + A function to extract the key for each element. + The to compare keys. + The value with the minimum key in the sequence. + is . + No key extracted from implements the or interface. + + If is a reference type and the source sequence is empty or contains only values that are , this method returns . + + + + + Returns a new enumerable collection that contains the elements from source with the last count elements of the + source collection omitted. + + An enumerable collection instance. + The number of elements to omit from the end of the collection. + The type of the elements in the enumerable collection. + A new enumerable collection that contains the elements from source minus count elements from the end + of the collection. + + + + Tries to get the value associated with the specified key in the dictionary. + + A dictionary with keys of type TKey and values of type TValue. + The key of the value to get. + The type of the keys in the dictionary. + The type of the values in the dictionary. + + A TValue instance. When the method is successful, the returned object is the value associated with + the specified key. When the method fails, it returns the default value for TValue. + + + + + Tries to get the value associated with the specified key in the dictionary. + + A dictionary with keys of type TKey and values of type TValue. + The key of the value to get. + A dictionary with keys of type TKey and values of type TValue. + The type of the keys in the dictionary. + The type of the values in the dictionary. + + A TValue instance. When the method is successful, the returned object is the value associated with + the specified key. When the method fails, it returns the default value for TValue. + + + + + Deconstructs the current + + The key of the current . + The value of the current . + + + + Indicates whether a specified value is found in a read-only span. Values are compared using IEquatable{T}.Equals(T). + + The value to search for. + true if found, false otherwise. + + + + Indicates whether a specified value is found in a only span. Values are compared using IEquatable{T}.Equals(T). + + The value to search for. + true if found, false otherwise. + + + + Determines whether two sequences are equal by comparing the elements using IEquatable{T}.Equals(T). + + The first sequence to compare. + The second sequence to compare. + true if the two sequences are equal; otherwise, false. + + + + Determines whether two sequences are equal by comparing the elements using IEquatable{T}.Equals(T). + + The first sequence to compare. + The second sequence to compare. + true if the two sequences are equal; otherwise, false. + + + + Determines whether a read-only character span begins with a specified value when compared using a specified value. + + The source span. + The sequence to compare to the beginning of the source span. + An enumeration value that determines how span and value are compared. + true if value matches the beginning of span; otherwise, false. + + + + Determines whether a specified sequence appears at the start of a span. + + The source span. + The sequence to compare to the beginning of the source span. + true if value matches the beginning of span; otherwise, false. + + + + Determines whether the end of the span matches the specified value when compared using the specified option. + + The source span. + The sequence to compare to the end of the source span. + An enumeration value that determines how span and value are compared. + true if value matches the end of span; otherwise, false. + + + + Determines whether the specified sequence appears at the end of a span. + + The source span. + The sequence to compare to the end of the source span. + true if value matches the end of span; otherwise, false. + + + + Gets the nanosecond component of the time represented by the current object. + + + + + Gets the nanosecond component of the time represented by the current object. + + + + + Gets the nanosecond component of the time represented by the current object. + + + + + Gets the microsecond component of the time represented by the current object. + + + + + Gets the microsecond component of the time represented by the current object. + + + + + Gets the microsecond component of the time represented by the current object. + + + + + Returns a new object that adds a specified number of microseconds to the value of this instance.. + + + + + Returns a new object that adds a specified number of microseconds to the value of this instance.. + + + + + Instructs the Process component to wait for the associated process to exit, or + for the to be canceled. + + + Calling this method will set to . + + + A task that will complete when the process has exited, cancellation has been requested, + or an error occurs. + + + + + Asynchronously reads a sequence of bytes from the current stream, advances the position within the stream by + the number of bytes read, and monitors cancellation requests. + + The region of memory to write the data into. + + The token to monitor for cancellation requests. The default value is . + + + A task that represents the asynchronous read operation. The value of its Result property contains the + total number of bytes read into the buffer. The result value can be less than the number of bytes allocated in + the buffer if that many bytes are not currently available, or it can be 0 (zero) if the end of the stream has + been reached. + + + + + Asynchronously writes a sequence of bytes to the current stream, advances the current position + within this stream by the number of bytes written, and monitors cancellation requests. + + The region of memory to write data from. + + The token to monitor for cancellation requests. The default value is . + + A task that represents the asynchronous write operation. + + + + Asynchronously reads the bytes from the current stream and writes them to another stream, using a specified + cancellation token. Both streams positions are advanced by the number of bytes copied. + + The stream to which the contents of the current stream will be copied. + + The token to monitor for cancellation requests. The default value is . + + A task that represents the asynchronous copy operation. + + + + Copies the contents of this string into the destination span. + + The span into which to copy this string's contents + + + + Copies the contents of this string into the destination span. + + The span into which to copy this string's contents + true if the data was copied; false if the destination was too short to fit the contents of the string. + + + + Returns the hash code for this string using the specified rules. + + One of the enumeration values that specifies the rules to use in the comparison. + A 32-bit signed integer hash code. + + + + Returns a value indicating whether a specified string occurs within this string, using the specified comparison rules. + + The string to seek. + One of the enumeration values that specifies the rules to use in the comparison. + true if the value parameter occurs within this string, or if value is the empty string (""); otherwise, false. + + + + Determines whether this string instance starts with the specified character. + + The character to compare. + This method performs an ordinal (case-sensitive and culture-insensitive) comparison. + true if value matches the beginning of this string; otherwise, false. + + + + Returns a value indicating whether a specified character occurs within this string. + + The character to seek. + This method performs an ordinal (case-sensitive and culture-insensitive) comparison. + true if the value parameter occurs within this string; otherwise, false. + + + + Splits a string into a maximum number of substrings based on a specified delimiting character and, optionally, + options. Splits a string into a maximum number of substrings based on the provided character separator, + optionally omitting empty substrings from the result. + + A character that delimits the substrings in this instance. + A bitwise combination of the enumeration values that specifies whether to trim substrings + and include empty substrings. + An array that contains at most count substrings from this instance that are delimited by separator. + + + + Splits a string into a maximum number of substrings based on a specified delimiting character and, optionally, + options. Splits a string into a maximum number of substrings based on the provided character separator, + optionally omitting empty substrings from the result. + + A character that delimits the substrings in this instance. + The maximum number of elements expected in the array. + A bitwise combination of the enumeration values that specifies whether to trim substrings + and include empty substrings. + An array that contains at most count substrings from this instance that are delimited by separator. + + + + Returns a value indicating whether a specified character occurs within this string. + + This method performs an ordinal (case-sensitive and culture-insensitive) comparison. + The character to seek. + true if the value parameter occurs within this string; otherwise, false. + + + + Copies the characters from a specified segment of this instance to a destination Char span. + + The starting position in this instance where characters will be copied from. The index is zero-based. + The writable span where characters will be copied. + The number of characters to be copied. + + + + Appends the string representation of a specified read-only character span to this instance. + + The read-only character span to append. + A reference to this instance after the append operation is completed. + + + + Returns a value indicating whether the characters in this instance are equal to the characters in a specified + read-only character span. + + The character span to compare with the current instance. + + The Equals method performs an ordinal comparison to determine whether the characters in the current instance + and span are equal. + + true if the characters in this instance and span are the same; otherwise, false. + + + Appends the specified interpolated string to this instance. + The interpolated string to append. + A reference to this instance after the append operation has completed. + + + Appends the specified interpolated string to this instance. + An object that supplies culture-specific formatting information. + The interpolated string to append. + A reference to this instance after the append operation has completed. + + + Appends the specified interpolated string followed by the default line terminator to the end of the current StringBuilder object. + The interpolated string to append. + A reference to this instance after the append operation has completed. + + + Appends the specified interpolated string followed by the default line terminator to the end of the current StringBuilder object. + An object that supplies culture-specific formatting information. + The interpolated string to append. + A reference to this instance after the append operation has completed. + + + Concatenates the strings of the provided array, using the specified separator between each string, then appends the result to the current instance of the string builder. + The string to use as a separator. separator is included in the joined strings only if values has more than one element. + An array that contains the strings to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Concatenates the string representations of the elements in the provided array of objects, using the specified separator between each member, then appends the result to the current instance of the string builder. + The string to use as a separator. separator is included in the joined strings only if values has more than one element. + An array that contains the strings to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Concatenates the strings of the provided array, using the specified char separator between each string, then appends the result to the current instance of the string builder. + The character to use as a separator. separator is included in the joined strings only if values has more than one element. + An array that contains the strings to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Concatenates the string representations of the elements in the provided array of objects, using the specified char separator between each member, then appends the result to the current instance of the string builder. + The character to use as a separator. separator is included in the joined strings only if values has more than one element. + An array that contains the strings to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Concatenates and appends the members of a collection, using the specified char separator between each member. + The character to use as a separator. separator is included in the joined strings only if values has more than one element. + A collection that contains the objects to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Concatenates and appends the members of a collection, using the specified char separator between each member. + The string to use as a separator. separator is included in the concatenated and appended strings only if values has more than one element. + A collection that contains the objects to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Gets a that will complete when this completes or when the specified has cancellation requested. + The to monitor for a cancellation request. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + Gets a that will complete when this completes or when the specified timeout expires. + The timeout after which the should be faulted with a if it hasn't otherwise completed. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + Gets a that will complete when this completes, when the specified timeout expires, or when the specified has cancellation requested. + The timeout after which the should be faulted with a if it hasn't otherwise completed. + The to monitor for a cancellation request. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + + Gets a that will complete when this completes, or when the specified has cancellation requested. + + The to monitor for a cancellation request. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + + Gets a that will complete when this completes, or when the specified timeout expires. + + The timeout after which the should be faulted with a if it hasn't otherwise completed. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + + Gets a that will complete when this completes, when the specified timeout expires, or when the specified has cancellation requested. + + The timeout after which the should be faulted with a if it hasn't otherwise completed. + The to monitor for a cancellation request. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + + Asynchronously reads the characters from the current stream into a memory block. + + + When this method returns, contains the specified memory block of characters replaced by the characters read + from the current source. + + + The token to monitor for cancellation requests. The default value is . + + + A value task that represents the asynchronous read operation. The value of the type parameter of the value task + contains the number of characters that have been read, or 0 if at the end of the stream and no data was read. + The number will be less than or equal to the length, depending on whether the data is + available within the stream. + + + + + Reads all characters from the current position to the end of the stream asynchronously and returns them as one string. + + The token to monitor for cancellation requests. + A task that represents the asynchronous read operation. The value of the TResult parameter contains + a string with the characters from the current position to the end of the stream. + The number of characters is larger than . + The stream reader has been disposed. + The reader is currently in use by a previous read operation. + + + + Reads a line of characters asynchronously and returns the data as a string. + + The token to monitor for cancellation requests. + A value task that represents the asynchronous read operation. The value of the TResult + parameter contains the next line from the text reader, or is if all of the characters have been read. + The number of characters in the next line is larger than . + The text reader has been disposed. + The reader is currently in use by a previous read operation. + + + + Asynchronously writes a character memory region to the stream. + + The character memory region to write to the stream. + + The token to monitor for cancellation requests. + The default value is . + + A task that represents the asynchronous write operation. + + + + Asynchronously writes the text representation of a character memory region to the stream, followed by a line terminator. + + The character memory region to write to the stream. + + The token to monitor for cancellation requests. + The default value is . + + A task that represents the asynchronous write operation. + + + + Writes a character span to the text stream. + + The character span to write. + + + + Writes the text representation of a character span to the text stream, followed by a line terminator. + + The char span value to write to the text stream. + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Gets a value that indicates whether the current Type represents a type parameter in the definition of a generic method. + + + + + Searches for the MemberInfo on the current Type that matches the specified MemberInfo. + + The MemberInfo to find on the current Type. + The MemberInfo to find on the current Type. + An object representing the member on the current Type that matches the specified member. + + + + The exception that is thrown when an error in input stream occurs during decoding. + + + + + The exception that is thrown when the value of an argument is outside the allowable range. + + + + + Callback progress. + + + input size. -1 if unknown. + + + output size. -1 if unknown. + + + + + Codes streams. + + + input Stream. + + + output Stream. + + + input Size. -1 if unknown. + + + output Size. -1 if unknown. + + + callback progress reference. + + + if input stream is not valid + + + + + Provides the fields that represent properties idenitifiers for compressing. + + + + + Specifies default property. + + + + + Specifies size of dictionary. + + + + + Specifies size of memory for PPM*. + + + + + Specifies order for PPM methods. + + + + + Specifies Block Size. + + + + + + + + Specifies number of fast bytes for LZ*. + + + + + Specifies match finder. LZMA: "BT2", "BT4" or "BT4B". + + + + + Specifies the number of match finder cyckes. + + + + + Specifies number of passes. + + + + + Specifies number of algorithm. + + + + + Specifies the number of threads. + + + + + Specifies mode with end marker. + + + + + LZMA compression helper. + + + + + Compress file using LZMA. + + Input file path. + Output file path. + + + + Decompress file using LZMA. + + Input file path. + Output file path. + + + + Custom component. + + + + + UI name of custom component. + + + + + INI name of custom component. + + + + + Local file system path of custom component. + + + + + Download path of custom component. + + + + + Is download path treated as an absolute URL? + + + + + If set, no archive extension is used for download file path. + + + + + Is this custom component currently being downloaded? + + + + + File identifier from local version file. + + + + + File identifier from server version file. + + + + + File size from server version file. + + + + + Archive file size from server version file. + + + + + Is custom component an archived file? + + + + + Has custom component been initialized? + + + + + Creates new custom component. + + + + + Creates new custom component from given information. + + + + + Starts download for this custom component. + + + + + Stops downloading of this custom component. + + + + + Handles downloading of the custom component. + + + + + Update mirror info. + + + + + Update mirror info. + + + + + Currently set game path for the updater. + + + + + Currently set resource path for the updater. + + + + + Currently set local game ID for the updater. + + + + + Currently set calling executable file name for the updater. + + + + + Gets read-only collection of all custom components. + + + + + Gets read-only collection of all update mirrors. + + + + + Update server URL for current update mirror if available. + + + + + Current version state of the updater. + + + + + Does the currently available update (if applicable) require manual download? + + + + + Manual download URL for currently available update, if available. + + + + + Local version file updater version. + + + + + Local version file game version. + + + + + Server version file game version. + + + + + Size of current update in kilobytes. + + + + + Initializes the updater. + + Path of the root client / game folder. + Path of the resource folder of client / game. + Client settings INI filename. + Local game ID of the current game. + File name of the calling executable. + + + + Checks if there are available updates. + + + + + Checks version information of local files. + + + + + Starts update process. + + + + + Stops current update process. + + + + + Clears current version file information. + + + + + Checks if file + + + + + Moves update mirror down in list of update mirrors. + + Index of mirror to move in the list. + + + + Moves update mirror up in list of update mirrors. + + Index of mirror to move in the list. + + + + Returns whether or not there is a currently active custom component in progress. + + True if custom component download is in progress, otherwise false. + + + + Gets custom component index based on name. + + Name of custom component. + Component index if found, otherwise -1. + + + + Get archive info for a file from version file. + + Version file. + Filename. + Set to archive ID. + Set to archive file size. + + + + Creates file info instance from given information. + + Filename. + File identifier. + File size. + Archive file identifier. + Archive file size. + + + + Deletes file and waits until it has been deleted. + + File to delete. + Maximum time to wait in milliseconds. + + + + Creates all directories required for file path. + + File path. + + + + Parse updater configuration file. + + + + + Parse legacy format updater configuration file. + + List of update mirrors to add update mirrors to. + + + + Performs a version file check on update server. + + + + + Checks if custom components are outdated. + + True if custom components are outdated, otherwise false. + + + + Executes after-update script file. + + + + + Executes pre-update script file. + + True if succesful, otherwise false. + + + + Executes a script file. + + Filename of the script file. + + + + Handle version check. + + + + + Verifies local file version info. + + + + + Downloads files required for update and starts second-stage updater. + + + + + Downloads and handles individual file. + + File info for the file. + Error message if something went wrong, otherwise null. + + + + Updates download progress. + + Progress percentage. + + + + Checks if file path contains ignore masks. + + File path to check. + True if path contains any ignore masks, otherwise false. + + + + Gets keys from INI file section. + + INI file. + Section name. + List of keys or empty list if section does not exist or no keys were found. + + + + Attempts to get file identifier for a file. + + File path of file. + File identifier if successful, otherwise empty string. + + + + Checks file identifiers to see if file is intact. + + Filename in file info. + Filename on system. + Current file identifier. + File identifier if check is successful, otherwise null. + + + + Updater file info. + + + + + Updater file info. + + + + + Updater version state. + + + + diff --git a/package/Resources/Binaries/Windows/DTAConfig.dll b/package/Resources/Binaries/Windows/DTAConfig.dll index 29a3a3f3..95ed48bc 100644 Binary files a/package/Resources/Binaries/Windows/DTAConfig.dll and b/package/Resources/Binaries/Windows/DTAConfig.dll differ diff --git a/package/Resources/Binaries/Windows/DTAConfig.pdb b/package/Resources/Binaries/Windows/DTAConfig.pdb new file mode 100644 index 00000000..b85cdfe6 Binary files /dev/null and b/package/Resources/Binaries/Windows/DTAConfig.pdb differ diff --git a/package/Resources/Binaries/Windows/MonoGame.Framework.dll b/package/Resources/Binaries/Windows/MonoGame.Framework.dll index 00dbf3e0..9a1ccd57 100644 Binary files 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00000000..fc3aea35 Binary files /dev/null and b/package/Resources/Binaries/XNA/ClientGUI.pdb differ diff --git a/package/Resources/Binaries/XNA/ClientUpdater.pdb b/package/Resources/Binaries/XNA/ClientUpdater.pdb new file mode 100644 index 00000000..e1925cba Binary files /dev/null and b/package/Resources/Binaries/XNA/ClientUpdater.pdb differ diff --git a/package/Resources/Binaries/XNA/ClientUpdater.xml b/package/Resources/Binaries/XNA/ClientUpdater.xml new file mode 100644 index 00000000..cec5e841 --- /dev/null +++ b/package/Resources/Binaries/XNA/ClientUpdater.xml @@ -0,0 +1,2819 @@ + + + + ClientUpdater + + + + + Indicates that a parameter captures the expression passed for another parameter as a string. + + + + + Initializes a new instance of the class. + + + The name of the parameter whose expression should be captured as a string. + + + + + Gets the name of the parameter whose expression should be captured as a string. + + + + + Indicates that compiler support for a particular feature is required for the location where this attribute is applied. + + + + + Initialize a new instance of + + The name of the required compiler feature. + + + + The name of the compiler feature. + + + + + If true, the compiler can choose to allow access to the location where this attribute is applied if it does not understand . + + + + + The used for the ref structs C# feature. + + + + + The used for the required members C# feature. + + + + + Disables the built-in runtime managed/unmanaged marshalling subsystem for + P/Invokes, Delegate types, and unmanaged function pointer invocations. + + + The built-in marshalling subsystem has some behaviors that cannot be changed due to + backward-compatibility requirements. This attribute allows disabling the built-in + subsystem and instead uses the following rules for P/Invokes, Delegates, + and unmanaged function pointer invocations: + + - All value types that do not contain reference type fields recursively (unmanaged in C#) are blittable + - Value types that recursively have any fields that have [StructLayout(LayoutKind.Auto)] are disallowed from interop. + - All reference types are disallowed from usage in interop scenarios. + - SetLastError support in P/Invokes is disabled. + - varargs support is disabled. + - LCIDConversionAttribute support is disabled. + + + + + Reserved to be used by the compiler for tracking metadata. This class should not be used by developers in source code. + + + + + Used to indicate to the compiler that a method should be called + in its containing module's initializer. + + + When one or more valid methods + with this attribute are found in a compilation, the compiler will + emit a module initializer which calls each of the attributed methods. + + Certain requirements are imposed on any method targeted with this attribute: + - The method must be `static`. + - The method must be an ordinary member method, as opposed to a property accessor, constructor, local function, etc. + - The method must be parameterless. + - The method must return `void`. + - The method must not be generic or be contained in a generic type. + - The method's effective accessibility must be `internal` or `public`. + + The specification for module initializers in the .NET runtime can be found here: + https://github.com/dotnet/runtime/blob/master/docs/design/specs/Ecma-335-Augments.md#module-initializer + + + + + Specifies that a type has required members or that a member is required. + + + + + Used to indicate to the compiler that the .locals init + flag should not be set in method headers. + + + This attribute is unsafe because it may reveal uninitialized memory to + the application in certain instances (e.g., reading from uninitialized + stackalloc'd memory). If applied to a method directly, the attribute + applies to that method and all nested functions (lambdas, local + functions) below it. If applied to a type or module, it applies to all + methods nested inside. This attribute is intentionally not permitted on + assemblies. Use at the module level instead to apply to multiple type + declarations. + + + + Provides a handler used by the language compiler to process interpolated strings into instances. + + + Expected average length of formatted data used for an individual interpolation expression result. + + This is inherited from string.Format, and could be changed based on further data. + string.Format actually uses `format.Length + args.Length * 8`, but format.Length + includes the format items themselves, e.g. "{0}", and since it's rare to have double-digit + numbers of items, we bump the 8 up to 11 to account for the three extra characters in "{d}", + since the compiler-provided base length won't include the equivalent character count. + + + + Minimum size array to rent from the pool. + Same as stack-allocation size used today by string.Format. + + + Maximum length allowed for a string. + Keep in sync with AllocateString in gchelpers.cpp. + + + Optional provider to pass to IFormattable.ToString or ISpanFormattable.TryFormat calls. + + + Array rented from the array pool and used to back . + + + The span to write into. + + + Position at which to write the next character. + + + Whether provides an ICustomFormatter. + + Custom formatters are very rare. We want to support them, but it's ok if we make them more expensive + in order to make them as pay-for-play as possible. So, we avoid adding another reference type field + to reduce the size of the handler and to reduce required zero'ing, by only storing whether the provider + provides a formatter, rather than actually storing the formatter. This in turn means, if there is a + formatter, we pay for the extra interface call on each AppendFormatted that needs it. + + + + Creates a handler used to translate an interpolated string into a . + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + This is intended to be called only by compiler-generated code. Arguments are not validated as they'd otherwise be for members intended to be used directly. + + + Creates a handler used to translate an interpolated string into a . + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + An object that supplies culture-specific formatting information. + This is intended to be called only by compiler-generated code. Arguments are not validated as they'd otherwise be for members intended to be used directly. + + + Creates a handler used to translate an interpolated string into a . + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + An object that supplies culture-specific formatting information. + A buffer temporarily transferred to the handler for use as part of its formatting. Contents may be overwritten. + This is intended to be called only by compiler-generated code. Arguments are not validated as they'd otherwise be for members intended to be used directly. + + + Derives a default length with which to seed the handler. + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + + + Gets the built . + The built string. + + + Gets the built and clears the handler. + The built string. + + This releases any resources used by the handler. The method should be invoked only + once and as the last thing performed on the handler. Subsequent use is erroneous, ill-defined, + and may destabilize the process, as may using any other copies of the handler after ToStringAndClear + is called on any one of them. + + + + Clears the handler, returning any rented array to the pool. + + + Gets a span of the written characters thus far. + + + Writes the specified string to the handler. + The string to write. + + + Writes the specified value to the handler. + The value to write. + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + The format string. + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + The format string. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The type of the value to write. + + + Writes the specified character span to the handler. + The span to write. + + + Writes the specified string of chars to the handler. + The span to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Writes the specified value to the handler. + The value to write. + + + Writes the specified value to the handler. + The value to write. + + Slow path to handle a custom formatter, potentially null value, + or a string that doesn't fit in the current buffer. + + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Gets whether the provider provides a custom formatter. + + + Formats the value using the custom formatter from the provider. + The value to write. + The format string. + The type of the value to write. + + + Handles adding any padding required for aligning a formatted value in an interpolation expression. + The position at which the written value started. + + Non-zero minimum number of characters that should be written for this value. If the value is negative, it + indicates left-aligned and the required minimum is the absolute value. + + + + + Ensures has the capacity to store beyond . + + + + + Fallback for fast path in when there's not enough space in the destination. + + The string to write. + + + + Fallback for for when not enough space exists in the current buffer. + + The span to write. + + + + Grows to have the capacity to store at least + beyond . + + + + Grows the size of . + + + + Grow the size of to at least the specified . + + + + + Indicates which arguments to a method involving an interpolated string handler should be passed to that handler. + + + + + Initializes a new instance of the class. + + The name of the argument that should be passed to the handler. + may be used as the name of the receiver in an instance method. + + + + Initializes a new instance of the class. + + The names of the arguments that should be passed to the handler. + may be used as the name of the receiver in an instance method. + + + Gets the names of the arguments that should be passed to the handler. + + may be used as the name of the receiver in an instance method. + + + + + Indicates the attributed type is to be used as an interpolated string handler. + + + + + Base type for all platform-specific API attributes. + + + + + Marks APIs that were obsoleted in a given operating system version. + + + Primarily used by OS bindings to indicate APIs that should not be used anymore. + + + + + Records the operating system (and minimum version) that supports an API. Multiple attributes can be + applied to indicate support on multiple operating systems. + + + Callers can apply a + or use guards to prevent calls to APIs on unsupported operating systems. + + A given platform should only be specified once. + + + + + Annotates a custom guard field, property or method with a supported platform name and optional version. + Multiple attributes can be applied to indicate guard for multiple supported platforms. + + + Callers can apply a to a field, property or method + and use that field, property or method in a conditional or assert statements in order to safely call platform specific APIs. + + The type of the field or property should be boolean, the method return type should be boolean in order to be used as platform guard. + + + + + Records the platform that the project targeted. + + + + + Marks APIs that were removed in a given operating system version. + + + Primarily used by OS bindings to indicate APIs that are only available in + earlier versions. + + + + + Annotates the custom guard field, property or method with an unsupported platform name and optional version. + Multiple attributes can be applied to indicate guard for multiple unsupported platforms. + + + Callers can apply a to a field, property or method + and use that field, property or method in a conditional or assert statements as a guard to safely call APIs unsupported on those platforms. + + The type of the field or property should be boolean, the method return type should be boolean in order to be used as platform guard. + + + + + An attribute used to indicate a GC transition should be skipped when making an unmanaged function call. + + + Example of a valid use case. The Win32 `GetTickCount()` function is a small performance related function + that reads some global memory and returns the value. In this case, the GC transition overhead is significantly + more than the memory read. + + using System; + using System.Runtime.InteropServices; + class Program + { + [DllImport("Kernel32")] + [SuppressGCTransition] + static extern int GetTickCount(); + static void Main() + { + Console.WriteLine($"{GetTickCount()}"); + } + } + + + + This attribute is ignored if applied to a method without the . + + Forgoing this transition can yield benefits when the cost of the transition is more than the execution time + of the unmanaged function. However, avoiding this transition removes some of the guarantees the runtime + provides through a normal P/Invoke. When exiting the managed runtime to enter an unmanaged function the + GC must transition from Cooperative mode into Preemptive mode. Full details on these modes can be found at + https://github.com/dotnet/runtime/blob/master/docs/coding-guidelines/clr-code-guide.md#2.1.8. + Suppressing the GC transition is an advanced scenario and should not be done without fully understanding + potential consequences. + + One of these consequences is an impact to Mixed-mode debugging (https://docs.microsoft.com/visualstudio/debugger/how-to-debug-in-mixed-mode). + During Mixed-mode debugging, it is not possible to step into or set breakpoints in a P/Invoke that + has been marked with this attribute. A workaround is to switch to native debugging and set a breakpoint in the native function. + In general, usage of this attribute is not recommended if debugging the P/Invoke is important, for example + stepping through the native code or diagnosing an exception thrown from the native code. + + The runtime may load the native library for method marked with this attribute in advance before the method is called for the first time. + Usage of this attribute is not recommended for platform neutral libraries with conditional platform specific code. + + The P/Invoke method that this attribute is applied to must have all of the following properties: + * Native function always executes for a trivial amount of time (less than 1 microsecond). + * Native function does not perform a blocking syscall (e.g. any type of I/O). + * Native function does not call back into the runtime (e.g. Reverse P/Invoke). + * Native function does not throw exceptions. + * Native function does not manipulate locks or other concurrency primitives. + + Consequences of invalid uses of this attribute: + * GC starvation. + * Immediate runtime termination. + * Data corruption. + + + + + Any method marked with can be directly called from + native code. The function token can be loaded to a local variable using the address-of operator + in C# and passed as a callback to a native method. + + + Methods marked with this attribute have the following restrictions: + * Method must be marked "static". + * Must not be called from managed code. + * Must only have blittable arguments. + + + + + Optional. If omitted, the runtime will use the default platform calling convention. + + + Supplied types must be from the official "System.Runtime.CompilerServices" namespace and + be of the form "CallConvXXX". + + + + + Optional. If omitted, no named export is emitted during compilation. + + + + + Indicates that a parameter captures the expression passed for another parameter as a string. + + + Indicates that an API is experimental and it may change in the future. + + + This attribute allows call sites to be flagged with a diagnostic that indicates that an experimental + feature is used. Authors can use this attribute to ship preview features in their assemblies. + + + + + Initializes a new instance of the class, specifying the ID that the compiler will use + when reporting a use of the API the attribute applies to. + + The ID that the compiler will use when reporting a use of the API the attribute applies to. + + + + Gets the ID that the compiler will use when reporting a use of the API the attribute applies to. + + The unique diagnostic ID. + + The diagnostic ID is shown in build output for warnings and errors. + This property represents the unique ID that can be used to suppress the warnings or errors, if needed. + + + + + Gets or sets the URL for corresponding documentation. + The API accepts a format string instead of an actual URL, creating a generic URL that includes the diagnostic ID. + + The format string that represents a URL to corresponding documentation. + An example format string is https://contoso.com/obsoletion-warnings/{0}. + + + + Specifies that is allowed as an input even if the + corresponding type disallows it. + + + + + Specifies that is disallowed as an input even if the + corresponding type allows it. + + + + + Specifies that a method that will never return under any circumstance. + + + + + Specifies that the method will not return if the associated + parameter is passed the specified value. + + + + + Gets the condition parameter value. + Code after the method is considered unreachable by diagnostics if the argument + to the associated parameter matches this value. + + + + + Initializes a new instance of the + class with the specified parameter value. + + + The condition parameter value. + Code after the method is considered unreachable by diagnostics if the argument + to the associated parameter matches this value. + + + + + Specifies that an output may be even if the + corresponding type disallows it. + + + + + Specifies that when a method returns , + the parameter may be even if the corresponding type disallows it. + + + + + Gets the return value condition. + If the method returns this value, the associated parameter may be . + + + + + Initializes the attribute with the specified return value condition. + + + The return value condition. + If the method returns this value, the associated parameter may be . + + + + + Specifies that the method or property will ensure that the listed field and property members have + not- values. + + + + + Gets field or property member names. + + + + + Initializes the attribute with a field or property member. + + + The field or property member that is promised to be not-null. + + + + + Initializes the attribute with the list of field and property members. + + + The list of field and property members that are promised to be not-null. + + + + + Specifies that the method or property will ensure that the listed field and property members have + non- values when returning with the specified return value condition. + + + + + Gets the return value condition. + + + + + Gets field or property member names. + + + + + Initializes the attribute with the specified return value condition and a field or property member. + + + The return value condition. If the method returns this value, + the associated parameter will not be . + + + The field or property member that is promised to be not-. + + + + + Initializes the attribute with the specified return value condition and list + of field and property members. + + + The return value condition. If the method returns this value, + the associated parameter will not be . + + + The list of field and property members that are promised to be not-null. + + + + + Specifies that an output is not even if the + corresponding type allows it. + + + + + Gets the associated parameter name. + The output will be non- if the argument to the + parameter specified is non-. + + + + + Initializes the attribute with the associated parameter name. + + + The associated parameter name. + The output will be non- if the argument to the + parameter specified is non-. + + + + + Specifies that when a method returns , + the parameter will not be even if the corresponding type allows it. + + + + + Gets the return value condition. + If the method returns this value, the associated parameter will not be . + + + + + Initializes the attribute with the specified return value condition. + + + The return value condition. + If the method returns this value, the associated parameter will not be . + + + + + Specifies that this constructor sets all required members for the current type, and callers + do not need to set any required members themselves. + + + + + Specifies the syntax used in a string. + + + + Initializes the with the identifier of the syntax used. + The syntax identifier. + + + + Initializes the with the identifier of the syntax used. + The syntax identifier. + Optional arguments associated with the specific syntax employed. + + + Gets the identifier of the syntax used. + + + Optional arguments associated with the specific syntax employed. + + + The syntax identifier for strings containing composite formats for string formatting. + + + The syntax identifier for strings containing date format specifiers. + + + The syntax identifier for strings containing date and time format specifiers. + + + The syntax identifier for strings containing format specifiers. + + + The syntax identifier for strings containing format specifiers. + + + The syntax identifier for strings containing JavaScript Object Notation (JSON). + + + The syntax identifier for strings containing numeric format specifiers. + + + The syntax identifier for strings containing regular expressions. + + + The syntax identifier for strings containing time format specifiers. + + + The syntax identifier for strings containing format specifiers. + + + The syntax identifier for strings containing URIs. + + + The syntax identifier for strings containing XML. + + + + States a dependency that one member has on another. + + + This can be used to inform tooling of a dependency that is otherwise not evident purely from + metadata and IL, for example a member relied on via reflection. + + + + + Initializes a new instance of the class + with the specified signature of a member on the same type as the consumer. + + The signature of the member depended on. + + + + Initializes a new instance of the class + with the specified signature of a member on a . + + The signature of the member depended on. + The containing . + + + + Initializes a new instance of the class + with the specified signature of a member on a type in an assembly. + + The signature of the member depended on. + The full name of the type containing the specified member. + The assembly name of the type containing the specified member. + + + + Initializes a new instance of the class + with the specified types of members on a . + + The types of members depended on. + The containing the specified members. + + + + Initializes a new instance of the class + with the specified types of members on a type in an assembly. + + The types of members depended on. + The full name of the type containing the specified members. + The assembly name of the type containing the specified members. + + + + Gets the signature of the member depended on. + + + Either must be a valid string or + must not equal , but not both. + + + + + Gets the which specifies the type + of members depended on. + + + Either must be a valid string or + must not equal , but not both. + + + + + Gets the containing the specified member. + + + If neither nor are specified, + the type of the consumer is assumed. + + + + + Gets the full name of the type containing the specified member. + + + If neither nor are specified, + the type of the consumer is assumed. + + + + + Gets the assembly name of the specified type. + + + is only valid when is specified. + + + + + Gets or sets the condition in which the dependency is applicable, e.g. "DEBUG". + + + + + Specifies the types of members that are dynamically accessed. + + This enumeration has a attribute that allows a + bitwise combination of its member values. + + + + + Specifies no members. + + + + + Specifies the default, parameterless public constructor. + + + + + Specifies all public constructors. + + + + + Specifies all non-public constructors. + + + + + Specifies all public methods. + + + + + Specifies all non-public methods. + + + + + Specifies all public fields. + + + + + Specifies all non-public fields. + + + + + Specifies all public nested types. + + + + + Specifies all non-public nested types. + + + + + Specifies all public properties. + + + + + Specifies all non-public properties. + + + + + Specifies all public events. + + + + + Specifies all non-public events. + + + + + Specifies all interfaces implemented by the type. + + + + + Specifies all members. + + + + + Indicates that certain members on a specified are accessed dynamically, + for example through . + + + This allows tools to understand which members are being accessed during the execution + of a program. + + This attribute is valid on members whose type is or . + + When this attribute is applied to a location of type , the assumption is + that the string represents a fully qualified type name. + + If the attribute is applied to a method it's treated as a special case and it implies + the attribute should be applied to the "this" parameter of the method. As such the attribute + should only be used on instance methods of types assignable to System.Type (or string, but no methods + will use it there). + + + + + Initializes a new instance of the class + with the specified member types. + + The types of members dynamically accessed. + + + + Gets the which specifies the type + of members dynamically accessed. + + + + + Indicates that the specified method requires the ability to generate new code at runtime, + for example through . + + + This allows tools to understand which methods are unsafe to call when compiling ahead of time. + + + + + Initializes a new instance of the class + with the specified message. + + + A message that contains information about the usage of dynamic code. + + + + + Gets a message that contains information about the usage of dynamic code. + + + + + Gets or sets an optional URL that contains more information about the method, + why it requires dynamic code, and what options a consumer has to deal with it. + + + + + Indicates that the specified method requires dynamic access to code that is not referenced + statically, for example through . + + + This allows tools to understand which methods are unsafe to call when removing unreferenced + code from an application. + + + + + Initializes a new instance of the class + with the specified message. + + + A message that contains information about the usage of unreferenced code. + + + + + Gets a message that contains information about the usage of unreferenced code. + + + + + Gets or sets an optional URL that contains more information about the method, + why it requires unreferenced code, and what options a consumer has to deal with it. + + + + + Suppresses reporting of a specific rule violation, allowing multiple suppressions on a + single code artifact. + + + is different than + in that it doesn't have a + . So it is always preserved in the compiled assembly. + + + + + Initializes a new instance of the + class, specifying the category of the tool and the identifier for an analysis rule. + + The category for the attribute. + The identifier of the analysis rule the attribute applies to. + + + + Gets the category identifying the classification of the attribute. + + + The property describes the tool or tool analysis category + for which a message suppression attribute applies. + + + + + Gets the identifier of the analysis tool rule to be suppressed. + + + Concatenated together, the and + properties form a unique check identifier. + + + + + Gets or sets the scope of the code that is relevant for the attribute. + + + The Scope property is an optional argument that specifies the metadata scope for which + the attribute is relevant. + + + + + Gets or sets a fully qualified path that represents the target of the attribute. + + + The property is an optional argument identifying the analysis target + of the attribute. An example value is "System.IO.Stream.ctor():System.Void". + Because it is fully qualified, it can be long, particularly for targets such as parameters. + The analysis tool user interface should be capable of automatically formatting the parameter. + + + + + Gets or sets an optional argument expanding on exclusion criteria. + + + The property is an optional argument that specifies additional + exclusion where the literal metadata target is not sufficiently precise. For example, + the cannot be applied within a method, + and it may be desirable to suppress a violation against a statement in the method that will + give a rule violation, but not against all statements in the method. + + + + + Gets or sets the justification for suppressing the code analysis message. + + + + + Used to indicate a byref escapes and is not scoped. + + + + There are several cases where the C# compiler treats a as implicitly + - where the compiler does not allow the to escape the method. + + + For example: + + for instance methods. + parameters that refer to types. + parameters. + + + + This attribute is used in those instances where the should be allowed to escape. + + + Applying this attribute, in any form, has impact on consumers of the applicable API. It is necessary for + API authors to understand the lifetime implications of applying this attribute and how it may impact their users. + + + + + + Types and Methods attributed with StackTraceHidden will be omitted from the stack trace text shown in StackTrace.ToString() + and Exception.StackTrace + + + + + Exception thrown when the program executes an instruction that was thought to be unreachable. + + + + + + + Initializes a new instance of the class with the default error message. + + + + + Initializes a new instance of the + class with a specified error message. + + The error message that explains the reason for the exception. + + + + Initializes a new instance of the + class with a specified error message and a reference to the inner exception that is the cause of + this exception. + + The error message that explains the reason for the exception. + The exception that is the cause of the current exception. + + + Represent a type can be used to index a collection either from the start or the end. + + Index is used by the C# compiler to support the new index syntax + + int[] someArray = new int[5] { 1, 2, 3, 4, 5 } ; + int lastElement = someArray[^1]; // lastElement = 5 + + + + + Construct an Index using a value and indicating if the index is from the start or from the end. + The index value. it has to be zero or positive number. + Indicating if the index is from the start or from the end. + + If the Index constructed from the end, index value 1 means pointing at the last element and index value 0 means pointing at beyond last element. + + + + Create an Index pointing at first element. + + + Create an Index pointing at beyond last element. + + + Create an Index from the start at the position indicated by the value. + The index value from the start. + + + Create an Index from the end at the position indicated by the value. + The index value from the end. + + + Returns the index value. + + + Indicates whether the index is from the start or the end. + + + Calculate the offset from the start using the giving collection length. + The length of the collection that the Index will be used with. length has to be a positive value + + For performance reason, we don't validate the input length parameter and the returned offset value against negative values. + we don't validate either the returned offset is greater than the input length. + It is expected Index will be used with collections which always have non negative length/count. If the returned offset is negative and + then used to index a collection will get out of range exception which will be same affect as the validation. + + + + Indicates whether the current Index object is equal to another object of the same type. + An object to compare with this object + + + Indicates whether the current Index object is equal to another Index object. + An object to compare with this object + + + Returns the hash code for this instance. + + + Converts integer number to an Index. + + + Converts the value of the current Index object to its equivalent string representation. + + + Represent a range has start and end indexes. + + Range is used by the C# compiler to support the range syntax. + + int[] someArray = new int[5] { 1, 2, 3, 4, 5 }; + int[] subArray1 = someArray[0..2]; // { 1, 2 } + int[] subArray2 = someArray[1..^0]; // { 2, 3, 4, 5 } + + + + + Represent a range has start and end indexes. + + Range is used by the C# compiler to support the range syntax. + + int[] someArray = new int[5] { 1, 2, 3, 4, 5 }; + int[] subArray1 = someArray[0..2]; // { 1, 2 } + int[] subArray2 = someArray[1..^0]; // { 2, 3, 4, 5 } + + + + + Converts the value of the current Range object to its equivalent string representation. + + + Create a Range object starting from start index to the end of the collection. + + + Create a Range object starting from first element in the collection to the end Index. + + + Create a Range object starting from first element to the end. + + + Calculate the start offset and length of range object using a collection length. + The length of the collection that the range will be used with. length has to be a positive value. + + For performance reason, we don't validate the input length parameter against negative values. + It is expected Range will be used with collections which always have non negative length/count. + We validate the range is inside the length scope though. + + + + + A class that represents nullability info + + + + + The of the member or generic parameter + to which this NullabilityInfo belongs + + + + + The nullability read state of the member + + + + + The nullability write state of the member + + + + + If the member type is an array, gives the of the elements of the array, null otherwise + + + + + If the member type is a generic type, gives the array of for each type parameter + + + + + An enum that represents nullability state + + + + + Nullability context not enabled (oblivious) + + + + + Non nullable value or reference type + + + + + Nullable value or reference type + + + + + Provides APIs for populating nullability information/context from reflection members: + , , and . + + + + + Populates for the given . + If the nullablePublicOnly feature is set for an assembly, like it does in .NET SDK, the private and/or internal member's + nullability attributes are omitted, in this case the API will return NullabilityState.Unknown state. + + The parameter which nullability info gets populated + If the parameterInfo parameter is null + + + + + Populates for the given . + If the nullablePublicOnly feature is set for an assembly, like it does in .NET SDK, the private and/or internal member's + nullability attributes are omitted, in this case the API will return NullabilityState.Unknown state. + + The parameter which nullability info gets populated + If the propertyInfo parameter is null + + + + + Populates for the given . + If the nullablePublicOnly feature is set for an assembly, like it does in .NET SDK, the private and/or internal member's + nullability attributes are omitted, in this case the API will return NullabilityState.Unknown state. + + The parameter which nullability info gets populated + If the eventInfo parameter is null + + + + + Populates for the given + If the nullablePublicOnly feature is set for an assembly, like it does in .NET SDK, the private and/or internal member's + nullability attributes are omitted, in this case the API will return NullabilityState.Unknown state. + + The parameter which nullability info gets populated + If the fieldInfo parameter is null + + + + Provides a handler used by the language compiler to append interpolated strings into instances. + + + The associated StringBuilder to which to append. + + + Optional provider to pass to IFormattable.ToString or ISpanFormattable.TryFormat calls. + + + Whether provides an ICustomFormatter. + + Custom formatters are very rare. We want to support them, but it's ok if we make them more expensive + in order to make them as pay-for-play as possible. So, we avoid adding another reference type field + to reduce the size of the handler and to reduce required zero'ing, by only storing whether the provider + provides a formatter, rather than actually storing the formatter. This in turn means, if there is a + formatter, we pay for the extra interface call on each AppendFormatted that needs it. + + + + Creates a handler used to append an interpolated string into a . + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + The associated StringBuilder to which to append. + This is intended to be called only by compiler-generated code. Arguments are not validated as they'd otherwise be for members intended to be used directly. + + + Creates a handler used to translate an interpolated string into a . + The number of constant characters outside of interpolation expressions in the interpolated string. + The number of interpolation expressions in the interpolated string. + The associated StringBuilder to which to append. + An object that supplies culture-specific formatting information. + This is intended to be called only by compiler-generated code. Arguments are not validated as they'd otherwise be for members intended to be used directly. + + + Writes the specified string to the handler. + The string to write. + + + Writes the specified value to the handler. + The value to write. + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + The format string. + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The type of the value to write. + + + Writes the specified value to the handler. + The value to write. + The format string. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The type of the value to write. + + + Formats into temporary space and then appends the result into the StringBuilder. + + + Writes the specified character span to the handler. + The span to write. + + + Writes the specified string of chars to the handler. + The span to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Writes the specified value to the handler. + The value to write. + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Writes the specified value to the handler. + The value to write. + + Minimum number of characters that should be written for this value. If the value is negative, it indicates + left-aligned and the required minimum is the absolute value. + + The format string. + + + Formats the value using the custom formatter from the provider. + The value to write. + The format string. + The type of the value to write. + + + Provides functionality to format the string representation of an object into a span. + + + Tries to format the value of the current instance into the provided span of characters. + When this method returns, this instance's value formatted as a span of characters. + When this method returns, the number of characters that were written in . + A span containing the characters that represent a standard or custom format string that defines the acceptable format for . + An optional object that supplies culture-specific formatting information for . + if the formatting was successful; otherwise, . + + An implementation of this interface should produce the same string of characters as an implementation of + on the same type. + TryFormat should return false only if there is not enough space in the destination buffer. Any other failures should throw an exception. + + + + + Retrieves an array of the values of the constants in a specified enumeration type. + + An array that contains the values of the constants in TEnum. + + + + Retrieves an array of the names of the constants in a specified enumeration type. + + A string array of the names of the constants in TEnum. + + + + Static and thread safe wrapper around NullabilityInfoContext. + + + + + Registers a delegate that will be called when this + CancellationToken is canceled. + + + + If this token is already in the canceled state, the delegate will be run immediately and synchronously. + Any exception the delegate generates will be propagated out of this method call. + + + ExecutionContext is not captured nor flowed + to the callback's invocation. + + + The delegate to be executed when the CancellationToken is canceled. + The state to pass to the when the delegate is invoked. This may be null. + The instance that can + be used to unregister the callback. + is null. + + + Registers a delegate that will be called when this CancellationToken is canceled. + + If this token is already in the canceled state, the delegate will be run immediately and synchronously. Any exception the delegate + generates will be propagated out of this method call. The current ExecutionContext, if one exists, + will be captured along with the delegate and will be used when executing it. The current is not captured. + + The delegate to be executed when the CancellationToken is canceled. + The state to pass to the when the delegate is invoked. This may be null. + The instance that can be used to unregister the callback. + is null. + + + Registers a delegate that will be called when this CancellationToken is canceled. + + If this token is already in the canceled state, the delegate will be run immediately and synchronously. Any exception the delegate + generates will be propagated out of this method call. is not captured nor flowed to the callback's invocation. + + The delegate to be executed when the CancellationToken is canceled. + The state to pass to the when the delegate is invoked. This may be null. + The instance that can be used to unregister the callback. + is null. + + + Communicates a request for cancellation asynchronously. + + + The associated will be notified of the cancellation + and will synchronously transition to a state where returns true. + Any callbacks or cancelable operations registered with the will be executed asynchronously, + with the returned representing their eventual completion. + + + Callbacks registered with the token should not throw exceptions. + However, any such exceptions that are thrown will be aggregated into an , + such that one callback throwing an exception will not prevent other registered callbacks from being executed. + + + The that was captured when each callback was registered + will be reestablished when the callback is invoked. + + + This has been disposed. + + + + Removes the value with the specified key from the , and copies the element + to the value parameter. + + A dictionary with keys of type TKey and values of type TValue. + The key of the element to remove. + The removed element. + The type of the keys in the dictionary. + The type of the values in the dictionary. + true if the element is successfully found and removed; otherwise, false. + is null. + + + + Produces a set items excluding by using the default equality comparer to compare values. + + An whose elements that are not equal to will be returned. + An that is elements equal it will cause those elements to be removed from the returned sequence. + The type of the elements of . + A sequence that contains the items of but excluding . + + + + Produces the set difference of two sequences by using the default equality comparer to compare values. + + An whose elements that are not equal to will be returned. + An that is elements equal it will cause those elements to be removed from the returned sequence. + The type of the elements of . + A sequence that contains the items of but excluding . + + + + Produces a set items excluding by using to compare values. + + An whose elements that are not equal to will be returned. + An that is elements equal it will cause those elements to be removed from the returned sequence. + An to compare values. + The type of the elements of . + A sequence that contains the items of but excluding . + + + + Produces the set difference of two sequences by to compare values. + + An whose elements that are not equal to will be returned. + An that is elements equal it will cause those elements to be removed from the returned sequence. + The type of the elements of . + A sequence that contains the items of but excluding . + + + + Split the elements of a sequence into chunks of size at most . + + + Every chunk except the last will be of size . + The last chunk will contain the remaining elements and may be of a smaller size. + + An whose elements to chunk. + Maximum size of each chunk. + The type of the elements of source. + + An that contains the elements the input sequence split into chunks of size . + + is null. + is below 1. + + + + Returns the maximum value in a generic sequence according to a specified key selector function. + + The type of the elements of . + The type of key to compare elements by. + A sequence of values to determine the maximum value of. + A function to extract the key for each element. + The value with the maximum key in the sequence. + is . + No key extracted from implements the or interface. + + If is a reference type and the source sequence is empty or contains only values that are , this method returns . + + + + Returns the maximum value in a generic sequence according to a specified key selector function. + The type of the elements of . + The type of key to compare elements by. + A sequence of values to determine the maximum value of. + A function to extract the key for each element. + The to compare keys. + The value with the maximum key in the sequence. + is . + No key extracted from implements the or interface. + + If is a reference type and the source sequence is empty or contains only values that are , this method returns . + + + + + Returns the minimum value in a generic sequence according to a specified key selector function. + + The type of the elements of . + The type of key to compare elements by. + A sequence of values to determine the minby value of. + A function to extract the key for each element. + The value with the minimum key in the sequence. + is . + No key extracted from implements the or interface. + + If is a reference type and the source sequence is empty or contains only values that are , this method returns . + + + + Returns the minimum value in a generic sequence according to a specified key selector function. + The type of the elements of . + The type of key to compare elements by. + A sequence of values to determine the minimum value of. + A function to extract the key for each element. + The to compare keys. + The value with the minimum key in the sequence. + is . + No key extracted from implements the or interface. + + If is a reference type and the source sequence is empty or contains only values that are , this method returns . + + + + + Returns a new enumerable collection that contains the elements from source with the last count elements of the + source collection omitted. + + An enumerable collection instance. + The number of elements to omit from the end of the collection. + The type of the elements in the enumerable collection. + A new enumerable collection that contains the elements from source minus count elements from the end + of the collection. + + + + Tries to get the value associated with the specified key in the dictionary. + + A dictionary with keys of type TKey and values of type TValue. + The key of the value to get. + The type of the keys in the dictionary. + The type of the values in the dictionary. + + A TValue instance. When the method is successful, the returned object is the value associated with + the specified key. When the method fails, it returns the default value for TValue. + + + + + Tries to get the value associated with the specified key in the dictionary. + + A dictionary with keys of type TKey and values of type TValue. + The key of the value to get. + A dictionary with keys of type TKey and values of type TValue. + The type of the keys in the dictionary. + The type of the values in the dictionary. + + A TValue instance. When the method is successful, the returned object is the value associated with + the specified key. When the method fails, it returns the default value for TValue. + + + + + Deconstructs the current + + The key of the current . + The value of the current . + + + + Indicates whether a specified value is found in a read-only span. Values are compared using IEquatable{T}.Equals(T). + + The value to search for. + true if found, false otherwise. + + + + Indicates whether a specified value is found in a only span. Values are compared using IEquatable{T}.Equals(T). + + The value to search for. + true if found, false otherwise. + + + + Determines whether two sequences are equal by comparing the elements using IEquatable{T}.Equals(T). + + The first sequence to compare. + The second sequence to compare. + true if the two sequences are equal; otherwise, false. + + + + Determines whether two sequences are equal by comparing the elements using IEquatable{T}.Equals(T). + + The first sequence to compare. + The second sequence to compare. + true if the two sequences are equal; otherwise, false. + + + + Determines whether a read-only character span begins with a specified value when compared using a specified value. + + The source span. + The sequence to compare to the beginning of the source span. + An enumeration value that determines how span and value are compared. + true if value matches the beginning of span; otherwise, false. + + + + Determines whether a specified sequence appears at the start of a span. + + The source span. + The sequence to compare to the beginning of the source span. + true if value matches the beginning of span; otherwise, false. + + + + Determines whether the end of the span matches the specified value when compared using the specified option. + + The source span. + The sequence to compare to the end of the source span. + An enumeration value that determines how span and value are compared. + true if value matches the end of span; otherwise, false. + + + + Determines whether the specified sequence appears at the end of a span. + + The source span. + The sequence to compare to the end of the source span. + true if value matches the end of span; otherwise, false. + + + + Gets the nanosecond component of the time represented by the current object. + + + + + Gets the nanosecond component of the time represented by the current object. + + + + + Gets the nanosecond component of the time represented by the current object. + + + + + Gets the microsecond component of the time represented by the current object. + + + + + Gets the microsecond component of the time represented by the current object. + + + + + Gets the microsecond component of the time represented by the current object. + + + + + Returns a new object that adds a specified number of microseconds to the value of this instance.. + + + + + Returns a new object that adds a specified number of microseconds to the value of this instance.. + + + + + Instructs the Process component to wait for the associated process to exit, or + for the to be canceled. + + + Calling this method will set to . + + + A task that will complete when the process has exited, cancellation has been requested, + or an error occurs. + + + + + Asynchronously reads a sequence of bytes from the current stream, advances the position within the stream by + the number of bytes read, and monitors cancellation requests. + + The region of memory to write the data into. + + The token to monitor for cancellation requests. The default value is . + + + A task that represents the asynchronous read operation. The value of its Result property contains the + total number of bytes read into the buffer. The result value can be less than the number of bytes allocated in + the buffer if that many bytes are not currently available, or it can be 0 (zero) if the end of the stream has + been reached. + + + + + Asynchronously writes a sequence of bytes to the current stream, advances the current position + within this stream by the number of bytes written, and monitors cancellation requests. + + The region of memory to write data from. + + The token to monitor for cancellation requests. The default value is . + + A task that represents the asynchronous write operation. + + + + Asynchronously reads the bytes from the current stream and writes them to another stream, using a specified + cancellation token. Both streams positions are advanced by the number of bytes copied. + + The stream to which the contents of the current stream will be copied. + + The token to monitor for cancellation requests. The default value is . + + A task that represents the asynchronous copy operation. + + + + Copies the contents of this string into the destination span. + + The span into which to copy this string's contents + + + + Copies the contents of this string into the destination span. + + The span into which to copy this string's contents + true if the data was copied; false if the destination was too short to fit the contents of the string. + + + + Returns the hash code for this string using the specified rules. + + One of the enumeration values that specifies the rules to use in the comparison. + A 32-bit signed integer hash code. + + + + Returns a value indicating whether a specified string occurs within this string, using the specified comparison rules. + + The string to seek. + One of the enumeration values that specifies the rules to use in the comparison. + true if the value parameter occurs within this string, or if value is the empty string (""); otherwise, false. + + + + Determines whether this string instance starts with the specified character. + + The character to compare. + This method performs an ordinal (case-sensitive and culture-insensitive) comparison. + true if value matches the beginning of this string; otherwise, false. + + + + Returns a value indicating whether a specified character occurs within this string. + + The character to seek. + This method performs an ordinal (case-sensitive and culture-insensitive) comparison. + true if the value parameter occurs within this string; otherwise, false. + + + + Splits a string into a maximum number of substrings based on a specified delimiting character and, optionally, + options. Splits a string into a maximum number of substrings based on the provided character separator, + optionally omitting empty substrings from the result. + + A character that delimits the substrings in this instance. + A bitwise combination of the enumeration values that specifies whether to trim substrings + and include empty substrings. + An array that contains at most count substrings from this instance that are delimited by separator. + + + + Splits a string into a maximum number of substrings based on a specified delimiting character and, optionally, + options. Splits a string into a maximum number of substrings based on the provided character separator, + optionally omitting empty substrings from the result. + + A character that delimits the substrings in this instance. + The maximum number of elements expected in the array. + A bitwise combination of the enumeration values that specifies whether to trim substrings + and include empty substrings. + An array that contains at most count substrings from this instance that are delimited by separator. + + + + Returns a value indicating whether a specified character occurs within this string. + + This method performs an ordinal (case-sensitive and culture-insensitive) comparison. + The character to seek. + true if the value parameter occurs within this string; otherwise, false. + + + + Copies the characters from a specified segment of this instance to a destination Char span. + + The starting position in this instance where characters will be copied from. The index is zero-based. + The writable span where characters will be copied. + The number of characters to be copied. + + + + Appends the string representation of a specified read-only character span to this instance. + + The read-only character span to append. + A reference to this instance after the append operation is completed. + + + + Returns a value indicating whether the characters in this instance are equal to the characters in a specified + read-only character span. + + The character span to compare with the current instance. + + The Equals method performs an ordinal comparison to determine whether the characters in the current instance + and span are equal. + + true if the characters in this instance and span are the same; otherwise, false. + + + Appends the specified interpolated string to this instance. + The interpolated string to append. + A reference to this instance after the append operation has completed. + + + Appends the specified interpolated string to this instance. + An object that supplies culture-specific formatting information. + The interpolated string to append. + A reference to this instance after the append operation has completed. + + + Appends the specified interpolated string followed by the default line terminator to the end of the current StringBuilder object. + The interpolated string to append. + A reference to this instance after the append operation has completed. + + + Appends the specified interpolated string followed by the default line terminator to the end of the current StringBuilder object. + An object that supplies culture-specific formatting information. + The interpolated string to append. + A reference to this instance after the append operation has completed. + + + Concatenates the strings of the provided array, using the specified separator between each string, then appends the result to the current instance of the string builder. + The string to use as a separator. separator is included in the joined strings only if values has more than one element. + An array that contains the strings to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Concatenates the string representations of the elements in the provided array of objects, using the specified separator between each member, then appends the result to the current instance of the string builder. + The string to use as a separator. separator is included in the joined strings only if values has more than one element. + An array that contains the strings to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Concatenates the strings of the provided array, using the specified char separator between each string, then appends the result to the current instance of the string builder. + The character to use as a separator. separator is included in the joined strings only if values has more than one element. + An array that contains the strings to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Concatenates the string representations of the elements in the provided array of objects, using the specified char separator between each member, then appends the result to the current instance of the string builder. + The character to use as a separator. separator is included in the joined strings only if values has more than one element. + An array that contains the strings to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Concatenates and appends the members of a collection, using the specified char separator between each member. + The character to use as a separator. separator is included in the joined strings only if values has more than one element. + A collection that contains the objects to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Concatenates and appends the members of a collection, using the specified char separator between each member. + The string to use as a separator. separator is included in the concatenated and appended strings only if values has more than one element. + A collection that contains the objects to concatenate and append to the current instance of the string builder. + A reference to this instance after the append operation has completed. + + + Gets a that will complete when this completes or when the specified has cancellation requested. + The to monitor for a cancellation request. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + Gets a that will complete when this completes or when the specified timeout expires. + The timeout after which the should be faulted with a if it hasn't otherwise completed. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + Gets a that will complete when this completes, when the specified timeout expires, or when the specified has cancellation requested. + The timeout after which the should be faulted with a if it hasn't otherwise completed. + The to monitor for a cancellation request. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + + Gets a that will complete when this completes, or when the specified has cancellation requested. + + The to monitor for a cancellation request. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + + Gets a that will complete when this completes, or when the specified timeout expires. + + The timeout after which the should be faulted with a if it hasn't otherwise completed. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + + Gets a that will complete when this completes, when the specified timeout expires, or when the specified has cancellation requested. + + The timeout after which the should be faulted with a if it hasn't otherwise completed. + The to monitor for a cancellation request. + The representing the asynchronous wait. It may or may not be the same instance as the current instance. + + + + Asynchronously reads the characters from the current stream into a memory block. + + + When this method returns, contains the specified memory block of characters replaced by the characters read + from the current source. + + + The token to monitor for cancellation requests. The default value is . + + + A value task that represents the asynchronous read operation. The value of the type parameter of the value task + contains the number of characters that have been read, or 0 if at the end of the stream and no data was read. + The number will be less than or equal to the length, depending on whether the data is + available within the stream. + + + + + Reads all characters from the current position to the end of the stream asynchronously and returns them as one string. + + The token to monitor for cancellation requests. + A task that represents the asynchronous read operation. The value of the TResult parameter contains + a string with the characters from the current position to the end of the stream. + The number of characters is larger than . + The stream reader has been disposed. + The reader is currently in use by a previous read operation. + + + + Reads a line of characters asynchronously and returns the data as a string. + + The token to monitor for cancellation requests. + A value task that represents the asynchronous read operation. The value of the TResult + parameter contains the next line from the text reader, or is if all of the characters have been read. + The number of characters in the next line is larger than . + The text reader has been disposed. + The reader is currently in use by a previous read operation. + + + + Asynchronously writes a character memory region to the stream. + + The character memory region to write to the stream. + + The token to monitor for cancellation requests. + The default value is . + + A task that represents the asynchronous write operation. + + + + Asynchronously writes the text representation of a character memory region to the stream, followed by a line terminator. + + The character memory region to write to the stream. + + The token to monitor for cancellation requests. + The default value is . + + A task that represents the asynchronous write operation. + + + + Writes a character span to the text stream. + + The character span to write. + + + + Writes the text representation of a character span to the text stream, followed by a line terminator. + + The char span value to write to the text stream. + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Tries to format the value of the current instance into the provided span of characters. + + + + + Gets a value that indicates whether the current Type represents a type parameter in the definition of a generic method. + + + + + Searches for the MemberInfo on the current Type that matches the specified MemberInfo. + + The MemberInfo to find on the current Type. + The MemberInfo to find on the current Type. + An object representing the member on the current Type that matches the specified member. + + + + The exception that is thrown when an error in input stream occurs during decoding. + + + + + The exception that is thrown when the value of an argument is outside the allowable range. + + + + + Callback progress. + + + input size. -1 if unknown. + + + output size. -1 if unknown. + + + + + Codes streams. + + + input Stream. + + + output Stream. + + + input Size. -1 if unknown. + + + output Size. -1 if unknown. + + + callback progress reference. + + + if input stream is not valid + + + + + Provides the fields that represent properties idenitifiers for compressing. + + + + + Specifies default property. + + + + + Specifies size of dictionary. + + + + + Specifies size of memory for PPM*. + + + + + Specifies order for PPM methods. + + + + + Specifies Block Size. + + + + + + + + Specifies number of fast bytes for LZ*. + + + + + Specifies match finder. LZMA: "BT2", "BT4" or "BT4B". + + + + + Specifies the number of match finder cyckes. + + + + + Specifies number of passes. + + + + + Specifies number of algorithm. + + + + + Specifies the number of threads. + + + + + Specifies mode with end marker. + + + + + LZMA compression helper. + + + + + Compress file using LZMA. + + Input file path. + Output file path. + + + + Decompress file using LZMA. + + Input file path. + Output file path. + + + + Custom component. + + + + + UI name of custom component. + + + + + INI name of custom component. + + + + + Local file system path of custom component. + + + + + Download path of custom component. + + + + + Is download path treated as an absolute URL? + + + + + If set, no archive extension is used for download file path. + + + + + Is this custom component currently being downloaded? + + + + + File identifier from local version file. + + + + + File identifier from server version file. + + + + + File size from server version file. + + + + + Archive file size from server version file. + + + + + Is custom component an archived file? + + + + + Has custom component been initialized? + + + + + Creates new custom component. + + + + + Creates new custom component from given information. + + + + + Starts download for this custom component. + + + + + Stops downloading of this custom component. + + + + + Handles downloading of the custom component. + + + + + Update mirror info. + + + + + Update mirror info. + + + + + Currently set game path for the updater. + + + + + Currently set resource path for the updater. + + + + + Currently set local game ID for the updater. + + + + + Currently set calling executable file name for the updater. + + + + + Gets read-only collection of all custom components. + + + + + Gets read-only collection of all update mirrors. + + + + + Update server URL for current update mirror if available. + + + + + Current version state of the updater. + + + + + Does the currently available update (if applicable) require manual download? + + + + + Manual download URL for currently available update, if available. + + + + + Local version file updater version. + + + + + Local version file game version. + + + + + Server version file game version. + + + + + Size of current update in kilobytes. + + + + + Initializes the updater. + + Path of the root client / game folder. + Path of the resource folder of client / game. + Client settings INI filename. + Local game ID of the current game. + File name of the calling executable. + + + + Checks if there are available updates. + + + + + Checks version information of local files. + + + + + Starts update process. + + + + + Stops current update process. + + + + + Clears current version file information. + + + + + Checks if file + + + + + Moves update mirror down in list of update mirrors. + + Index of mirror to move in the list. + + + + Moves update mirror up in list of update mirrors. + + Index of mirror to move in the list. + + + + Returns whether or not there is a currently active custom component in progress. + + True if custom component download is in progress, otherwise false. + + + + Gets custom component index based on name. + + Name of custom component. + Component index if found, otherwise -1. + + + + Get archive info for a file from version file. + + Version file. + Filename. + Set to archive ID. + Set to archive file size. + + + + Creates file info instance from given information. + + Filename. + File identifier. + File size. + Archive file identifier. + Archive file size. + + + + Deletes file and waits until it has been deleted. + + File to delete. + Maximum time to wait in milliseconds. + + + + Creates all directories required for file path. + + File path. + + + + Parse updater configuration file. + + + + + Parse legacy format updater configuration file. + + List of update mirrors to add update mirrors to. + + + + Performs a version file check on update server. + + + + + Checks if custom components are outdated. + + True if custom components are outdated, otherwise false. + + + + Executes after-update script file. + + + + + Executes pre-update script file. + + True if succesful, otherwise false. + + + + Executes a script file. + + Filename of the script file. + + + + Handle version check. + + + + + Verifies local file version info. + + + + + Downloads files required for update and starts second-stage updater. + + + + + Downloads and handles individual file. + + File info for the file. + Error message if something went wrong, otherwise null. + + + + Updates download progress. + + Progress percentage. + + + + Checks if file path contains ignore masks. + + File path to check. + True if path contains any ignore masks, otherwise false. + + + + Gets keys from INI file section. + + INI file. + Section name. + List of keys or empty list if section does not exist or no keys were found. + + + + Attempts to get file identifier for a file. + + File path of file. + File identifier if successful, otherwise empty string. + + + 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a/package/Resources/BinariesNET8/XNA/clientxna.pdb b/package/Resources/BinariesNET8/XNA/clientxna.pdb new file mode 100644 index 00000000..a2298fe4 Binary files /dev/null and b/package/Resources/BinariesNET8/XNA/clientxna.pdb differ diff --git a/package/Resources/BinariesNET8/XNA/clientxna.runtimeconfig.json b/package/Resources/BinariesNET8/XNA/clientxna.runtimeconfig.json new file mode 100644 index 00000000..8fbd17c6 --- /dev/null +++ b/package/Resources/BinariesNET8/XNA/clientxna.runtimeconfig.json @@ -0,0 +1,19 @@ +{ + "runtimeOptions": { + "tfm": "net8.0", + "frameworks": [ + { + "name": "Microsoft.NETCore.App", + "version": "8.0.0" + }, + { + "name": "Microsoft.WindowsDesktop.App", + "version": "8.0.0" + } + ], + "configProperties": { + "System.Reflection.Metadata.MetadataUpdater.IsSupported": false, + "System.Runtime.Serialization.EnableUnsafeBinaryFormatterSerialization": true + } + } +} \ No newline at end of file diff --git a/package/Resources/BinariesNET8/lzo.net.dll b/package/Resources/BinariesNET8/lzo.net.dll new file mode 100644 index 00000000..d5a8c307 Binary files /dev/null and b/package/Resources/BinariesNET8/lzo.net.dll differ diff --git a/package/Resources/BootCampicon.png b/package/Resources/BootCampicon.png new file mode 100644 index 00000000..d5f0a23a Binary files /dev/null and b/package/Resources/BootCampicon.png differ diff --git a/package/Resources/CampaignSelector.ini b/package/Resources/CampaignSelector.ini new file mode 100644 index 00000000..2a623674 --- /dev/null +++ b/package/Resources/CampaignSelector.ini @@ -0,0 +1,50 @@ +[INISystem] +BasedOn=GenericWindow.ini + +[CampaignSelector] +Size=800,600 +BackgroundTexture=cncnetlobbybg.png +DrawMode=Stretched + +[lblSelectCampaign] +Text=MISSIONS +Location=12,12 + +[lbCampaignList] +Size=300,551 +Location=12,36 + +[lblMissionDescriptionHeader] +Text=MISSION DESCRIPTION +Location=320,12 + +[tbMissionDescription] +BackgroundTexture=50percenttransparent.png +Size=467,350 +Location=320,36 + +[lblDifficultyLevel] +Location=488,440 + +[trbDifficultySelector] +Location=393,462 +BackgroundTexture=50percenttransparent.png +ClickSound=checkbox.wav + +[lblEasy] +Location=429,510 +Text=EASY + +[lblNormal] +Location=523,510 +Text=NORMAL + +[lblHard] +Location=637,510 +Text=HARD + +[btnLaunch] +Location=393,564 + +[btnCancel] +Location=574,564 diff --git a/package/Resources/ClassicMode.mix b/package/Resources/ClassicMode.mix deleted file mode 100644 index 4aaf7ed0..00000000 Binary files a/package/Resources/ClassicMode.mix and /dev/null differ diff --git a/package/Resources/ClientDefinitions.ini b/package/Resources/ClientDefinitions.ini index 3277f18b..86e113b4 100644 --- a/package/Resources/ClientDefinitions.ini +++ b/package/Resources/ClientDefinitions.ini @@ -5,8 +5,18 @@ [Settings] SaveSkirmishGameOptions=yes + +; The filename of the game executable to launch +; Accepts multiple entries separated with a comma, +; but currently only the first entry is ever used. GameExecutableNames=gamemd-spawn.exe -;ExtraCommandLineParams= +; Game launcher executable such as Syringe. +GameLauncherExecutableName=syringe.exe +; Game executable name for Linux/Mac systems. +UnixGameExecutableName=Resources/Compatibility/Unix/wine-game.sh +; Additional command line parameters applied after -SPAWN. +ExtraCommandLineParams=-LOG -CD -RA2ModeSaveID=0x8d143b95 + SettingsFile=RA2MD.ini ConfigWindowTitle=YR Settings MPMapsPath=INI\MPMaps.ini @@ -21,6 +31,7 @@ LongSupportURL=https://forums.cncnet.org/forum/11-support/ ShortSupportURL=forums.cncnet.org/forum/11-support/ MapEditorExePath=Map Editor\Map Editor.bat FSIniPath=Map Editor\FinalSun.ini +CopyMissionsToSpawnmapINI=false BattleFSFileName=BattleE.ini SidebarHack=yes MinimumRenderWidth=1024 diff --git a/package/Resources/FHCConfig.ini b/package/Resources/FHCConfig.ini new file mode 100644 index 00000000..8e632b7f --- /dev/null +++ b/package/Resources/FHCConfig.ini @@ -0,0 +1,12 @@ +[Settings] +CalculateGameExeHash=True + +[FilenameList] +00=Syringe.exe +01=cncnet5.dll +03=Ares.dll +04=Phobos.dll + +06=cncnet.mix +07=ra2mode.mix +08=ares.mix diff --git a/package/Resources/GameOptions.ini b/package/Resources/GameOptions.ini index 551ea29b..40c72c91 100644 --- a/package/Resources/GameOptions.ini +++ b/package/Resources/GameOptions.ini @@ -4,9 +4,10 @@ ; If you use or redistribute the client in any public projects, please include ; Rampastring and The Dawn of the Tiberium Age in your project's credits. +; Custom random side selectors. Syntax: =comma-separated list of positions in Sides list [RandomSelectors] -Allied=0,1,2,3,4 -Soviet=5,6,7,8 +Allies=0,1,2,3,4 +Soviets=5,6,7,8 [General] Sides=America,Korea,France,Germany,Great Britain,Libya,Iraq,Cuba,Russia,Yuri @@ -35,3 +36,6 @@ AttackNeutralUnits=yes ReconnectTimeout=1400 Protocol=0 FrameSendRate=2 +AINamesByDifficulty=Yes +Observer.ShowAIOnSidebar=Yes + diff --git a/package/Resources/GenericWindow.ini b/package/Resources/GenericWindow.ini index 7a806c46..2354ec56 100644 --- a/package/Resources/GenericWindow.ini +++ b/package/Resources/GenericWindow.ini @@ -1,6 +1,6 @@ [GenericWindow] DrawMode=Stretched -DrawBorders=true +DrawBorders=false BackgroundTexture=ModalBG.png [FullWindow] @@ -28,6 +28,12 @@ DrawMode=Stretched BackgroundTexture=ModalBG.png DrawBorders=true +[GameLoadingWindow] +DrawMode=Stretched +BackgroundTexture=nopreview.png +DrawBorders=false +DrawMode=Stretched + [TunnelSelectionWindow] BackgroundTexture=ModalBG.png DrawBorders=true diff --git a/package/Resources/Introicon.png b/package/Resources/Introicon.png new file mode 100644 index 00000000..a75d1273 Binary files /dev/null and b/package/Resources/Introicon.png differ diff --git a/package/Resources/MainMenu.ini b/package/Resources/MainMenu.ini new file mode 100644 index 00000000..3d1b3a77 --- /dev/null +++ b/package/Resources/MainMenu.ini @@ -0,0 +1,199 @@ +[MainMenu] +DrawBorders=false +Size=800,600 + +[MainMenuUIPanel] +DrawBorders=false + +[ExtraPictureBoxes] + +[mmtdcl] +Location=346,8 +Size=40,34 +BackgroundTexture=MainMenu\tdcl.png + +[mmtdcr] +Location=894,8 +Size=40,34 +BackgroundTexture=MainMenu\tdcr.png + +[mmbox1] +Location=338,2 +Size=604,538 +DrawBorders=true +BorderColor=168,168,168 + +[mmbox2] +Location=339,3 +Size=602,536 +DrawBorders=true +BorderColor=168,168,168 + +[ExtraControls] +0=btnQuickmatch:XNALinkButton +1=btnProfiles:XNALinkButton +2=lblVersionLabel:XNALabel + +; ========================== +; Hidden Buttons +; ========================== +[btnExtras] +Location=0,0 +Size=0,0 +Visible=0 + +[btnMapEditor] +Location=0,0 +Size=0,0 +Visible=0 + +[btnCredits] +Location=0,0 +Size=0,0 +Visible=0 + +[btnStatistics] +Location=0,0 +Size=0,0 +Visible=0 + +; ========================== +; Menu Buttons +; ========================== + +; #1 +[btnCnCNet] +Location=645,199 +Text=Play Online + +IdleTexture=MainMenu\button.png +HoverTexture=MainMenu\button_c.png +HoverSoundEffect=button.wav +FontIndex=1 + +; #2 +[btnQuickmatch] +Location=645,241 +Text=Ranked Match +URL=Qt\CnCNetQM.exe + +IdleTexture=MainMenu\button.png +HoverTexture=MainMenu\button_c.png +HoverSoundEffect=button.wav +FontIndex=1 + +; #3 +[btnNewCampaign] +Location=645,283 +Text=Campaign + +IdleTexture=MainMenu\button.png +HoverTexture=MainMenu\button_c.png +HoverSoundEffect=button.wav +FontIndex=1 + +; #4 +[btnSkirmish] +Location=645,325 +Text=Skirmish + +IdleTexture=MainMenu\button.png +HoverTexture=MainMenu\button_c.png +HoverSoundEffect=button.wav +FontIndex=1 + +; #5 +[btnLoadGame] +Location=645,367 +Text=Load Game + +IdleTexture=MainMenu\button.png +HoverTexture=MainMenu\button_c.png +HoverSoundEffect=button.wav +FontIndex=1 + +; #6 +[btnLan] +Location=645,409 +Text=LAN + +IdleTexture=MainMenu\button.png +HoverTexture=MainMenu\button_c.png +HoverSoundEffect=button.wav +FontIndex=1 + +; #7 +[btnProfiles] +Location=645,451 +Text=View Ladder +URL=https://ladder.cncnet.org + +IdleTexture=MainMenu\button.png +HoverTexture=MainMenu\button_c.png +HoverSoundEffect=button.wav +FontIndex=1 + +; #8 +[btnOptions] +Location=645,493 +Text=Options + +IdleTexture=MainMenu\button.png +HoverTexture=MainMenu\button_c.png +HoverSoundEffect=button.wav +FontIndex=1 + +; #9 +[btnExit] +Location=645,535 +Text=Exit Game + +IdleTexture=MainMenu\button.png +HoverTexture=MainMenu\button_c.png +HoverSoundEffect=button.wav +FontIndex=1 + + +; ========================== +; Updater Text +; ========================== +[lblUpdateStatus] +Location=20,577 +Size=600,30 +FontIndex=1 ;4 +RemapColor=247,228,99 + +[lblVersionLabel] +Text=Client Version: +FontIndex=1 +RemapColor=230,230,230 +TextAnchor=HORIZONTAL_CENTER +AnchorPoint=716,54 + +[lblVersion] +RemapColor=230,230,230 +FontIndex=1 +TextAnchor=HORIZONTAL_CENTER +AnchorPoint=716,68 + +; ========================== +; Online Count +; ========================== +[lblCnCNetStatus] +Text=Players Online: +FontIndex=1 ;4 +RemapColor=230,230,230 +TextAnchor=HORIZONTAL_CENTER +AnchorPoint=716,106 + +[lblCnCNetPlayerCount] +FontIndex=1 ;4 +RemapColor=230,230,230 +TextAnchor=HORIZONTAL_CENTER +AnchorPoint=716,120 + +; Unknown +[trbDifficultySelector] +BackgroundTexture=nopreview.png +DrawMode=Stretched + diff --git a/package/Resources/MultiplayerGameLobby.ini b/package/Resources/MultiplayerGameLobby.ini index b60fb3a9..cd0e3516 100644 --- a/package/Resources/MultiplayerGameLobby.ini +++ b/package/Resources/MultiplayerGameLobby.ini @@ -20,7 +20,44 @@ TeamWidth=36 $CC00=btnLaunchGame:GameLaunchButton $CC01=btnLeaveGame:XNAClientButton $CC03=MapPreviewBox:MapPreviewBox -$CC04=GameOptionsPanel:XNAPanel +$CC04=MultiplayerOptionsPanel:XNAPanel +$CC05=PlayerOptionsPanel:XNAPanel +$CC06=lblMapName:XNALabel +$CC07=lblMapAuthor:XNALabel +$CC08=lblGameMode:XNALabel +$CC09=lblMapSize:XNALabel +$CC12=lbMapList:XNAMultiColumnListBox +$CC13=lblGameModeSelect:XNALabel +$CC14=ddGameMode:XNAClientDropDown +$CC15=tbMapSearch:XNASuggestionTextBox +$CC16=btnPickRandomMap:XNAClientButton +$CC17=PlayerExtraOptionsPanel:PlayerExtraOptionsPanel +$CC18=lbChatMessages:ChatListBox +$CC19=tbChatInput:XNAChatTextBox +$CC20=btnLockGame:XNAClientButton +$CC21=chkAutoReady:XNAClientCheckBox +$CC22=btnChangeTunnel:XNAClientButton + +[SkirmishGameLobby] +$BaseSection=FullWindow +PlayerStatusIndicatorY=0 +PlayerStatusIndicatorX=2 +PlayerOptionLocationX=24 +PlayerOptionLocationY=25 +PlayerOptionVerticalMargin=7 +PlayerOptionHorizontalMargin=2 +PlayerOptionCaptionLocationY=6 +PlayerNameWidth=132 +SideWidth=106 +ColorWidth=70 +StartWidth=36 +TeamWidth=36 + +; controls +$CC00=btnLaunchGame:GameLaunchButton +$CC01=btnLeaveGame:XNAClientButton +$CC03=MapPreviewBox:MapPreviewBox +$CC04=SkirmishOptionsPanel:XNAPanel $CC05=PlayerOptionsPanel:XNAPanel $CC06=lblMapName:XNALabel $CC07=lblMapAuthor:XNALabel @@ -161,7 +198,7 @@ $Height=BTN_MENU_OPEN_HEIGHT IdleTexture=optionsButton.png HoverTexture=optionsButton_c.png -[GameOptionsPanel] +[MultiplayerOptionsPanel] SolidColorBackgroundTexture=0,0,0,200 Location=0,14 Size=306,250 @@ -194,6 +231,39 @@ $CC-GO06=chkNoDogEngiEat:GameLobbyCheckBox $CC01=BtnSaveLoadGameOptions:XNAClientButton +[SkirmishOptionsPanel] +SolidColorBackgroundTexture=0,0,0,200 +Location=0,14 +Size=306,250 +DistanceFromRightBorder=12 + +; Left column +$CC-GO01=chkShortGame:GameLobbyCheckBox +$CC-GO02=chkRedeplMCV:GameLobbyCheckBox +$CC-GO03=chkCrates:GameLobbyCheckBox +$CC-GO04=chkMultiEng:GameLobbyCheckBox +$CC-GO05=chkIngameAllying:GameLobbyCheckBox +$CC-GO07=lblGameSpeedCap:XNALabel +$CC-GO08=cmbSkirmishGameSpeedCap:GameLobbyDropDown +$CC-GO09=lblCredits:XNALabel +$CC-GO10=cmbCredits:GameLobbyDropDown +$CC-GO11=lblStartingUnits:XNALabel +$CC-GO12=cmbStartingUnits:GameLobbyDropDown + +; Right column +$CC-GO13=chkBrutalAI:GameLobbyCheckBox +$CC-GO14=chkDestrBridges:GameLobbyCheckBox +$CC-GO15=chkSuperWeapons:GameLobbyCheckBox +$CC-GO16=chkBuildOffAlly:GameLobbyCheckBox +$CC-GO17=chkRA2Mode:GameLobbyCheckBox +$CC-GO18=chkBalancePatch:GameLobbyCheckBox +$CC-GO19=chkNoSpawnPreviews:GameLobbyCheckBox +$CC-GO20=chkNoYuriNoFrance:GameLobbyCheckBox +$CC-GO21=chkNoSpy:GameLobbyCheckBox +$CC-GO06=chkNoDogEngiEat:GameLobbyCheckBox + +$CC01=BtnSaveLoadGameOptions:XNAClientButton + [BtnSaveLoadGameOptions] $Width=BTN_MENU_OPEN_WIDTH $Height=BTN_MENU_OPEN_WIDTH @@ -324,7 +394,6 @@ $Y=getBottom(chkIngameAllying) + 15 [cmbGameSpeedCap] OptionName=Game Speed Items=Fastest (60 FPS),Faster (45 FPS),Fast (30 FPS),Medium (20 FPS),Slow (15 FPS),Slower (12 FPS),Slowest (10 FPS) -;Items=Fastest (60 FPS),Faster (52 FPS),Fast (45 FPS),Medium (40 FPS),Slow (30 FPS),Slower (20 FPS),Slowest (15 FPS) DefaultIndex=0 SpawnIniOption=GameSpeed DataWriteMode=Index @@ -346,8 +415,8 @@ $Height=DEFAULT_CONTROL_HEIGHT [lblCredits] Text=Credits: -$X=getX(cmbGameSpeedCap) -$Y=getBottom(cmbGameSpeedCap) + GAME_OPTION_GAP +$X=getX(lblGameSpeedCap) +$Y=getBottom(lblGameSpeedCap) + DEFAULT_CONTROL_HEIGHT + GAME_OPTION_GAP [cmbCredits] OptionName=Starting Credits diff --git a/package/Resources/OptionsWindow.ini b/package/Resources/OptionsWindow.ini index 05473b20..edaa97ce 100644 --- a/package/Resources/OptionsWindow.ini +++ b/package/Resources/OptionsWindow.ini @@ -2,9 +2,57 @@ DrawMode=Stretched BackgroundTexture=ModalBG.png +[AudioOptionsPanelExtraControls] +0=chkTaunts:SettingCheckBox + +[chkTaunts] +Location=170,118 +Text=Allow Taunts +DefaultValue=true +SettingSection=Options +SettingKey=AllowTaunts + +[GameOptionsPanelExtraControls] +0=chkBuildingPlacement:SettingCheckBox +1=chkQuickExit:SettingCheckBox +2=chkSkipScoreScreen:SettingCheckBox +3=chkSpeedControl:SettingCheckBox + +[chkBuildingPlacement] +Location=242,54 +Text=Show Building Placement Preview +ToolTip=When enabled, shows a preview image of the building when placing it +DefaultValue=false +SettingSection=Phobos +SettingKey=ShowPlacementPreview + +[chkQuickExit] +Location=242,78 +Text=Quick Exit +ToolTip=When enabled, you can exit the game by pressing Alt+F4 +DefaultValue=true +SettingSection=Options +SettingKey=QuickExit + +[chkSkipScoreScreen] +Location=242,102 +Text=Skip Score Screen +ToolTip= +DefaultValue=false +SettingSection=Options +SettingKey=SkipScoreScreen + +[chkSpeedControl] +Location=242,126 +Text=Сontrol Сampaign Speed +ToolTip=When enabled, you can change the game speed while playing the campaign@This option is not normally available for campaign mode +DefaultValue=false +SettingSection=Options +SettingKey=SpeedControl + [UpdaterOptionsPanelExtraControls] 0=lblUpdateChannel:XNALabel -1=ddUpdateChannel:CustomSettingFileDropDown +1=ddUpdateChannel:FileSettingDropDown 2=lblUpdateChannelDescription:XNALabel 5=btnCncnetSupport:XNALinkButton diff --git a/package/Resources/SkirmishLobby.ini b/package/Resources/SkirmishLobby.ini index 7c6d5cf3..213ae0e1 100644 --- a/package/Resources/SkirmishLobby.ini +++ b/package/Resources/SkirmishLobby.ini @@ -2,7 +2,7 @@ BasedOn=MultiplayerGameLobby.ini [SkirmishLobby] -$BaseSection=MultiplayerGameLobby +$BaseSection=SkirmishGameLobby [lblGameModeSelect] Location=12,16 @@ -26,5 +26,3 @@ Visible=false [tbChatInput] Visible=false -[cmbGameSpeedCap] -Items=Fastest (MAX),Faster (60 FPS),Fast (30 FPS),Medium (20 FPS),Slow (15 FPS),Slower (12 FPS),Slowest (10 FPS) diff --git a/package/Resources/Soviet Theme/MainMenu.ini b/package/Resources/Soviet Theme/MainMenu.ini index dc398dff..ac2d20e9 100644 --- a/package/Resources/Soviet Theme/MainMenu.ini +++ b/package/Resources/Soviet Theme/MainMenu.ini @@ -1,218 +1,87 @@ -[MainMenu] -DrawBorders=false -Size=800,600 - -[MainMenuUIPanel] -DrawBorders=false - -[ExtraPictureBoxes] - -[mmtdcl] -Location=346,8 -Size=40,34 -BackgroundTexture=MainMenu\tdcl.png - -[mmtdcr] -Location=894,8 -Size=40,34 -BackgroundTexture=MainMenu\tdcr.png +[INISystem] +BasedOn=.\..\MainMenu.ini [mmbox1] -Location=338,2 -Size=604,538 -DrawBorders=true BorderColor=168,168,168 [mmbox2] -Location=339,3 -Size=602,536 -DrawBorders=true BorderColor=168,168,168 - ; ========================== -; Hidden Buttons +; Menu Buttons ; ========================== -[btnNewCampaign] -Location=0,0 -Size=0,0 -Visible=0 - -[btnLoadGame] -Location=0,0 -Size=0,0 -Visible=0 -[btnMapEditor] -Location=0,0 -Size=0,0 -Visible=0 - -[btnCredits] -Location=0,0 -Size=0,0 -Visible=0 - -[btnStatistics] -Location=0,0 -Size=0,0 -Visible=0 +; #1 +[btnCnCNet] +ForeColor=247,228,99 +TextColorIdle=247,228,99 +TextColorHover=255,255,255 -; ========================== -; Menu Buttons -; ========================== +; #2 [btnQuickmatch] -Location=645,241 -Text=Ranked Match -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav ForeColor=247,228,99 -FontIndex=1 TextColorIdle=247,228,99 TextColorHover=255,255,255 -URL=Qt\CnCNetQM.exe - -[btnExtras] -Location=645,283 -Text=Campaign -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav -ForeColor=255,255,0 -FontIndex=1 -TextColorIdle=255,255,0 - -[btnCnCNet] -Location=645,199 -Text=Play Online -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav +; #3 +[btnNewCampaign] ForeColor=247,228,99 -FontIndex=1 TextColorIdle=247,228,99 TextColorHover=255,255,255 +; #4 [btnSkirmish] -Location=645,325 -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav -Text=Skirmish ForeColor=247,228,99 -FontIndex=1 TextColorIdle=247,228,99 TextColorHover=255,255,255 -[btnProfiles] -Location=645,283 -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav -Text=View Ladder +; #5 +[btnLoadGame] ForeColor=247,228,99 -FontIndex=1 TextColorIdle=247,228,99 TextColorHover=255,255,255 -URL=https://ladder.cncnet.org +; #6 [btnLan] -Location=645,367 -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav -Text=LAN ForeColor=247,228,99 -FontIndex=1 TextColorIdle=247,228,99 TextColorHover=255,255,255 - -;42 height -[btnOptions] -Location=645,409 -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav -Text=Options -ForeColor=255,255,0 -Font=Arial,Bold,9.25 -FontIndex=1 -TextColorIdle=255,255,0 -TextColorHover=255,255,0 - +; #7 [btnProfiles] -Location=645,451 -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav -Text=View Ladder -ForeColor=255,255,0 -FontIndex=1 -TextColorIdle=255,255,0 -TextColorHover=255,255,0 -URL=https://ladder.cncnet.org +ForeColor=247,228,99 +TextColorIdle=247,228,99 +TextColorHover=255,255,255 +; #8 +[btnOptions] +ForeColor=247,228,99 +TextColorIdle=247,228,99 +TextColorHover=255,255,255 +; #9 [btnExit] -Location=645,535 -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav -Text=Exit Game ForeColor=247,228,99 -Font=Arial,Bold,9.25 -FontIndex=1 TextColorIdle=247,228,99 TextColorHover=255,255,255 - ; ========================== ; Updater Text ; ========================== [lblUpdateStatus] -Location=20,577 -Size=600,30 -FontIndex=1 ;4 RemapColor=247,228,99 [lblVersionLabel] -Text=Client Version: -FontIndex=1 RemapColor=230,230,230 -TextAnchor=HORIZONTAL_CENTER -AnchorPoint=716,54 [lblVersion] RemapColor=230,230,230 -FontIndex=1 -TextAnchor=HORIZONTAL_CENTER -AnchorPoint=716,68 ; ========================== ; Online Count ; ========================== [lblCnCNetStatus] -Text=Players Online: -FontIndex=1 ;4 RemapColor=230,230,230 -TextAnchor=HORIZONTAL_CENTER -AnchorPoint=716,106 [lblCnCNetPlayerCount] -FontIndex=1 ;4 RemapColor=230,230,230 -TextAnchor=HORIZONTAL_CENTER -AnchorPoint=716,120 - -; Unknown -[trbDifficultySelector] -BackgroundTexture=nopreview.png -DrawMode=Stretched - -[ExtraControls] -0=btnQuickmatch:XNALinkButton -1=btnProfiles:XNALinkButton -2=lblVersionLabel:XNALabel diff --git a/package/Resources/Soviet Theme/trackbarButton_difficulty.png b/package/Resources/Soviet Theme/trackbarButton_difficulty.png new file mode 100644 index 00000000..05d32b4a Binary files /dev/null and b/package/Resources/Soviet Theme/trackbarButton_difficulty.png differ diff --git a/package/Resources/Sovieticon.png b/package/Resources/Sovieticon.png index 3ac85db9..c5d85210 100644 Binary files a/package/Resources/Sovieticon.png and b/package/Resources/Sovieticon.png differ diff --git a/package/Resources/Sovietsicon.png b/package/Resources/Sovietsicon.png new file mode 100644 index 00000000..3ac85db9 Binary files /dev/null and b/package/Resources/Sovietsicon.png differ diff --git a/package/Resources/Yuri Theme/GenericWindow.ini b/package/Resources/Yuri Theme/GenericWindow.ini index ce964eec..50380aa1 100644 --- a/package/Resources/Yuri Theme/GenericWindow.ini +++ b/package/Resources/Yuri Theme/GenericWindow.ini @@ -36,6 +36,12 @@ BackgroundTexture=nopreview.png DrawBorders=false DrawMode=Stretched +[GameLoadingWindow] +DrawMode=Stretched +BackgroundTexture=nopreview.png +DrawBorders=false +DrawMode=Stretched + [ExtraControls] 0=rabt:XNAExtraPanel 1=rabb:XNAExtraPanel diff --git a/package/Resources/Yuri Theme/MainMenu.ini b/package/Resources/Yuri Theme/MainMenu.ini index 22471c5d..bef7fff7 100644 --- a/package/Resources/Yuri Theme/MainMenu.ini +++ b/package/Resources/Yuri Theme/MainMenu.ini @@ -1,206 +1,87 @@ -[MainMenu] -DrawBorders=false -Size=800,600 - -[MainMenuUIPanel] -DrawBorders=false - -[ExtraPictureBoxes] - -[mmtdcl] -Location=346,8 -Size=40,34 -BackgroundTexture=MainMenu\tdcl.png - -[mmtdcr] -Location=894,8 -Size=40,34 -BackgroundTexture=MainMenu\tdcr.png +[INISystem] +BasedOn=.\..\MainMenu.ini [mmbox1] -Location=338,2 -Size=604,538 -DrawBorders=true BorderColor=168,168,168 [mmbox2] -Location=339,3 -Size=602,536 -DrawBorders=true BorderColor=168,168,168 - -; ========================== -; Hidden Buttons -; ========================== -[btnStatistics] -Location=0,0 -Size=0,0 -Visible=0 - -[btnNewCampaign] -Location=0,0 -Size=0,0 -Visible=0 - -[btnLoadGame] -Location=0,0 -Size=0,0 -Visible=0 - -[btnMapEditor] -Location=0,0 -Size=0,0 -Visible=0 - -[btnCredits] -Location=0,0 -Size=0,0 -Visible=0 - ; ========================== ; Menu Buttons ; ========================== + +; #1 [btnCnCNet] -Location=645,199 -Text=Play Online -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav ForeColor=255,255,0 -FontIndex=1 TextColorIdle=255,255,0 TextColorHover=255,255,0 +; #2 [btnQuickmatch] -Location=645,241 -Text=Ranked Match -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav ForeColor=255,255,0 -FontIndex=1 TextColorIdle=255,255,0 TextColorHover=255,255,0 -URL=Qt\CnCNetQM.exe - -[btnExtras] -Location=645,283 -Text=Campaign -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav + +; #3 +[btnNewCampaign] ForeColor=255,255,0 -FontIndex=1 TextColorIdle=255,255,0 TextColorHover=255,255,0 +; #4 [btnSkirmish] -Location=645,325 -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav -Text=Skirmish ForeColor=255,255,0 -FontIndex=1 TextColorIdle=255,255,0 TextColorHover=255,255,0 -[btnLan] -Location=645,367 -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav -Text=LAN +; #5 +[btnLoadGame] ForeColor=255,255,0 -FontIndex=1 TextColorIdle=255,255,0 TextColorHover=255,255,0 - -;42 height -[btnOptions] -Location=645,409 -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav -Text=Options +; #6 +[btnLan] ForeColor=255,255,0 -Font=Arial,Bold,9.25 -FontIndex=1 TextColorIdle=255,255,0 TextColorHover=255,255,0 +; #7 [btnProfiles] -Location=645,451 -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav -Text=View Ladder ForeColor=255,255,0 -FontIndex=1 TextColorIdle=255,255,0 TextColorHover=255,255,0 -URL=https://ladder.cncnet.org +; #8 +[btnOptions] +ForeColor=255,255,0 +TextColorIdle=255,255,0 +TextColorHover=255,255,0 +; #9 [btnExit] -Location=645,535 -IdleTexture=MainMenu\button.png -HoverTexture=MainMenu\button_c.png -HoverSoundEffect=button.wav -Text=Exit Game ForeColor=255,255,0 -Font=Arial,Bold,9.25 -FontIndex=1 TextColorIdle=255,255,0 TextColorHover=255,255,0 - ; ========================== ; Updater Text ; ========================== [lblUpdateStatus] -Location=10,577 -Size=600,30 -FontIndex=1 ;4 RemapColor=255,255,0 + [lblVersionLabel] -Text=Client Version: -FontIndex=1 RemapColor=230,230,230 -TextAnchor=HORIZONTAL_CENTER -AnchorPoint=716,54 [lblVersion] RemapColor=230,230,230 -FontIndex=1 -TextAnchor=HORIZONTAL_CENTER -AnchorPoint=716,68 ; ========================== ; Online Count ; ========================== [lblCnCNetStatus] -Text=Players Online: -FontIndex=1 ;4 RemapColor=230,230,230 -TextAnchor=HORIZONTAL_CENTER -AnchorPoint=716,106 [lblCnCNetPlayerCount] -FontIndex=1 ;4 RemapColor=230,230,230 -TextAnchor=HORIZONTAL_CENTER -AnchorPoint=716,120 - - -; Unknown -[trbDifficultySelector] -BackgroundTexture=nopreview.png -DrawMode=Stretched - -[ExtraControls] -0=btnQuickmatch:XNALinkButton -1=btnProfiles:XNALinkButton -2=lblVersionLabel:XNALabel diff --git a/package/Resources/clientdx.exe b/package/Resources/clientdx.exe index a3aefd2f..c9909cc5 100644 Binary files a/package/Resources/clientdx.exe and b/package/Resources/clientdx.exe differ diff --git a/package/Resources/clientdx.pdb b/package/Resources/clientdx.pdb index e55c8e5f..06fdb4d1 100644 Binary files a/package/Resources/clientdx.pdb and b/package/Resources/clientdx.pdb differ diff --git a/package/Resources/clienticon.ico b/package/Resources/clienticon.ico index 9adecb61..12d67c83 100644 Binary files a/package/Resources/clienticon.ico and b/package/Resources/clienticon.ico differ diff --git a/package/Resources/clientogl.exe b/package/Resources/clientogl.exe index 4dc34016..d01bdab5 100644 Binary files a/package/Resources/clientogl.exe and b/package/Resources/clientogl.exe differ diff --git a/package/Resources/clientogl.pdb b/package/Resources/clientogl.pdb index fee517bc..662acf49 100644 Binary files a/package/Resources/clientogl.pdb and b/package/Resources/clientogl.pdb differ diff --git a/package/Resources/clientxna.exe b/package/Resources/clientxna.exe index 2f6b44de..b8d51564 100644 Binary files a/package/Resources/clientxna.exe and b/package/Resources/clientxna.exe differ diff --git a/package/Resources/clientxna.pdb b/package/Resources/clientxna.pdb index 2276c823..358edea6 100644 Binary files a/package/Resources/clientxna.pdb and b/package/Resources/clientxna.pdb differ diff --git a/package/Resources/ra2.ico b/package/Resources/ra2.ico new file mode 100644 index 00000000..c0ab6e86 Binary files /dev/null and b/package/Resources/ra2.ico differ diff --git a/package/Syringe.exe b/package/Syringe.exe new file mode 100644 index 00000000..a260df5d Binary files /dev/null and b/package/Syringe.exe differ diff --git a/package/ares.mix b/package/ares.mix new file mode 100644 index 00000000..063e4f94 Binary files /dev/null and b/package/ares.mix differ diff --git a/package/cncnet5.dll b/package/cncnet5.dll new file mode 100644 index 00000000..626bc184 Binary files /dev/null and b/package/cncnet5.dll differ diff --git a/package/expandspawn01.mix b/package/expandspawn01.mix deleted file mode 100644 index 99d974fa..00000000 Binary files a/package/expandspawn01.mix and /dev/null differ diff --git a/package/expandspawn09.mix b/package/expandspawn09.mix deleted file mode 100644 index 493d820e..00000000 Binary files a/package/expandspawn09.mix and /dev/null differ diff --git a/package/gamemd-spawn.exe b/package/gamemd-spawn.exe index 4cdb16cf..800f578a 100644 Binary files a/package/gamemd-spawn.exe and b/package/gamemd-spawn.exe differ diff --git a/package/ls800obs.shp b/package/ls800obs.shp deleted file mode 100644 index eaf724b8..00000000 Binary files a/package/ls800obs.shp and /dev/null differ diff --git a/package/mplsobs.pal b/package/mplsobs.pal deleted file mode 100644 index c4db4673..00000000 Binary files a/package/mplsobs.pal and /dev/null differ diff --git a/package/preupdateexec b/package/preupdateexec index 8b1ce219..c0ab8f45 100644 --- a/package/preupdateexec +++ b/package/preupdateexec @@ -1,4 +1,25 @@ [Delete] +Client\custom_map_cache +Resources\ClassicMode.mix +expandspawn01.mix +expandspawn02.mix +expandspawn09.mix +ls800obs.shp +mplsobs.pal +spawner.xdp +spawner2.xdp +crate.des +crate.lun +crate.sno +crate.tem +crate.ubn +crate.urb +wcrate.des +wcrate.lun +wcrate.sno +wcrate.tem +wcrate.ubn +wcrate.urb Resources\Allied Theme\CnCNetLobby.ini Resources\Allied Theme\GenericWindow.ini Resources\Allied Theme\LANLobby.ini @@ -12,19 +33,7 @@ Resources\Soviet Theme\LoadingScreen.ini Resources\Soviet Theme\MultiplayerGameLobby.ini Resources\Soviet Theme\OptionsWindow.ini Resources\Soviet Theme\SkirmishLobby.ini -Crate.sno -crate.sno -crate.des -crate.lun -crate.tem -crate.ubn -crate.urb -wcrate.des -wcrate.lun -wcrate.sno -wcrate.tem -wcrate.ubn -wcrate.urb +Resources\Soviet Theme\GenericWindow.ini Maps\Yuri's Revenge\Survival\2_hard_survival_RAZER.map Maps\Yuri's Revenge\Survival\2_hard_survival_RAZER.png Maps\Yuri's Revenge\Survival\2_liberty_island_RAZER.map diff --git a/package/updateexec b/package/updateexec index 1230d4ad..128633d1 100644 --- a/package/updateexec +++ b/package/updateexec @@ -1,375 +1,27 @@ [Delete] -Syringe.exe -cncnet.mix -cncnet5.dll -Syringe.exe -Ares.dll -Phobos.dll -cncnet.mix -ra2mode.mix -ares.mix -Resources\FHCConfig.ini Resources\Allied Theme\loading.png Resources\Soviet Theme\loading.png Resources\Yuri Theme\loading.png -Maps\Yuri's Revenge\Tournament\2_allthefuryle_202.map -Maps\Yuri's Revenge\Tournament\2_allthefuryle_202.png -Maps\Yuri's Revenge\Tournament\2_andalusia.map -Maps\Yuri's Revenge\Tournament\2_andalusia.png -Maps\Yuri's Revenge\Tournament\2_arabian_oasis.map -Maps\Yuri's Revenge\Tournament\2_arabian_oasis.png -Maps\Yuri's Revenge\Tournament\2_azati_prime.map -Maps\Yuri's Revenge\Tournament\2_azati_prime.png -Maps\Yuri's Revenge\Tournament\2_blockade.map -Maps\Yuri's Revenge\Tournament\2_blockade.png -Maps\Yuri's Revenge\Tournament\2_boracay.map -Maps\Yuri's Revenge\Tournament\2_boracay.png -Maps\Yuri's Revenge\Tournament\2_delta_vega.map -Maps\Yuri's Revenge\Tournament\2_delta_vega.png -Maps\Yuri's Revenge\Tournament\2_divide_freezes_over_le.map -Maps\Yuri's Revenge\Tournament\2_divide_freezes_over_le.png -Maps\Yuri's Revenge\Tournament\2_divide_freezes_over_le_precaptured.map -Maps\Yuri's Revenge\Tournament\2_divide_freezes_over_le_precaptured.png -Maps\Yuri's Revenge\Tournament\2_downhill_rush.map -Maps\Yuri's Revenge\Tournament\2_downhill_rush.png -Maps\Yuri's Revenge\Tournament\2_dryheat_le_107.map -Maps\Yuri's Revenge\Tournament\2_dryheat_le_107.png -Maps\Yuri's Revenge\Tournament\2_dry_heat_ra2.map -Maps\Yuri's Revenge\Tournament\2_dry_heat_ra2.png -Maps\Yuri's Revenge\Tournament\2_duskravine_le_v123.map -Maps\Yuri's Revenge\Tournament\2_duskravine_le_v123.png -Maps\Yuri's Revenge\Tournament\2_glowingwaters.map -Maps\Yuri's Revenge\Tournament\2_glowingwaters.png -Maps\Yuri's Revenge\Tournament\2_hiddenvalley_le_134.map -Maps\Yuri's Revenge\Tournament\2_hiddenvalley_le_134.png -Maps\Yuri's Revenge\Tournament\2_jabal_al_sheikh_le.map -Maps\Yuri's 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Revenge\Tournament\2_sheikh_mountain_le.map -Maps\Yuri's Revenge\Tournament\2_sheikh_mountain_le.png -Maps\Yuri's Revenge\Tournament\2_snow_plow.map -Maps\Yuri's Revenge\Tournament\2_snow_plow.png -Maps\Yuri's Revenge\Tournament\2_split_level.map -Maps\Yuri's Revenge\Tournament\2_split_level.png -Maps\Yuri's Revenge\Tournament\2_stardusk_le_220.map -Maps\Yuri's Revenge\Tournament\2_stardusk_le_220.png -Maps\Yuri's Revenge\Tournament\2_the_hills_have_eyes.map -Maps\Yuri's Revenge\Tournament\2_the_hills_have_eyes.png -Maps\Yuri's Revenge\Tournament\2_urban_marine.map -Maps\Yuri's Revenge\Tournament\2_urban_marine.png -Maps\Yuri's Revenge\Tournament\2_venice.map -Maps\Yuri's Revenge\Tournament\2_venice.png -Maps\Yuri's Revenge\Tournament\2_watering_hole_le_v158.map -Maps\Yuri's Revenge\Tournament\2_watering_hole_le_v158.png -Maps\Yuri's Revenge\Tournament\4_bull_run_le.map -Maps\Yuri's Revenge\Tournament\4_bull_run_le.png -Maps\Yuri's Revenge\Tournament\4_cellular.map -Maps\Yuri's 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Revenge\Tournament\allthefuryle.map -Maps\Yuri's Revenge\Tournament\allthefuryle.png -Maps\Yuri's Revenge\Tournament\dryheatle.map -Maps\Yuri's Revenge\Tournament\dryheatle.png -Maps\Yuri's Revenge\Tournament\duskravinele.map -Maps\Yuri's Revenge\Tournament\duskravinele.png -Maps\Yuri's Revenge\Tournament\pinchpoints.map -Maps\Yuri's Revenge\Tournament\pinchpoints.png -Maps\Yuri's Revenge\Tournament\proving.map -Maps\Yuri's Revenge\Tournament\proving.png -Maps\Yuri's Revenge\Tournament\prodryheat.map -Maps\Yuri's Revenge\Tournament\prodryheat.png -Maps\Yuri's Revenge\Tournament\saharale.map -Maps\Yuri's Revenge\Tournament\saharale.png -Maps\Yuri's Revenge\Tournament\snowpatrol.png -Maps\Yuri's Revenge\Tournament\hiddenvalley2.png -Maps\Yuri's Revenge\Battle\4_stronghold.map -Maps\Yuri's Revenge\Battle\4_stronghold.png -Maps\Yuri's Revenge\Battle\4_dorado_descent.map -Maps\Yuri's Revenge\Battle\4_dorado_descent.png -Maps\Yuri's Revenge\Battle\2_sekigahara_dmz.map -Maps\Yuri's 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+Maps\Yuri's Revenge\CTF\CTFrocketsRed.png +Maps\Yuri's Revenge\CTF\CTFscorpionsTrail.map +Maps\Yuri's Revenge\CTF\CTFscorpionsTrail.png +Maps\Yuri's Revenge\CTF\CTFsnowPatrol.map +Maps\Yuri's Revenge\CTF\CTFsnowPatrol.png +Maps\Yuri's Revenge\CTF\CTFsnowValley.map +Maps\Yuri's Revenge\CTF\CTFsnowValley.png +Maps\Yuri's Revenge\CTF\CTFstormyWeat.map +Maps\Yuri's Revenge\CTF\CTFstormyWeat.png +Maps\Yuri's Revenge\CTF\CTFunrepent.map +Maps\Yuri's Revenge\CTF\CTFunrepent.png +Maps\Yuri's Revenge\CTF\CTFvalleyOfGems.map +Maps\Yuri's Revenge\CTF\CTFvalleyOfGems.png +Maps\Yuri's Revenge\Demolition\DMbridgingTheGap.map +Maps\Yuri's Revenge\Demolition\DMbridgingTheGap.png +Maps\Yuri's Revenge\Demolition\DMdefcon6.map +Maps\Yuri's Revenge\Demolition\DMdefcon6.png +Maps\Yuri's Revenge\Demolition\DMfieldStream.map +Maps\Yuri's Revenge\Demolition\DMfieldStream.png +Maps\Yuri's Revenge\Demolition\DMheck.map +Maps\Yuri's Revenge\Demolition\DMheck.png +Maps\Yuri's Revenge\Demolition\DMkalifornia.map +Maps\Yuri's Revenge\Demolition\DMkalifornia.png +Maps\Yuri's Revenge\Demolition\DMpotomac.map +Maps\Yuri's Revenge\Demolition\DMpotomac.png +Maps\Yuri's Revenge\Demolition\DMsonicHighways.map +Maps\Yuri's Revenge\Demolition\DMsonicHighways.png +Maps\Yuri's Revenge\Demolition\DMstreetsOfGold.map +Maps\Yuri's Revenge\Demolition\DMstreetsOfGold.png +Maps\Yuri's Revenge\Standard\frozendivide.map +Maps\Yuri's Revenge\Standard\frozendivide.png Maps\Yuri's Revenge\Standard\lovelysnow.map Maps\Yuri's Revenge\Standard\lovelysnow.png -Maps\Yuri's Revenge\4_pioneer_peak.map -Maps\Yuri's Revenge\4_pioneer_peak.png -Maps\Yuri's Revenge\4_sector9.map -Maps\Yuri's Revenge\4_sector9.png +Maps\Yuri's Revenge\Standard\mockcrocs.map +Maps\Yuri's Revenge\Standard\mockcrocs.png Maps\Yuri's Revenge\Standard\sunstroke.map Maps\Yuri's Revenge\Standard\sunstroke.png -Maps\Yuri's Revenge\6_exa_valley_II.map -Maps\Yuri's Revenge\6_exa_valley_II.png -Maps\Yuri's Revenge\Battle\8_district.map -Maps\Yuri's Revenge\Battle\8_district.png Maps\Yuri's Revenge\Survival\2_shatter_all_sota_ai.map Maps\Yuri's Revenge\Survival\2_shatter_all_sota_ai.png Maps\Yuri's Revenge\Survival\2_unpredictable_sota_ai.map @@ -450,36 +334,141 @@ Maps\Yuri's Revenge\Survival\6_shatter_all_sota_ai.map Maps\Yuri's Revenge\Survival\6_shatter_all_sota_ai.png Maps\Yuri's Revenge\Survival\6_survival_of_horizon_sota_ai.map Maps\Yuri's Revenge\Survival\6_survival_of_horizon_sota_ai.png -Maps\Yuri's Revenge\2_artic_circle_precap.map -Maps\Yuri's Revenge\2_artic_circle_precap.png -Maps\Yuri's Revenge\2_dry_heat_ra2_precap.map -Maps\Yuri's Revenge\2_dry_heat_ra2_precap.png -Maps\Yuri's Revenge\2_golden_state_valley_precap.map -Maps\Yuri's Revenge\2_golden_state_valley_precap.png -Maps\Yuri's Revenge\2_landmarks_precap.map -Maps\Yuri's Revenge\2_landmarks_precap.png -Maps\Yuri's Revenge\2_official_tournament_map_b_precap.map -Maps\Yuri's Revenge\2_official_tournament_map_b_precap.png -Maps\Yuri's Revenge\2_snowdrop_precap.map -Maps\Yuri's Revenge\2_snowdrop_precap.png -Maps\Yuri's Revenge\2_the_path_more_traveled_by_le_precap.map -Maps\Yuri's Revenge\2_the_path_more_traveled_by_le_precap.png -Maps\Yuri's Revenge\2_yellow_stone_precap.map -Maps\Yuri's Revenge\2_yellow_stone_precap.png -Maps\Yuri's Revenge\2_alpine_assault.map -Maps\Yuri's Revenge\2_alpine_assault.png -Maps\Yuri's Revenge\2_indonesia_precap.map -Maps\Yuri's Revenge\2_indonesia_precap.png -Maps\Yuri's Revenge\2_mayday_le_precap.map -Maps\Yuri's Revenge\2_mayday_le_precap.png -Maps\Yuri's Revenge\2_piratebay_precap.map -Maps\Yuri's Revenge\2_piratebay_precap.png -Maps\Yuri's Revenge\2_risa_precap.map -Maps\Yuri's Revenge\2_risa_precap.png -Maps\Yuri's Revenge\2_weasel_zone.map -Maps\Yuri's Revenge\2_weasel_zone.png +Maps\Yuri's Revenge\Tournament\2_allthefuryle_202.map +Maps\Yuri's Revenge\Tournament\2_allthefuryle_202.png +Maps\Yuri's Revenge\Tournament\2_andalusia.map +Maps\Yuri's Revenge\Tournament\2_andalusia.png +Maps\Yuri's Revenge\Tournament\2_arabian_oasis.map +Maps\Yuri's Revenge\Tournament\2_arabian_oasis.png +Maps\Yuri's Revenge\Tournament\2_azati_prime.map +Maps\Yuri's Revenge\Tournament\2_azati_prime.png +Maps\Yuri's Revenge\Tournament\2_blockade.map +Maps\Yuri's Revenge\Tournament\2_blockade.png +Maps\Yuri's Revenge\Tournament\2_boracay.map +Maps\Yuri's Revenge\Tournament\2_boracay.png +Maps\Yuri's Revenge\Tournament\2_delta_vega.map +Maps\Yuri's Revenge\Tournament\2_delta_vega.png +Maps\Yuri's Revenge\Tournament\2_divide_freezes_over_le_precaptured.map +Maps\Yuri's Revenge\Tournament\2_divide_freezes_over_le_precaptured.png +Maps\Yuri's Revenge\Tournament\2_divide_freezes_over_le.map +Maps\Yuri's Revenge\Tournament\2_divide_freezes_over_le.png +Maps\Yuri's Revenge\Tournament\2_downhill_rush.map +Maps\Yuri's Revenge\Tournament\2_downhill_rush.png +Maps\Yuri's Revenge\Tournament\2_dry_heat_ra2.map +Maps\Yuri's Revenge\Tournament\2_dry_heat_ra2.png +Maps\Yuri's Revenge\Tournament\2_dryheat_le_107.map +Maps\Yuri's Revenge\Tournament\2_dryheat_le_107.png +Maps\Yuri's Revenge\Tournament\2_duskravine_le_v123.map +Maps\Yuri's Revenge\Tournament\2_duskravine_le_v123.png +Maps\Yuri's Revenge\Tournament\2_glowingwaters.map +Maps\Yuri's Revenge\Tournament\2_glowingwaters.png +Maps\Yuri's Revenge\Tournament\2_hiddenvalley_le_134.map +Maps\Yuri's Revenge\Tournament\2_hiddenvalley_le_134.png +Maps\Yuri's Revenge\Tournament\2_jabal_al_sheikh_le.map +Maps\Yuri's Revenge\Tournament\2_jabal_al_sheikh_le.png +Maps\Yuri's Revenge\Tournament\2_landmarks.map +Maps\Yuri's Revenge\Tournament\2_landmarks.png +Maps\Yuri's Revenge\Tournament\2_malibu_cliffs_le.map +Maps\Yuri's Revenge\Tournament\2_malibu_cliffs_le.png +Maps\Yuri's Revenge\Tournament\2_official_tournament_map_q.map +Maps\Yuri's Revenge\Tournament\2_official_tournament_map_q.png +Maps\Yuri's Revenge\Tournament\2_peak_of_perfection.map +Maps\Yuri's Revenge\Tournament\2_peak_of_perfection.png +Maps\Yuri's Revenge\Tournament\2_pinchpoints_le_102.map +Maps\Yuri's Revenge\Tournament\2_pinchpoints_le_102.png +Maps\Yuri's Revenge\Tournament\2_pipeline_rivers.map +Maps\Yuri's Revenge\Tournament\2_pipeline_rivers.png +Maps\Yuri's Revenge\Tournament\2_prime_harbor.map +Maps\Yuri's Revenge\Tournament\2_prime_harbor.png +Maps\Yuri's Revenge\Tournament\2_sahara_le_v301.map +Maps\Yuri's Revenge\Tournament\2_sahara_le_v301.png +Maps\Yuri's Revenge\Tournament\2_sheikh_mountain_le.map +Maps\Yuri's Revenge\Tournament\2_sheikh_mountain_le.png +Maps\Yuri's Revenge\Tournament\2_snow_plow.map +Maps\Yuri's Revenge\Tournament\2_snow_plow.png +Maps\Yuri's Revenge\Tournament\2_split_level.map +Maps\Yuri's Revenge\Tournament\2_split_level.png +Maps\Yuri's Revenge\Tournament\2_stardusk_le_220.map +Maps\Yuri's Revenge\Tournament\2_stardusk_le_220.png +Maps\Yuri's Revenge\Tournament\2_the_hills_have_eyes.map +Maps\Yuri's Revenge\Tournament\2_the_hills_have_eyes.png +Maps\Yuri's Revenge\Tournament\2_urban_marine.map +Maps\Yuri's Revenge\Tournament\2_urban_marine.png +Maps\Yuri's Revenge\Tournament\2_venice.map +Maps\Yuri's Revenge\Tournament\2_venice.png +Maps\Yuri's Revenge\Tournament\2_watering_hole_le_v158.map +Maps\Yuri's Revenge\Tournament\2_watering_hole_le_v158.png +Maps\Yuri's Revenge\Tournament\4_bull_run_le.map +Maps\Yuri's Revenge\Tournament\4_bull_run_le.png +Maps\Yuri's Revenge\Tournament\4_cellular.map +Maps\Yuri's Revenge\Tournament\4_cellular.png +Maps\Yuri's Revenge\Tournament\4_country_swing_le_v2.map +Maps\Yuri's Revenge\Tournament\4_country_swing_le_v2.png +Maps\Yuri's Revenge\Tournament\4_countryswing_le_100.map +Maps\Yuri's Revenge\Tournament\4_countryswing_le_100.png +Maps\Yuri's Revenge\Tournament\4_desert_island_le.map +Maps\Yuri's Revenge\Tournament\4_desert_island_le.png +Maps\Yuri's Revenge\Tournament\4_dorado_descent.map +Maps\Yuri's Revenge\Tournament\4_dorado_descent.png +Maps\Yuri's Revenge\Tournament\4_frostbite_le.map +Maps\Yuri's Revenge\Tournament\4_frostbite_le.png +Maps\Yuri's Revenge\Tournament\4_hammer_and_sickle_le.map +Maps\Yuri's Revenge\Tournament\4_hammer_and_sickle_le.png +Maps\Yuri's Revenge\Tournament\4_heck_freezes_over_le.map +Maps\Yuri's Revenge\Tournament\4_heck_freezes_over_le.png +Maps\Yuri's Revenge\Tournament\4_jungle_of_vietnam_le.map +Maps\Yuri's Revenge\Tournament\4_jungle_of_vietnam_le.png +Maps\Yuri's Revenge\Tournament\4_montana_dmz_le.map +Maps\Yuri's Revenge\Tournament\4_montana_dmz_le.png +Maps\Yuri's Revenge\Tournament\4_poltergeist.map +Maps\Yuri's Revenge\Tournament\4_poltergeist.png +Maps\Yuri's Revenge\Tournament\4_snow_plow.map +Maps\Yuri's Revenge\Tournament\4_snow_plow.png +Maps\Yuri's Revenge\Tournament\4_stormy_weather_le.map +Maps\Yuri's Revenge\Tournament\4_stormy_weather_le.png +Maps\Yuri's Revenge\Tournament\4_stronghold.map +Maps\Yuri's Revenge\Tournament\4_stronghold.png +Maps\Yuri's Revenge\Tournament\4_tiburon.map +Maps\Yuri's Revenge\Tournament\4_tiburon.png +Maps\Yuri's Revenge\Tournament\4_yellowstone.map +Maps\Yuri's Revenge\Tournament\4_yellowstone.png +Maps\Yuri's Revenge\Tournament\4_yin_yang_le.map +Maps\Yuri's Revenge\Tournament\4_yin_yang_le.png +Maps\Yuri's Revenge\Tournament\8_provinggrounds_le_106.map +Maps\Yuri's Revenge\Tournament\8_provinggrounds_le_106.png +Maps\Yuri's Revenge\Tournament\8_zero_hour.map +Maps\Yuri's Revenge\Tournament\8_zero_hour.png +Maps\Yuri's Revenge\Tournament\allthefuryle.map +Maps\Yuri's Revenge\Tournament\allthefuryle.png +Maps\Yuri's Revenge\Tournament\dryheatle.map +Maps\Yuri's Revenge\Tournament\dryheatle.png +Maps\Yuri's Revenge\Tournament\duskravinele.map +Maps\Yuri's Revenge\Tournament\duskravinele.png +Maps\Yuri's Revenge\Tournament\pinchpoints.map +Maps\Yuri's Revenge\Tournament\pinchpoints.png +Maps\Yuri's Revenge\Tournament\probloodfeudtwo.map +Maps\Yuri's Revenge\Tournament\probloodfeudtwo.png +Maps\Yuri's Revenge\Tournament\prodryheat.map +Maps\Yuri's Revenge\Tournament\prodryheat.png +Maps\Yuri's Revenge\Tournament\produnepatroltwo.map +Maps\Yuri's Revenge\Tournament\produnepatroltwo.png +Maps\Yuri's Revenge\Tournament\progrinder.map +Maps\Yuri's Revenge\Tournament\progrinder.png +Maps\Yuri's Revenge\Tournament\prolovelysnow.map +Maps\Yuri's Revenge\Tournament\prolovelysnow.png +Maps\Yuri's Revenge\Tournament\prourbanrush.map +Maps\Yuri's Revenge\Tournament\prourbanrush.png +Maps\Yuri's Revenge\Tournament\proving.map +Maps\Yuri's Revenge\Tournament\proving.png +Maps\Yuri's Revenge\Tournament\saharale.map +Maps\Yuri's Revenge\Tournament\saharale.png +Maps\Yuri's Revenge\Tournament\twinplateaus.map +Maps\Yuri's Revenge\Tournament\twinplateaus.png +Maps\Yuri's Revenge\Tournament\2_sekigahara_dmz.png +Maps\Yuri's Revenge\Tournament\snowpatrol.png +Maps\Yuri's Revenge\Tournament\hiddenvalley2.png [DeleteFolder] Maps\Yuri's Revenge\CTF Maps\Yuri's Revenge\Demolition -do_not_remove_this_line \ No newline at end of file +do_not_remove_this_line diff --git a/package/versionconfig.ini b/package/versionconfig.ini index c568290c..391b2687 100644 --- a/package/versionconfig.ini +++ b/package/versionconfig.ini @@ -6,7 +6,7 @@ EnableExtendedUpdaterFeatures=no ; If set, will go through every subdirectory recursively for directories given in Include. RecursiveDirectorySearch=yes -; If set, will always create two version files - one with everything included (version_base) and the proper, actual version file with only changed files (version). +; If set, will always create two version files - one with everything included (version_base) and the proper, actual version file with only changed files (version). ; version_base should be kept around as it is used to compare which files have been changed next time VersionWriter is ran. IncludeOnlyChangedFiles=no ; If set, original versions of archived files will also be copied to copied files directory. @@ -14,24 +14,26 @@ CopyArchivedOriginalFiles=no ; Files & directories to include in version file. [Include] -Resources\ INI\ +Licenses\ Map Renderer\ Maps\ Qt\ +Resources\ -expandspawn01.mix -expandspawn02.mix -expandspawn09.mix -spawner.xdp -spawner2.xdp clientupdt.dat CnCNetYRLauncher.exe +cncnet.mix +ra2mode.mix +ares.mix gamemd-spawn.exe +Syringe.exe +Ares.dll +cncnet5.dll +Phobos.dll + qres.dat qres32.dll -ls800obs.shp -mplsobs.pal ; Files (not directories) to be excluded from included files list. ; User-generated (settings etc), temporary and log files should be listed here. diff --git a/resources/Crates/README.md b/resources/Crates/README.md deleted file mode 100644 index b305a96c..00000000 --- a/resources/Crates/README.md +++ /dev/null @@ -1,35 +0,0 @@ -# Custom Crates - -Currently, we have pumpkin crates and present/gift crates available. They are contained within each `expandspawn09.mix` file in their respective folders. Simply copy any one of these files to the `package` folder in the root of this repo and commit it. - -To turn OFF custom crates, simply use the `expandspawn09.mix` file from the `None` folder. It is simply empty. - -## Creating Custom Crates - - -Custom crates are stored in `expandspawn09.mix`. To customize the crates you'll need the following tools: -- [Open Source SHP Bulder](https://gamebanana.com/tools/3706) -- [XCC Mixer](https://xhp.xwis.net/utilities/XCC_Utilities.exe) - -`Open Source SHP Bulder` is an image editing/creation tool that can create `.shp` (shape) files that can be used for crates. -NOTE: crates images have specific color palettes for each type of terrain (desert, snow, etc...). The SHP builder tool has settings for these different terrains. This tool can be cumbersome in that it requires the user to apply a given terrain color palette to their image. - -Each crate has 6 different terrain palettes and thus requires 6 different `shp` files, but with terrain "extensions". -For example, "desert" is a terrain palette. When saving an image as a `shp` file for desert, it must contain the `.des` file extension. -There are 6 different terrain palettes in total: -- Desert (.des extension) -- Lunar (.lun extension) -- Snow (.sno extension) -- Temperate (.tem extension) -- Urban (.urb extension) -- New Urban (.ubn extension) - -Six `shp` files must be created with the base filename of `crate`, one for each of the extensions above and each having the proper color palette per their terrain type. IE, you should have the following files created: -- `crate.des` -- `crate.lun` -- `crate.sno` -- `crate.tem` -- `crate.urb` -- `crate.ubn` - -Once you've created these `shp` files with the appropriate extensions, you need to create a `expandspawn09.mix` file using `XCC Mixer` and add them to it. diff --git a/resources/Crates/none/expandspawn09.mix b/resources/Crates/none/expandspawn09.mix deleted file mode 100644 index 493d820e..00000000 Binary files a/resources/Crates/none/expandspawn09.mix and /dev/null differ diff --git a/resources/Crates/presents/expandspawn09.mix b/resources/Crates/presents/expandspawn09.mix deleted file mode 100644 index a29c5274..00000000 Binary files a/resources/Crates/presents/expandspawn09.mix and /dev/null differ diff --git a/resources/Crates/pumpkin/expandspawn09.mix b/resources/Crates/pumpkin/expandspawn09.mix deleted file mode 100644 index f89e1b07..00000000 Binary files a/resources/Crates/pumpkin/expandspawn09.mix and /dev/null differ diff --git a/tools/build-installer/inno/Resources/License-YurisRevenge.txt b/tools/build-installer/inno/Resources/License-YurisRevenge.txt index d464a1b6..22ffd4a4 100644 --- a/tools/build-installer/inno/Resources/License-YurisRevenge.txt +++ b/tools/build-installer/inno/Resources/License-YurisRevenge.txt @@ -11,14 +11,20 @@ GameSurge Terms of Service: http://gamesurge.net/tos/ The following third-party material is included, please visit the respective websites for all information: - +Ares and Syringe by Ares-developers - https://ares.strategy-x.com/ +- +cnc-ddraw by FunkyFr3sh - MIT License https://github.com/FunkyFr3sh/cnc-ddraw +- DotNetZip library - https://dotnetzip.codeplex.com/ - -ZLIB - http://zlib.net/ +DxWnd by ghotik - LGPL v3.0 License https://sourceforge.net/projects/dxwnd/ - -QRes - https://sourceforge.net/projects/qres/ +Original IrcD.Net code by Thomas Bruderer - License: http://github.com/FreeApophis/ircddotnet/blob/master/LICENSE - -Original IrcD.Net code by Thomas Bruderer, License: http://github.com/FreeApophis/ircddotnet/blob/master/LICENSE +Phobos by Phobos-developers - LGPL v3.0 License https://github.com/Phobos-developers/Phobos +- +QRes by b_engelbrecht - BSD License https://sourceforge.net/projects/qres/ - ts-ddraw by Toni Spets - MIT License http://github.com/cnc-patch/ts-ddraw - -DxWnd by gho: https://sourceforge.net/projects/dxwnd/ \ No newline at end of file +ZLIB - http://zlib.net/ diff --git a/tools/download-artifacts/artifacts-config.json b/tools/download-artifacts/artifacts-config.json index fef0c8f7..2fb98a7f 100644 --- a/tools/download-artifacts/artifacts-config.json +++ b/tools/download-artifacts/artifacts-config.json @@ -1,7 +1,7 @@ { "githubApiVersion": "2022-11-28", "clientWorkflowRunId": "4034301132", - "clientArtifactName": "artifacts-YR", + "clientArtifactName": "artifacts-Ares", "launcherReleaseTagName": "v2.0.4", "launcherName": "CnCNetYRLauncher.exe" } diff --git a/tools/mix-packer/CRC32.ts b/tools/mix-packer/CRC32.ts new file mode 100644 index 00000000..5df00462 --- /dev/null +++ b/tools/mix-packer/CRC32.ts @@ -0,0 +1,44 @@ +const CRC32_table = [ + 0x00000000, 0x77073096, 0xee0e612c, 0x990951ba, 0x076dc419, 0x706af48f, 0xe963a535, 0x9e6495a3, 0x0edb8832, + 0x79dcb8a4, 0xe0d5e91e, 0x97d2d988, 0x09b64c2b, 0x7eb17cbd, 0xe7b82d07, 0x90bf1d91, 0x1db71064, 0x6ab020f2, + 0xf3b97148, 0x84be41de, 0x1adad47d, 0x6ddde4eb, 0xf4d4b551, 0x83d385c7, 0x136c9856, 0x646ba8c0, 0xfd62f97a, + 0x8a65c9ec, 0x14015c4f, 0x63066cd9, 0xfa0f3d63, 0x8d080df5, 0x3b6e20c8, 0x4c69105e, 0xd56041e4, 0xa2677172, + 0x3c03e4d1, 0x4b04d447, 0xd20d85fd, 0xa50ab56b, 0x35b5a8fa, 0x42b2986c, 0xdbbbc9d6, 0xacbcf940, 0x32d86ce3, + 0x45df5c75, 0xdcd60dcf, 0xabd13d59, 0x26d930ac, 0x51de003a, 0xc8d75180, 0xbfd06116, 0x21b4f4b5, 0x56b3c423, + 0xcfba9599, 0xb8bda50f, 0x2802b89e, 0x5f058808, 0xc60cd9b2, 0xb10be924, 0x2f6f7c87, 0x58684c11, 0xc1611dab, + 0xb6662d3d, 0x76dc4190, 0x01db7106, 0x98d220bc, 0xefd5102a, 0x71b18589, 0x06b6b51f, 0x9fbfe4a5, 0xe8b8d433, + 0x7807c9a2, 0x0f00f934, 0x9609a88e, 0xe10e9818, 0x7f6a0dbb, 0x086d3d2d, 0x91646c97, 0xe6635c01, 0x6b6b51f4, + 0x1c6c6162, 0x856530d8, 0xf262004e, 0x6c0695ed, 0x1b01a57b, 0x8208f4c1, 0xf50fc457, 0x65b0d9c6, 0x12b7e950, + 0x8bbeb8ea, 0xfcb9887c, 0x62dd1ddf, 0x15da2d49, 0x8cd37cf3, 0xfbd44c65, 0x4db26158, 0x3ab551ce, 0xa3bc0074, + 0xd4bb30e2, 0x4adfa541, 0x3dd895d7, 0xa4d1c46d, 0xd3d6f4fb, 0x4369e96a, 0x346ed9fc, 0xad678846, 0xda60b8d0, + 0x44042d73, 0x33031de5, 0xaa0a4c5f, 0xdd0d7cc9, 0x5005713c, 0x270241aa, 0xbe0b1010, 0xc90c2086, 0x5768b525, + 0x206f85b3, 0xb966d409, 0xce61e49f, 0x5edef90e, 0x29d9c998, 0xb0d09822, 0xc7d7a8b4, 0x59b33d17, 0x2eb40d81, + 0xb7bd5c3b, 0xc0ba6cad, 0xedb88320, 0x9abfb3b6, 0x03b6e20c, 0x74b1d29a, 0xead54739, 0x9dd277af, 0x04db2615, + 0x73dc1683, 0xe3630b12, 0x94643b84, 0x0d6d6a3e, 0x7a6a5aa8, 0xe40ecf0b, 0x9309ff9d, 0x0a00ae27, 0x7d079eb1, + 0xf00f9344, 0x8708a3d2, 0x1e01f268, 0x6906c2fe, 0xf762575d, 0x806567cb, 0x196c3671, 0x6e6b06e7, 0xfed41b76, + 0x89d32be0, 0x10da7a5a, 0x67dd4acc, 0xf9b9df6f, 0x8ebeeff9, 0x17b7be43, 0x60b08ed5, 0xd6d6a3e8, 0xa1d1937e, + 0x38d8c2c4, 0x4fdff252, 0xd1bb67f1, 0xa6bc5767, 0x3fb506dd, 0x48b2364b, 0xd80d2bda, 0xaf0a1b4c, 0x36034af6, + 0x41047a60, 0xdf60efc3, 0xa867df55, 0x316e8eef, 0x4669be79, 0xcb61b38c, 0xbc66831a, 0x256fd2a0, 0x5268e236, + 0xcc0c7795, 0xbb0b4703, 0x220216b9, 0x5505262f, 0xc5ba3bbe, 0xb2bd0b28, 0x2bb45a92, 0x5cb36a04, 0xc2d7ffa7, + 0xb5d0cf31, 0x2cd99e8b, 0x5bdeae1d, 0x9b64c2b0, 0xec63f226, 0x756aa39c, 0x026d930a, 0x9c0906a9, 0xeb0e363f, + 0x72076785, 0x05005713, 0x95bf4a82, 0xe2b87a14, 0x7bb12bae, 0x0cb61b38, 0x92d28e9b, 0xe5d5be0d, 0x7cdcefb7, + 0x0bdbdf21, 0x86d3d2d4, 0xf1d4e242, 0x68ddb3f8, 0x1fda836e, 0x81be16cd, 0xf6b9265b, 0x6fb077e1, 0x18b74777, + 0x88085ae6, 0xff0f6a70, 0x66063bca, 0x11010b5c, 0x8f659eff, 0xf862ae69, 0x616bffd3, 0x166ccf45, 0xa00ae278, + 0xd70dd2ee, 0x4e048354, 0x3903b3c2, 0xa7672661, 0xd06016f7, 0x4969474d, 0x3e6e77db, 0xaed16a4a, 0xd9d65adc, + 0x40df0b66, 0x37d83bf0, 0xa9bcae53, 0xdebb9ec5, 0x47b2cf7f, 0x30b5ffe9, 0xbdbdf21c, 0xcabac28a, 0x53b39330, + 0x24b4a3a6, 0xbad03605, 0xcdd70693, 0x54de5729, 0x23d967bf, 0xb3667a2e, 0xc4614ab8, 0x5d681b02, 0x2a6f2b94, + 0xb40bbe37, 0xc30c8ea1, 0x5a05df1b, 0x2d02ef8d, +]; + +export default function CRC32(str: string): number { + let crc = 0xffffffff; + + for (let i = 0; i < str.length; i++) { + crc = (crc >>> 8) ^ CRC32_table[str.charCodeAt(i) ^ (crc & 0x000000ff)]; + } + crc = ~crc; + // int to uint + crc = crc < 0 ? 0xffffffff + crc + 1 : crc; + + return crc; +} diff --git a/tools/mix-packer/ExBuffer.ts b/tools/mix-packer/ExBuffer.ts new file mode 100644 index 00000000..c4eb6e7b --- /dev/null +++ b/tools/mix-packer/ExBuffer.ts @@ -0,0 +1,51 @@ +class FileItemArray { + Array: Array<{ buffer: Buffer; offset: number }> = []; + + add(buffer: Buffer, offset: number): void { + this.Array.push({ buffer, offset }); + } + + find(source: Buffer): number { + const result = this.Array.find((i) => { + return i.buffer.equals(source); + }); + return result ? result.offset : -1; + } +} + +export default class ExBuffer { + fileItems = new FileItemArray(); + buffer: Buffer; + offset: number; + + constructor(size: number) { + this.offset = 0; + this.buffer = Buffer.allocUnsafe(size); + } + + GetBuffer(): Buffer { + return this.buffer.subarray(0, this.offset); + } + + findOrCopy(source: Buffer) { + let result = this.fileItems.find(source); + if (result === -1) { + result = this.copy(source); + } + return result; + } + + copy(source) { + const result = this.offset; + source.copy(this.buffer, result); + this.offset += source.length; + this.fileItems.add(this.buffer.subarray(result, this.offset), result); + + return result; + } + + write(value) { + this.buffer.writeUInt32LE(value, this.offset); + this.offset += 4; + } +} diff --git a/tools/mix-packer/ExFS.ts b/tools/mix-packer/ExFS.ts new file mode 100644 index 00000000..f484fe94 --- /dev/null +++ b/tools/mix-packer/ExFS.ts @@ -0,0 +1,63 @@ +import * as fs from "fs-extra"; +import * as path from "path"; +import * as glob from "glob"; +const fastFolderSizeSync = require("fast-folder-size/sync") as (target: string) => number; + +function toPosixPath(pathStr) { + return pathStr.replace(/\\/g, "/"); +} + +export default class ExFS { + static deleteAllMix(folderPath) { + const globOptions = { + nodir: true, + absolute: true, + }; + + const globPattern = toPosixPath(path.join(folderPath, "**", "*.mix")); + + const fileArray = glob.sync(globPattern, globOptions); + fileArray.forEach((item) => { + fs.removeSync(item); + console.log("delete " + item); + }); + } + + static GetFileArray(folderPath) { + const globOptions = { + nodir: true, + absolute: true, + ignore: [ + // + toPosixPath(path.join(folderPath, "**", "*.md")), + toPosixPath(path.join(folderPath, "*.pack", "**")), + ], + }; + + const globPattern = toPosixPath(path.join(folderPath, "**")); + + return glob.sync(globPattern, globOptions).sort(); + } + + static GetPackArray(folderPath) { + const globPattern = toPosixPath(path.join(folderPath, "**", "*.pack")); + + let result = glob.sync(globPattern); + + result = result.sort((a, b) => b.length - a.length); + + return result; + } + + static GetFolderSize(folderPath: string) { + return fastFolderSizeSync(folderPath) || 0; + } + + static GetFile(filePath) { + return fs.readFileSync(filePath); + } + + static mkdir(filePath) { + fs.ensureDirSync(filePath); + } +} diff --git a/tools/mix-packer/MIXFile.ts b/tools/mix-packer/MIXFile.ts new file mode 100644 index 00000000..62122d24 --- /dev/null +++ b/tools/mix-packer/MIXFile.ts @@ -0,0 +1,89 @@ +import CRC32 from "./CRC32"; +import ExBuffer from "./ExBuffer"; +import ExFS from "./ExFS"; +import * as path from "path"; +import * as fs from "fs"; + +export default class MIXFile { + folderPath: string; + body: ExBuffer; + + includedFilesID: Map; + + // CreateFromFolder + constructor(folderPath: string) { + this.folderPath = folderPath; + this.includedFilesID = new Map(); + + const filesArray = ExFS.GetFileArray(this.folderPath); + + this.body = new ExBuffer(ExFS.GetFolderSize(this.folderPath) + filesArray.length); + + for (let i = 0; i < filesArray.length; i++) { + this.addFile(filesArray[i]); + // console.log(i + 1, " of ", filesArray.length, "\r"); + } + } + + addFile(filePath) { + const id = MIXFile.getID(filePath); + + if (this.includedFilesID.has(id)) { + console.log(`fileID =${id.toString(16)}, filePath =${filePath} Has in ${path}`); + throw new Error(); + } + + const fileBuffer = ExFS.GetFile(filePath); + + const offset = this.body.findOrCopy(fileBuffer); + const size = fileBuffer.length; + + this.includedFilesID.set(id, { id, offset, size }); + + return this; + } + + createHeader() { + const array = Array.from(this.includedFilesID.values()); + array.sort((a, b) => ~~a.id - ~~b.id); + + const buf = new ExBuffer(array.length * 12 + 10); + buf.offset = 10; + + for (const item of array) { + buf.write(item.id); + buf.write(item.offset); + buf.write(item.size); + } + + const result = buf.GetBuffer(); + result.writeUInt32LE(0xcf_00_00_00, 0); + result.writeUInt16LE(array.length, 4); + result.writeUInt32LE(this.body.offset, 6); + + return result; + } + + save(mixPath: string): this { + const hqBuffer = this.createHeader(); + + fs.writeFileSync(mixPath, hqBuffer); + fs.appendFileSync(mixPath, this.body.GetBuffer()); + return this; + } + + // ===== statics ===== + static getID(filePath): number { + let name = path.basename(filePath).toUpperCase(); + + const a1 = name.length % 4; + if (a1) { + const a2 = name.length & ~3; + name += String.fromCharCode(a1); + let b = 3 - a1; + while (b--) name += name[a2]; + } + + return CRC32(name); + } +} diff --git a/tools/mix-packer/index.ts b/tools/mix-packer/index.ts new file mode 100644 index 00000000..4191e598 --- /dev/null +++ b/tools/mix-packer/index.ts @@ -0,0 +1,34 @@ +import MIXFile from "./MIXFile"; +import ExFS from "./ExFS"; +import * as path from "path"; + +const inDir = path.normalize("../game-assets"); +const outDir = path.normalize("../package"); + +ExFS.deleteAllMix(inDir); +const packArray = ExFS.GetPackArray(inDir); + +for (const item of packArray) { + const parse = path.parse(item); + + let currentOutDir = path.normalize(parse.dir); + if (!inPack(currentOutDir)) { + currentOutDir = outDir; + } + + ExFS.mkdir(currentOutDir); + const mix = path.join(currentOutDir, parse.name + ".mix"); + const pack = path.join(parse.dir, parse.base); + + console.log(mix); + new MIXFile(pack).save(mix); +} + +function inPack(mixDir) { + return ( + mixDir + .replace(inDir, "") + .split(path.sep) + .findIndex((i) => i.endsWith(".pack")) !== -1 + ); +} diff --git a/tools/package-lock.json b/tools/package-lock.json index d1be3db5..4ebe4927 100644 --- a/tools/package-lock.json +++ b/tools/package-lock.json @@ -14,6 +14,9 @@ "@octokit/core": "^4.2.0", "@types/node": "^18.14.0", "commander": "^10.0.0", + "fast-folder-size": "^2.2.0", + "fs-extra": "^11.1.1", + "glob": "^10.3.3", "irc": "^0.5.2", "js-ini": "^1.6.0", "ssh2": "^1.11.0", @@ -138,6 +141,22 @@ "node": ">=12" } }, + "node_modules/@isaacs/cliui": { + "version": "8.0.2", + "resolved": "https://registry.npmjs.org/@isaacs/cliui/-/cliui-8.0.2.tgz", + "integrity": "sha512-O8jcjabXaleOG9DQ0+ARXWZBTfnP4WNAqzuiJK7ll44AmxGKv/J2M4TPjxjY3znBCfvBXFzucm1twdyFybFqEA==", + "dependencies": { + "string-width": "^5.1.2", + "string-width-cjs": "npm:string-width@^4.2.0", + "strip-ansi": "^7.0.1", + "strip-ansi-cjs": "npm:strip-ansi@^6.0.1", + "wrap-ansi": "^8.1.0", + "wrap-ansi-cjs": "npm:wrap-ansi@^7.0.0" + }, + "engines": { + "node": ">=12" + } + }, "node_modules/@jridgewell/resolve-uri": { "version": "3.1.0", "resolved": "https://registry.npmjs.org/@jridgewell/resolve-uri/-/resolve-uri-3.1.0.tgz", @@ -357,6 +376,15 @@ "@octokit/openapi-types": "^12.11.0" } }, + "node_modules/@pkgjs/parseargs": { + "version": "0.11.0", + "resolved": "https://registry.npmjs.org/@pkgjs/parseargs/-/parseargs-0.11.0.tgz", + "integrity": "sha512-+1VkjdD0QBLPodGrJUeqarH8VAIvQODIbwh9XpP5Syisf7YoQgsJKPNFoqqLQlu+VQ/tVSshMR6loPMn8U+dPg==", + "optional": true, + "engines": { + "node": ">=14" + } + }, "node_modules/@tsconfig/node10": { "version": "1.0.9", "resolved": "https://registry.npmjs.org/@tsconfig/node10/-/node10-1.0.9.tgz", @@ -401,6 +429,39 @@ "node": ">=0.4.0" } }, + "node_modules/agent-base": { + "version": "7.1.0", + "resolved": "https://registry.npmjs.org/agent-base/-/agent-base-7.1.0.tgz", + "integrity": "sha512-o/zjMZRhJxny7OyEF+Op8X+efiELC7k7yOjMzgfzVqOzXqkBkWI79YoTdOtsuWd5BWhAGAuOY/Xa6xpiaWXiNg==", + "dependencies": { + "debug": "^4.3.4" + }, + "engines": { + "node": ">= 14" + } + }, + "node_modules/ansi-regex": { + "version": "6.0.1", + "resolved": "https://registry.npmjs.org/ansi-regex/-/ansi-regex-6.0.1.tgz", + "integrity": "sha512-n5M855fKb2SsfMIiFFoVrABHJC8QtHwVx+mHWP3QcEqBHYienj5dHSgjbxtC0WEZXYt4wcD6zrQElDPhFuZgfA==", + "engines": { + "node": ">=12" + }, + "funding": { + "url": "https://github.com/chalk/ansi-regex?sponsor=1" + } + }, + "node_modules/ansi-styles": { + "version": "6.2.1", + "resolved": "https://registry.npmjs.org/ansi-styles/-/ansi-styles-6.2.1.tgz", + "integrity": "sha512-bN798gFfQX+viw3R7yrGWRqnrN2oRkEkUjjl4JNn4E8GxxbjtG3FbrEIIY3l8/hrwUwIeCZvi4QuOTP4MErVug==", + "engines": { + "node": ">=12" + }, + "funding": { + "url": "https://github.com/chalk/ansi-styles?sponsor=1" + } + }, "node_modules/arg": { "version": "4.1.3", "resolved": "https://registry.npmjs.org/arg/-/arg-4.1.3.tgz", @@ -419,6 +480,25 @@ "resolved": "https://registry.npmjs.org/balanced-match/-/balanced-match-1.0.2.tgz", "integrity": "sha512-3oSeUO0TMV67hN1AmbXsK4yaqU7tjiHlbxRDZOpH0KW9+CeX4bRAaX0Anxt0tx2MrpRpWwQaPwIlISEJhYU5Pw==" }, + "node_modules/base64-js": { + "version": "1.5.1", + "resolved": "https://registry.npmjs.org/base64-js/-/base64-js-1.5.1.tgz", + "integrity": "sha512-AKpaYlHn8t4SVbOHCy+b5+KKgvR4vrsD8vbvrbiQJps7fKDTkjkDry6ji0rUJjC0kzbNePLwzxq8iypo41qeWA==", + "funding": [ + { + "type": "github", + "url": "https://github.com/sponsors/feross" + }, + { + "type": "patreon", + "url": "https://www.patreon.com/feross" + }, + { + "type": "consulting", + "url": "https://feross.org/support" + } + ] + }, "node_modules/bcrypt-pbkdf": { "version": "1.0.2", "resolved": "https://registry.npmjs.org/bcrypt-pbkdf/-/bcrypt-pbkdf-1.0.2.tgz", @@ -432,6 +512,15 @@ "resolved": "https://registry.npmjs.org/before-after-hook/-/before-after-hook-2.2.3.tgz", "integrity": "sha512-NzUnlZexiaH/46WDhANlyR2bXRopNg4F/zuSA3OpZnllCUgRaOF2znDioDWrmbNVsuZk6l9pMquQB38cfBZwkQ==" }, + "node_modules/bl": { + "version": "1.2.3", + "resolved": "https://registry.npmjs.org/bl/-/bl-1.2.3.tgz", + "integrity": "sha512-pvcNpa0UU69UT341rO6AYy4FVAIkUHuZXRIWbq+zHnsVcRzDDjIAhGuuYoi0d//cwIwtt4pkpKycWEfjdV+vww==", + "dependencies": { + "readable-stream": "^2.3.5", + "safe-buffer": "^5.1.1" + } + 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