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note the occupied building
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docs/New-or-Enhanced-Logics.md

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@@ -2993,6 +2993,10 @@ UnlimboDetonate.KeepSelected=false ; boolean
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- `Target`: The end point follows the target; if the target object dies, the update stops.
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- `All`: Equivalent to specifying both `Firer` and `Target`.
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```{note}
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In vanilla, an occupied building uses the weapons of its occupants in turn. Thus, if an infantry's occupy weapon uses `Firer` , the laser's starting point will update to the position specified by the most recently used `MuzzleFlashX` after each shot.
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```
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```{note}
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For a sub-weapon created by `ShrapnelWeapon` or `AirburstWeapon`, its start point is the position where the parent weapon detonates, not the firer's FLH.
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- If `Firer` is set, it will be treated as `None`.

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