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https://github.com/jmarshall23/CnC_Remastered_Collection.git
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Added anim frame range support for buildings in rules.ini. Added prism tower.
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@@ -568,6 +568,36 @@ static BuildingTypeClass const ClassTesla(
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(short const *)OList12 // OVERLAPLIST:List of overlap cell offset.
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);
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static BuildingTypeClass const ClassPrisom(
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STRUCT_PRISOM,
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TXT_TESLA, // NAME: Short name of the structure.
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"GGPRIS", // NAME: Short name of the structure.
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FACING_S, // Foundation direction from center of building.
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XYP_COORD(0, 0), // Exit point for produced units.
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REMAP_ALTERNATE, // Sidebar remap logic.
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0x00C8, // Vertical offset.
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0x0000, // Primary weapon offset along turret centerline.
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0x0000, // Primary weapon lateral offset along turret centerline.
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false, // Is this building a fake (decoy?)
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false, // Animation rate is regulated for constant speed?
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false, // Always use the given name for the building?
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false, // Is this a wall type structure?
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false, // Simple (one frame) damage imagery?
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false, // Is it invisible to radar?
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true, // Can the player select this?
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true, // Is this a legal target for attack or move?
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false, // Is this an insignificant building?
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false, // Theater specific graphic image?
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false, // Does it have a rotating turret?
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true, // Can the building be color remapped to indicate owner?
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RTTI_NONE, // The object type produced at this factory.
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DIR_N, // Starting idle frame to match construction.
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BSIZE_12, // SIZE: Building size.
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NULL, // Preferred exit cell list.
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(short const*)List12, // OCCUPYLIST: List of active foundation squares.
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(short const*)OList12 // OVERLAPLIST:List of overlap cell offset.
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);
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static BuildingTypeClass const ClassTurret(
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STRUCT_TURRET,
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TXT_TURRET, // NAME: Short name of the structure.
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@@ -3133,6 +3163,8 @@ void BuildingTypeClass::Init_Heap(void)
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#ifdef RA_AF
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new BuildingTypeClass(ClassAFV01); // STRUCT_AFV01
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#endif
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new BuildingTypeClass(ClassPrisom);
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}
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Image_t* BuildingTypeClass::LoadHDImage(const char* fullname, int& numHDShapes, bool remapHouse) {
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@@ -4052,6 +4084,15 @@ bool BuildingTypeClass::Read_INI(CCINIClass & ini)
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ActiveAnimAnimShape = MFCD::Retrieve(ConstructAnimName);
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}
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IdleAnimNonDamagedStart = ini.Get_Int(Name(), "IdleAnimNonDamagedStart", -1);
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IdleAnimNonDamagedFrames = ini.Get_Int(Name(), "IdleAnimNonDamagedFrames", -1);
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IdleAnimDamagedStart = ini.Get_Int(Name(), "IdleAnimDamagedStart", -1);
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IdleAnimDamagedFrames = ini.Get_Int(Name(), "IdleAnimDamagedFrames", -1);
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ActiveAnimNonDamagedStart = ini.Get_Int(Name(), "ActiveAnimNonDamagedStart", -1);
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ActiveAnimNonDamagedFrames = ini.Get_Int(Name(), "ActiveAnimNonDamagedFrames", -1);
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ActiveAnimDamagedStart = ini.Get_Int(Name(), "ActiveAnimDamagedStart", -1);
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ActiveAnimDamagedFrames = ini.Get_Int(Name(), "ActiveAnimDamagedFrames", -1);
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if (Power < 0) {
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Drain = -Power;
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Power = 0;
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