mirror of
https://github.com/jmarshall23/CnC_Remastered_Collection.git
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Added two more abandoned buildings from Tiberian Sun(restricted assets).
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+64
-1
@@ -2489,6 +2489,68 @@ static BuildingTypeClass const ClassAban01(
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(short const*)OListWestwood // OVERLAPLIST:List of overlap cell offset.
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);
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static BuildingTypeClass const ClassAban02(
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STRUCT_ABAN02,
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TXT_CIV37, // NAME: Short name of the structure.
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"ABAN02", // NAME: Short name of the structure.
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FACING_NONE, // 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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0x0000, // 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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true, // Animation rate is regulated for constant speed?
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true, // Always use the given name for the building?
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false, // Is this a wall type structure?
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true, // 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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false, // 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_42, // SIZE: Building size.
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NULL, // Preferred exit cell list.
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(short const*)ListWestwood, // OCCUPYLIST: List of active foundation squares.
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(short const*)OListWestwood // OVERLAPLIST:List of overlap cell offset.
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);
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static BuildingTypeClass const ClassAban03(
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STRUCT_ABAN03,
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TXT_CIV37, // NAME: Short name of the structure.
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"ABAN03", // NAME: Short name of the structure.
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FACING_NONE, // 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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0x0000, // 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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true, // Animation rate is regulated for constant speed?
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true, // Always use the given name for the building?
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false, // Is this a wall type structure?
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true, // 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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false, // 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_42, // SIZE: Building size.
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NULL, // Preferred exit cell list.
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(short const*)ListWestwood, // OCCUPYLIST: List of active foundation squares.
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(short const*)OListWestwood // OVERLAPLIST:List of overlap cell offset.
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);
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static BuildingTypeClass const ClassMission(
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STRUCT_MISSION,
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TXT_CIVMISS, // NAME: Short name of the structure.
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@@ -3056,7 +3118,8 @@ void BuildingTypeClass::Init_Heap(void)
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new BuildingTypeClass(ClassBarrel3); // STRUCT_BARREL3
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new BuildingTypeClass(ClassAban01);
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new BuildingTypeClass(ClassAban02);
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new BuildingTypeClass(ClassAban03);
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#ifdef FIXIT_ANTS
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new BuildingTypeClass(ClassQueen); // STRUCT_QUEEN
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new BuildingTypeClass(ClassLarva1); // STRUCT_LARVA1
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