mirror of
https://github.com/electronicarts/CnC_Remastered_Collection
synced 2024-05-05 21:02:33 +12:00
e37e174be1
Initial commit of C&C Remastered Map Editor code
515 lines
19 KiB
C#
515 lines
19 KiB
C#
//
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// Copyright 2020 Electronic Arts Inc.
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//
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// The Command & Conquer Map Editor and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// The Command & Conquer Map Editor and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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namespace MobiusEditor.RedAlert
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{
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public static class ActionDataTypes
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{
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public enum ThemeType
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{
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THEME_QUIET = -3,
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THEME_PICK_ANOTHER = -2,
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THEME_NONE = -1,
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THEME_BIGF,
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THEME_CRUS,
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THEME_FAC1,
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THEME_FAC2,
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THEME_HELL,
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THEME_RUN1,
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THEME_SMSH,
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THEME_TREN,
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THEME_WORK,
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THEME_AWAIT,
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THEME_DENSE_R,
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THEME_FOGGER1A,
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THEME_MUD1A,
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THEME_RADIO2,
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THEME_ROLLOUT,
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THEME_SNAKE,
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THEME_TERMINAT,
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THEME_TWIN,
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THEME_VECTOR1A,
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THEME_MAP,
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THEME_SCORE,
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THEME_INTRO,
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THEME_CREDITS,
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THEME_2ND_HAND,
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THEME_ARAZOID,
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THEME_BACKSTAB,
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THEME_CHAOS2,
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THEME_SHUT_IT,
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THEME_TWINMIX1,
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THEME_UNDER3,
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THEME_VR2,
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THEME_BOG,
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THEME_FLOAT_V2,
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THEME_GLOOM,
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THEME_GRNDWIRE,
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THEME_RPT,
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THEME_SEARCH,
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THEME_TRACTION,
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THEME_WASTELND,
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};
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public enum VocType
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{
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VOC_NONE = -1,
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VOC_GIRL_OKAY, // "okay"
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VOC_GIRL_YEAH, // "yeah?"
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VOC_GUY_OKAY, // "okay"
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VOC_GUY_YEAH, // "yeah?"
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VOC_MINELAY1, // mine layer sound
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VOC_ACKNOWL, // "acknowledged"
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VOC_AFFIRM, // "affirmative"
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VOC_AWAIT, // "awaiting orders"
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VOC_ENG_AFFIRM, // Engineer: "affirmative"
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VOC_ENG_ENG, // Engineer: "engineering"
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VOC_NO_PROB, // "not a problem"
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VOC_READY, // "ready and waiting"
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VOC_REPORT, // "reporting"
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VOC_RIGHT_AWAY, // "right away sir"
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VOC_ROGER, // "roger"
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VOC_UGOTIT, // "you got it"
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VOC_VEHIC, // "vehicle reporting"
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VOC_YESSIR, // "yes sir"
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VOC_SCREAM1, // short infantry scream
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VOC_SCREAM3, // short infantry scream
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VOC_SCREAM4, // short infantry scream
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VOC_SCREAM5, // short infantry scream
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VOC_SCREAM6, // short infantry scream
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VOC_SCREAM7, // short infantry scream
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VOC_SCREAM10, // short infantry scream
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VOC_SCREAM11, // short infantry scream
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VOC_YELL1, // long infantry scream
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VOC_CHRONO, // Chronosphere sound.
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VOC_CANNON1, // Cannon sound (medium).
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VOC_CANNON2, // Cannon sound (short).
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VOC_IRON1,
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VOC_ENG_MOVEOUT, // Engineer: "movin' out"
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VOC_SONAR, // sonar pulse
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VOC_SANDBAG, // sand bag crunch
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VOC_MINEBLOW,
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VOC_CHUTE1, // wind swoosh sound
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VOC_DOG_BARK, // dog bark
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VOC_DOG_WHINE, // dog whine
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VOC_DOG_GROWL2, // strong dog growl
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VOC_FIRE_LAUNCH, // fireball launch sound
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VOC_FIRE_EXPLODE, // fireball explode sound
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VOC_GRENADE_TOSS, // grenade toss
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VOC_GUN_5, // 5 round gun burst (slow).
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VOC_GUN_7, // 7 round gun burst (fast).
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VOC_ENG_YES, // Engineer: "yes sir"
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VOC_GUN_RIFLE, // Rifle shot.
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VOC_HEAL, // Healing effect.
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VOC_DOOR, // Hyrdrolic door.
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VOC_INVULNERABLE, // Invulnerability effect.
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VOC_KABOOM1, // Long explosion (muffled).
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VOC_KABOOM12, // Very long explosion (muffled).
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VOC_KABOOM15, // Very long explosion (muffled).
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VOC_SPLASH, // Water splash
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VOC_KABOOM22, // Long explosion (sharp).
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VOC_AACANON3, // AA-Cannon
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VOC_TANYA_DIE, // Tanya: scream
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VOC_GUN_5F, // 5 round gun burst (fast).
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VOC_MISSILE_1, // Missile with high tech effect.
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VOC_MISSILE_2, // Long missile launch.
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VOC_MISSILE_3, // Short missile launch.
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VOC_x6,
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VOC_GUN_5R, // 5 round gun burst (rattles).
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VOC_BEEP, // Generic beep sound.
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VOC_CLICK, // Generic click sound.
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VOC_SILENCER, // Silencer.
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VOC_CANNON6, // Long muffled cannon shot.
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VOC_CANNON7, // Sharp mechanical cannon fire.
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VOC_TORPEDO, // Torpedo launch.
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VOC_CANNON8, // Sharp cannon fire.
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VOC_TESLA_POWER_UP, // Hum charge up.
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VOC_TESLA_ZAP, // Tesla zap effect.
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VOC_SQUISH, // Squish effect.
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VOC_SCOLD, // Scold bleep.
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VOC_RADAR_ON, // Powering up electronics.
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VOC_RADAR_OFF, // B movie power down effect.
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VOC_PLACE_BUILDING_DOWN, // Building slam down sound.
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VOC_KABOOM30, // Short explosion (HE).
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VOC_KABOOM25, // Short growling explosion.
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VOC_x7,
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VOC_DOG_HURT, // Dog whine.
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VOC_DOG_YES, // Dog 'yes sir'.
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VOC_CRUMBLE, // Building crumble.
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VOC_MONEY_UP, // Rising money tick.
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VOC_MONEY_DOWN, // Falling money tick.
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VOC_CONSTRUCTION, // Building construction sound.
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VOC_GAME_CLOSED, // Long bleep.
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VOC_INCOMING_MESSAGE, // Soft happy warble.
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VOC_SYS_ERROR, // Sharp soft warble.
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VOC_OPTIONS_CHANGED, // Mid range soft warble.
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VOC_GAME_FORMING, // Long warble.
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VOC_PLAYER_LEFT, // Chirp sequence.
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VOC_PLAYER_JOINED, // Reverse chirp sequence.
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VOC_DEPTH_CHARGE, // Distant explosion sound.
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VOC_CASHTURN, // Airbrake.
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VOC_TANYA_CHEW, // Tanya: "Chew on this"
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VOC_TANYA_ROCK, // Tanya: "Let's rock"
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VOC_TANYA_LAUGH, // Tanya: "ha ha ha"
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VOC_TANYA_SHAKE, // Tanya: "Shake it baby"
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VOC_TANYA_CHING, // Tanya: "Cha Ching"
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VOC_TANYA_GOT, // Tanya: "That's all you got"
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VOC_TANYA_KISS, // Tanya: "Kiss it bye bye"
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VOC_TANYA_THERE, // Tanya: "I'm there"
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VOC_TANYA_GIVE, // Tanya: "Give it to me"
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VOC_TANYA_YEA, // Tanya: "Yea?"
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VOC_TANYA_YES, // Tanya: "Yes sir?"
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VOC_TANYA_WHATS, // Tanya: "What's up."
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VOC_WALLKILL2, // Crushing wall sound.
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VOC_x8,
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VOC_TRIPLE_SHOT, // Three quick shots in succession.
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VOC_SUBSHOW, // Submarine surfacing.
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VOC_E_AH, // Einstein "ah"
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VOC_E_OK, // Einstein "ok"
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VOC_E_YES, // Einstein "yes"
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VOC_TRIP_MINE, // mine explosion sound
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VOC_SPY_COMMANDER, // Spy: "commander?"
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VOC_SPY_YESSIR, // Spy: "yes sir"
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VOC_SPY_INDEED, // Spy: "indeed"
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VOC_SPY_ONWAY, // Spy: "on my way"
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VOC_SPY_KING, // Spy: "for king and country"
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VOC_MED_REPORTING, // Medic: "reporting"
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VOC_MED_YESSIR, // Medic: "yes sir"
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VOC_MED_AFFIRM, // Medic: "affirmative"
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VOC_MED_MOVEOUT, // Medic: "movin' out"
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VOC_BEEP_SELECT, // map selection beep
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VOC_THIEF_YEA, // Thief: "yea?"
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VOC_ANTDIE,
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VOC_ANTBITE,
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VOC_THIEF_MOVEOUT, // Thief: "movin' out"
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VOC_THIEF_OKAY, // Thief: "ok"
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VOC_x11,
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VOC_THIEF_WHAT, // Thief: "what"
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VOC_THIEF_AFFIRM, // Thief: "affirmative"
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VOC_STAVCMDR,
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VOC_STAVCRSE,
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VOC_STAVYES,
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VOC_STAVMOV,
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VOC_BUZZY1,
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VOC_RAMBO1,
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VOC_RAMBO2,
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VOC_RAMBO3,
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VOC_MECHYES1,
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VOC_MECHHOWDY1,
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VOC_MECHRISE1,
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VOC_MECHHUH1,
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VOC_MECHHEAR1,
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VOC_MECHLAFF1,
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VOC_MECHBOSS1,
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VOC_MECHYEEHAW1,
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VOC_MECHHOTDIG1,
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VOC_MECHWRENCH1,
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VOC_STBURN1,
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VOC_STCHRGE1,
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VOC_STCRISP1,
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VOC_STDANCE1,
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VOC_STJUICE1,
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VOC_STJUMP1,
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VOC_STLIGHT1,
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VOC_STPOWER1,
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VOC_STSHOCK1,
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VOC_STYES1,
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VOC_CHRONOTANK1,
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VOC_MECH_FIXIT1,
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VOC_MAD_CHARGE,
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VOC_MAD_EXPLODE,
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VOC_SHOCK_TROOP1,
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};
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public enum VoxType
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{
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VOX_NONE = -1,
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VOX_ACCOMPLISHED, // mission accomplished
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VOX_FAIL, // your mission has failed
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VOX_NO_FACTORY, // unable to comply, building in progress
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VOX_CONSTRUCTION, // construction complete
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VOX_UNIT_READY, // unit ready
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VOX_NEW_CONSTRUCT, // new construction options
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VOX_DEPLOY, // cannot deploy here
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VOX_STRUCTURE_DESTROYED, // structure destroyed
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VOX_INSUFFICIENT_POWER, // insufficient power
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VOX_NO_CASH, // insufficient funds
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VOX_CONTROL_EXIT, // battle control terminated
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VOX_REINFORCEMENTS, // reinforcements have arrived
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VOX_CANCELED, // canceled
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VOX_BUILDING, // building
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VOX_LOW_POWER, // low power
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VOX_NEED_MO_MONEY, // need more funds
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VOX_BASE_UNDER_ATTACK, // our base is under attack
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VOX_UNABLE_TO_BUILD, // unable to build more
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VOX_PRIMARY_SELECTED, // primary building selected
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VOX_MADTANK_DEPLOYED, // M.A.D. Tank Deployed
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VOX_none4,
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VOX_UNIT_LOST, // unit lost
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VOX_SELECT_TARGET, // select target
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VOX_PREPARE, // enemy approaching
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VOX_NEED_MO_CAPACITY, // silos needed
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VOX_SUSPENDED, // on hold
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VOX_REPAIRING, // repairing
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VOX_none5,
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VOX_none6,
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VOX_AIRCRAFT_LOST,
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VOX_none7,
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VOX_ALLIED_FORCES_APPROACHING,
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VOX_ALLIED_APPROACHING,
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VOX_none8,
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VOX_none9,
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VOX_BUILDING_INFILTRATED,
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VOX_CHRONO_CHARGING,
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VOX_CHRONO_READY,
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VOX_CHRONO_TEST,
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VOX_HQ_UNDER_ATTACK,
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VOX_CENTER_DEACTIVATED,
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VOX_CONVOY_APPROACHING,
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VOX_CONVOY_UNIT_LOST,
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VOX_EXPLOSIVE_PLACED,
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VOX_MONEY_STOLEN,
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VOX_SHIP_LOST,
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VOX_SATALITE_LAUNCHED,
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VOX_SONAR_AVAILABLE,
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VOX_none10,
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VOX_SOVIET_FORCES_APPROACHING,
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VOX_SOVIET_REINFORCEMENTS,
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VOX_TRAINING,
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VOX_ABOMB_READY,
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VOX_ABOMB_LAUNCH,
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VOX_ALLIES_N,
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VOX_ALLIES_S,
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VOX_ALLIES_E,
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VOX_ALLIES_W,
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VOX_OBJECTIVE1,
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VOX_OBJECTIVE2,
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VOX_OBJECTIVE3,
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VOX_IRON_CHARGING,
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VOX_IRON_READY,
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VOX_RESCUED,
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VOX_OBJECTIVE_NOT,
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VOX_SIGNAL_N,
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VOX_SIGNAL_S,
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VOX_SIGNAL_E,
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VOX_SIGNAL_W,
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VOX_SPY_PLANE,
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VOX_FREED,
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VOX_UPGRADE_ARMOR,
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VOX_UPGRADE_FIREPOWER,
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VOX_UPGRADE_SPEED,
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VOX_MISSION_TIMER,
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VOX_UNIT_FULL,
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VOX_UNIT_REPAIRED,
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VOX_TIME_40,
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VOX_TIME_30,
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VOX_TIME_20,
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VOX_TIME_10,
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VOX_TIME_5,
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VOX_TIME_4,
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VOX_TIME_3,
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VOX_TIME_2,
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VOX_TIME_1,
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VOX_TIME_STOP,
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VOX_UNIT_SOLD,
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VOX_TIMER_STARTED,
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VOX_TARGET_RESCUED,
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VOX_TARGET_FREED,
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VOX_TANYA_RESCUED,
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VOX_STRUCTURE_SOLD,
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VOX_SOVIET_FORCES_FALLEN,
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VOX_SOVIET_SELECTED,
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VOX_SOVIET_EMPIRE_FALLEN,
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VOX_OPERATION_TERMINATED,
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VOX_OBJECTIVE_REACHED,
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VOX_OBJECTIVE_NOT_REACHED,
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VOX_OBJECTIVE_MET,
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VOX_MERCENARY_RESCUED,
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VOX_MERCENARY_FREED,
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VOX_KOSOYGEN_FREED,
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VOX_FLARE_DETECTED,
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VOX_COMMANDO_RESCUED,
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VOX_COMMANDO_FREED,
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VOX_BUILDING_IN_PROGRESS,
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VOX_ATOM_PREPPING,
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VOX_ALLIED_SELECTED,
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VOX_ABOMB_PREPPING,
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VOX_ATOM_LAUNCHED,
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VOX_ALLIED_FORCES_FALLEN,
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VOX_ABOMB_AVAILABLE,
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VOX_ALLIED_REINFORCEMENTS,
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VOX_SAVE1,
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VOX_LOAD1,
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};
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public enum SpecialWeaponType
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{
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SPC_NONE = -1,
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SPC_SONAR_PULSE, // Momentarily reveals submarines.
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SPC_NUCLEAR_BOMB, // Tactical nuclear weapon.
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SPC_CHRONOSPHERE, // Paradox device, for teleportation
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SPC_PARA_BOMB, // Parachute bomb delivery.
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SPC_PARA_INFANTRY, // Parachute reinforcement delivery.
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SPC_SPY_MISSION, // Spy plane to take photo recon mission.
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SPC_IRON_CURTAIN, // Bestow invulnerability on a unit/building
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SPC_GPS, // give allies free unjammable radar.
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};
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public enum QuarryType
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{
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QUARRY_NONE,
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QUARRY_ANYTHING, // Attack any enemy (same as "hunt").
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QUARRY_BUILDINGS, // Attack buildings (in general).
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QUARRY_HARVESTERS, // Attack harvesters or refineries.
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QUARRY_INFANTRY, // Attack infantry.
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QUARRY_VEHICLES, // Attack combat vehicles.
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QUARRY_VESSELS, // Attach ships.
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QUARRY_FACTORIES, // Attack factories (all types).
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QUARRY_DEFENSE, // Attack base defense buildings.
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QUARRY_THREAT, // Attack enemies near friendly base.
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QUARRY_POWER, // Attack power facilities.
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QUARRY_FAKES, // Prefer to attack fake buildings.
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};
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public enum VQType
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{
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VQ_NONE = -1,
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VQ_AAGUN,
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VQ_MIG,
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VQ_SFROZEN,
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VQ_AIRFIELD,
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VQ_BATTLE,
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VQ_BMAP,
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VQ_BOMBRUN,
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VQ_DPTHCHRG,
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VQ_GRVESTNE,
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VQ_MONTPASS,
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VQ_MTNKFACT,
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VQ_CRONTEST,
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VQ_OILDRUM,
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VQ_ALLYEND,
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VQ_RADRRAID,
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VQ_SHIPYARD,
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VQ_SHORBOMB,
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VQ_SITDUCK,
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VQ_SLNTSRVC,
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VQ_SNOWBASE,
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VQ_EXECUTE,
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VQ_TITLE, // Low res.
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VQ_NUKESTOK,
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VQ_V2ROCKET,
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VQ_SEARCH,
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VQ_BINOC,
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VQ_ELEVATOR,
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VQ_FROZEN,
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VQ_MCV,
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VQ_SHIPSINK,
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VQ_SOVMCV,
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VQ_TRINITY,
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VQ_ALLYMORF,
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VQ_APCESCPE,
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VQ_BRDGTILT,
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VQ_CRONFAIL,
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VQ_STRAFE,
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VQ_DESTROYR,
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VQ_DOUBLE,
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VQ_FLARE,
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VQ_SNSTRAFE,
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VQ_LANDING,
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VQ_ONTHPRWL,
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VQ_OVERRUN,
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VQ_SNOWBOMB,
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VQ_SOVCEMET,
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VQ_TAKE_OFF,
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VQ_TESLA,
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VQ_SOVIET8,
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VQ_SPOTTER,
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VQ_SCENE1,
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VQ_SCENE2,
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|
VQ_SCENE4,
|
|
VQ_SOVFINAL,
|
|
VQ_ASSESS,
|
|
VQ_SOVIET10,
|
|
VQ_DUD,
|
|
VQ_MCV_LAND,
|
|
VQ_MCVBRDGE,
|
|
VQ_PERISCOP,
|
|
VQ_SHORBOM1,
|
|
VQ_SHORBOM2,
|
|
VQ_SOVBATL,
|
|
VQ_SOVTSTAR,
|
|
VQ_AFTRMATH,
|
|
VQ_SOVIET11,
|
|
VQ_MASASSLT,
|
|
VQ_REDINTRO, // High res
|
|
VQ_SOVIET1,
|
|
VQ_SOVIET2,
|
|
VQ_SOVIET3,
|
|
VQ_SOVIET4,
|
|
VQ_SOVIET5,
|
|
VQ_SOVIET6,
|
|
VQ_SOVIET7,
|
|
VQ_INTRO_MOVIE,
|
|
VQ_AVERTED,
|
|
VQ_COUNTDWN,
|
|
VQ_MOVINGIN,
|
|
VQ_ALLIED10,
|
|
VQ_ALLIED12,
|
|
VQ_ALLIED5,
|
|
VQ_ALLIED6,
|
|
VQ_ALLIED8,
|
|
VQ_TANYA1,
|
|
VQ_TANYA2,
|
|
VQ_ALLY10B,
|
|
VQ_ALLY11,
|
|
VQ_ALLY14,
|
|
VQ_ALLY9,
|
|
VQ_SPY,
|
|
VQ_TOOFAR,
|
|
VQ_SOVIET12,
|
|
VQ_SOVIET13,
|
|
VQ_SOVIET9,
|
|
VQ_BEACHEAD,
|
|
VQ_SOVIET14,
|
|
VQ_SIZZLE,
|
|
VQ_SIZZLE2,
|
|
VQ_ANTEND,
|
|
VQ_ANTINTRO,
|
|
VQ_RETALIATION_ALLIED1,
|
|
VQ_RETALIATION_ALLIED2,
|
|
VQ_RETALIATION_ALLIED3,
|
|
VQ_RETALIATION_ALLIED4,
|
|
VQ_RETALIATION_ALLIED5,
|
|
VQ_RETALIATION_ALLIED6,
|
|
VQ_RETALIATION_ALLIED7,
|
|
VQ_RETALIATION_ALLIED8,
|
|
VQ_RETALIATION_ALLIED9,
|
|
VQ_RETALIATION_ALLIED10,
|
|
VQ_RETALIATION_SOVIET1,
|
|
VQ_RETALIATION_SOVIET2,
|
|
VQ_RETALIATION_SOVIET3,
|
|
VQ_RETALIATION_SOVIET4,
|
|
VQ_RETALIATION_SOVIET5,
|
|
VQ_RETALIATION_SOVIET6,
|
|
VQ_RETALIATION_SOVIET7,
|
|
VQ_RETALIATION_SOVIET8,
|
|
VQ_RETALIATION_SOVIET9,
|
|
VQ_RETALIATION_SOVIET10,
|
|
VQ_RETALIATION_WINA,
|
|
VQ_RETALIATION_WINS,
|
|
VQ_RETALIATION_ANTS,
|
|
};
|
|
}
|
|
}
|