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https://github.com/electronicarts/CnC_Remastered_Collection.git
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September 16th patch update
DLL version incremented Beacon functionality added Support for loading screen match preview display Placeholder handling of new key-bindable mod commands
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+58
-2
@@ -2379,7 +2379,58 @@ static AnimTypeClass const Flag(
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0, // Loop start frame number.
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-1, // Ending frame of loop back.
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-1, // Number of animation stages.
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-1, // Number of times the animation loops.
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-1, // Number of times the animation loops.
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VOC_NONE, // Sound effect to play.
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ANIM_NONE
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);
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static AnimTypeClass const Beacon(
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ANIM_BEACON, // Animation number.
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"MOVEFLSH", // Data name of animation.
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21, // Maximum dimension of animation.
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0, // Biggest animation stage.
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false, // Normalized animation rate?
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false, // Uses white translucent table?
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false, // Scorches the ground?
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false, // Forms a crater?
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false, // Sticks to unit in square?
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false, // Ground level animation?
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false, // Translucent colors in this animation?
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false, // Is this a flame thrower animation?
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0x0000, // Damage to apply per tick (fixed point).
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1, // Delay between frames.
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0, // Starting frame number.
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0, // Loop start frame number.
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-1, // Ending frame of loop back.
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1, // Number of animation stages.
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-1, // Number of times the animation loops.
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VOC_NONE, // Sound effect to play.
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ANIM_NONE,
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-1, // Virtual stages
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0x100, // Virtual scale
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ANIM_BEACON_VIRTUAL // Virtual anim
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);
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static AnimTypeClass const BeaconVirtual(
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ANIM_BEACON_VIRTUAL, // Animation number.
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"BEACON", // Data name of animation.
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21, // Maximum dimension of animation.
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0, // Biggest animation stage.
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false, // Normalized animation rate?
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false, // Uses white translucent table?
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false, // Scorches the ground?
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false, // Forms a crater?
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false, // Sticks to unit in square?
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false, // Ground level animation?
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false, // Translucent colors in this animation?
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false, // Is this a flame thrower animation?
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0x0000, // Damage to apply per tick (fixed point).
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1, // Delay between frames.
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0, // Starting frame number.
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0, // Loop start frame number.
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-1, // Ending frame of loop back.
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1, // Number of animation stages.
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-1, // Number of times the animation loops.
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VOC_NONE, // Sound effect to play.
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ANIM_NONE
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);
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@@ -2484,10 +2535,12 @@ AnimTypeClass const * const AnimTypeClass::Pointers[ANIM_COUNT] = {
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&RaptDie,
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&ChemBall,
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&Flag,
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&Beacon,
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&Fire3Virtual,
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&Fire2Virtual,
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&Fire1Virtual,
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&Fire4Virtual
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&Fire4Virtual,
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&BeaconVirtual
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};
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@@ -2570,6 +2623,9 @@ void AnimTypeClass::One_Time(void)
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((void const *&)As_Reference(index).ImageData) = MixFileClass::Retrieve(fullname);
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}
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}
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// Set up beacon image data manually since they're new animations only available in the virtual renderer
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((void const *&)As_Reference(ANIM_BEACON_VIRTUAL).ImageData) = As_Reference(ANIM_BEACON).ImageData;
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}
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