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Spelling Corrections.

Patch from forum member Forgon.
Fixes ticket:4617.
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KJeff01 committed Aug 29, 2017
1 parent d67b34e commit 2ce9492056d84846a07174770cfc2c46abf44e7b
Showing with 329 additions and 323 deletions.
  1. +1 −1 README.md
  2. +1 −1 build_tools/autorevision
  3. +1 −1 data/base/messages/strings/names.txt
  4. +1 −1 data/base/messages/strings/resstrings.txt
  5. +1 −1 data/base/script/campaign/cam2-1x.js
  6. +1 −1 data/base/script/campaign/cam2-a.js
  7. +1 −1 data/base/script/campaign/cam2-end.js
  8. +1 −1 data/base/script/data/cam3a-d1.vlo
  9. +1 −1 data/base/script/data/cam3a-d2.vlo
  10. +4 −4 data/base/script/text/genexp.slo
  11. +1 −1 data/base/script/text/reinforcement.slo
  12. +2 −2 data/base/script/text/tutorial3.slo
  13. +1 −1 data/base/script/text/vtols.slo
  14. +1 −1 data/base/script/text/vtols2.slo
  15. +1 −1 data/base/shaders/tcmask.vert
  16. +1 −1 data/mp/messages/strings/names.txt
  17. +5 −5 data/mp/multiplay/skirmish/nb_rulesets/standard.js
  18. +18 −18 data/mp/multiplay/skirmish/nexus.slo
  19. +9 −9 data/mp/multiplay/skirmish/nexus.vlo
  20. +20 −20 data/mp/multiplay/skirmish/semperfi.slo
  21. +11 −11 data/mp/multiplay/skirmish/semperfi.vlo
  22. +1 −1 data/mp/multiplay/skirmish/semperfi_includes/research.js
  23. +18 −18 data/mp/stats/research.json
  24. +6 −6 data/mp/stats/structure.json
  25. +4 −4 data/mp/stats/weapons.json
  26. +1 −1 doc/PIE.md
  27. +1 −1 doc/ScriptingManual.htm
  28. +1 −1 lib/exceptionhandler/exceptionhandler.cpp
  29. +2 −2 lib/exceptionhandler/exchndl.cpp
  30. +1 −1 lib/framework/frameresource.cpp
  31. +2 −2 lib/framework/frameresource.h
  32. +1 −1 lib/framework/geometry.h
  33. +1 −1 lib/framework/input.h
  34. +3 −3 lib/framework/resource_parser.cpp
  35. +3 −3 lib/framework/resource_parser.ypp
  36. +2 −2 lib/framework/string_ext.h
  37. +3 −3 lib/ivis_opengl/imdload.cpp
  38. +1 −1 lib/ivis_opengl/pieblitfunc.h
  39. +1 −1 lib/ivis_opengl/piedraw.cpp
  40. +1 −1 lib/ivis_opengl/screen.h
  41. +5 −5 lib/netplay/netplay.cpp
  42. +3 −3 lib/netplay/netsocket.cpp
  43. +2 −2 lib/qtgame/wzapp_qt.cpp
  44. +8 −2 lib/script/chat_parser.ypp
  45. +1 −1 lib/script/event.h
  46. +1 −1 lib/script/parse.h
  47. +4 −4 lib/script/script_parser.cpp
  48. +4 −4 lib/script/script_parser.ypp
  49. +1 −1 lib/sdl/main_sdl.cpp
  50. +1 −1 lib/sequence/timer.cpp
  51. +3 −3 lib/sound/openal_track.cpp
  52. +1 −1 m4/ax_c_check_flag.m4
  53. +1 −1 m4/ax_ext_check_header.m4
  54. +1 −1 m4/lib-link.m4
  55. +1 −1 macosx/configs/autorevision.sh
  56. +1 −1 pkg/nsis/warzone2100.update.nsi
  57. +3 −3 src/action.cpp
  58. +1 −1 src/actiondef.h
  59. +1 −1 src/ai.cpp
  60. +1 −1 src/astar.cpp
  61. +1 −1 src/basedef.h
  62. +1 −1 src/cheat.cpp
  63. +1 −1 src/cmddroid.h
  64. +1 −1 src/configuration.cpp
  65. +3 −3 src/design.cpp
  66. +2 −2 src/display.cpp
  67. +3 −3 src/display3d.cpp
  68. +1 −1 src/droid.cpp
  69. +1 −1 src/droiddef.h
  70. +2 −2 src/effects.cpp
  71. +2 −2 src/frontend.cpp
  72. +5 −5 src/frontend.h
  73. +2 −2 src/game.cpp
  74. +1 −1 src/game.h
  75. +9 −9 src/hci.cpp
  76. +3 −3 src/init.cpp
  77. +6 −6 src/intdisplay.cpp
  78. +1 −1 src/intelmap.cpp
  79. +4 −4 src/intorder.cpp
  80. +4 −4 src/keybind.cpp
  81. +1 −1 src/keybind.h
  82. +4 −4 src/keyedit.cpp
  83. +1 −1 src/lighting.cpp
  84. +2 −2 src/main.cpp
  85. +1 −1 src/map.cpp
  86. +1 −1 src/message.cpp
  87. +1 −1 src/messagedef.h
  88. +6 −6 src/mission.cpp
  89. +1 −1 src/move.cpp
  90. +3 −3 src/multigifts.cpp
  91. +1 −1 src/multigifts.h
  92. +5 −5 src/multiint.cpp
  93. +2 −2 src/multijoin.cpp
  94. +1 −1 src/multistruct.cpp
  95. +1 −1 src/objmem.cpp
  96. +2 −2 src/order.cpp
  97. +1 −1 src/orderdef.h
  98. +4 −4 src/qtscriptfuncs.cpp
  99. +1 −1 src/random.cpp
  100. +3 −3 src/research.cpp
  101. +1 −1 src/research.h
  102. +1 −1 src/scriptai.cpp
  103. +4 −4 src/scriptfuncs.cpp
  104. +1 −1 src/scripttabs.cpp
  105. +1 −1 src/statsdef.h
  106. +9 −9 src/structure.cpp
  107. +1 −1 src/structure.h
  108. +3 −3 src/structuredef.h
  109. +2 −2 src/transporter.cpp
  110. +1 −1 src/transporter.h
  111. +2 −2 src/visibility.cpp
  112. +8 −8 src/warcam.cpp
  113. +2 −2 src/warcam.h
  114. +1 −1 src/wrappers.cpp
  115. +1 −1 tools/3ds2pie/main.cpp
  116. +1 −1 tools/README
  117. +1 −1 tools/blender/pie.py
  118. +3 −3 tools/blender/pie_levels_to_layers.py
  119. +1 −1 tools/conversion/rmsg2ini.php
  120. +1 −1 tools/qwzm/conversion.cpp
  121. +2 −2 tools/qwzm/qwzm.cpp
  122. +1 −1 tools/qwzm/wzmglwidget.cpp
  123. +4 −4 tools/tech-tree-chart-generator/warzoneresearch.py
  124. +1 −1 tools/tile_texpage2mipmap_tileset/README.txt
  125. +1 −1 tools/tile_texpage2mipmap_tileset/texpage2mipmap.conf
View
@@ -36,7 +36,7 @@ those bugs we require that you follow these rules:
clicking "Details" in the crash error message)
A self created backtrace is just as useful.
2. Give as much information about what you were doing before the crash/bug
occured.
occurred.
3. Try to reproduce the bug and add a description of the process to your bug-
report.
4. You may even upload save-games. These consist of one or two file(s) and
View
@@ -19,7 +19,7 @@ usage: ./autorevision {-t output-type | -s symbol} [-o cache-file [-f] ] [-V]
-V = emit version and exit
-? = help message
The folowing are valid output types:
The following are valid output types:
h = Header for use with c/c++
xcode = Header useful for populating info.plist files
sh = Bash sytax
@@ -432,7 +432,7 @@ R-Wpn-MissileSlow-Damage03 _("HEAP Missile Warhead Mk3")
R-Wpn-MissileSlow-ROF01 _("Improved Missile Loading System")
//R-Wpn-Missile-ASM-AT "*Missile-ASM-AT*"
//R-Wpn-Misisile-ASM-BB _("Devastator Missile")
//R-Wpn-Missile-ASM-BB _("Devastator Missile")
//R-Wpn-Missile-SAM "*R-Wpn-Missile-SAM*"
@@ -863,7 +863,7 @@ RES_W_MG_ROF2_MSG4 _("All machineguns upgraded automatically")
//R-Wpn-Missile-ASM-AT Scourge Missile
//R-Wpn-Misisile-ASM-BB Devastator Missile
//R-Wpn-Missile-ASM-BB Devastator Missile
//R-Wpn-Missile-LtSAM Avenger SAM
@@ -117,7 +117,7 @@ function updateTransportUnits()
preDamageUnits();
}
//Checks if the downed tranport has been destroyed and issues a game lose. This
//Checks if the downed transport has been destroyed and issues a game lose. This
//likely will never happen as with the WZ Script version.
function checkCrashedTeam()
{
@@ -66,7 +66,7 @@ function getDroidsForCOLZ()
return droids;
}
//Send Collective tranport units
//Send Collective transport units
function sendCOTransporter()
{
var tPos = getObject("COTransportPos");
@@ -75,7 +75,7 @@ function eventMissionTimeout()
camCallOnce("playLastVideo");
}
// Allow win if at least one tranport launched.
// Allow win if at least one transport launched.
function eventTransporterLaunch(transport)
{
if (transport.player === CAM_HUMAN_PLAYER)
@@ -59,7 +59,7 @@ LZX[1] int 9 //coords of Gamma base LZ in tile units
LZY[1] int 184
*/
ReinforceTime INT -1 //-1 for no reinforcements
timeLimit INT 72000 //2hrs for no time limit (needs to be done if previous misison had a time limit!)
timeLimit INT 72000 //2hrs for no time limit (needs to be done if previous mission had a time limit!)
//noTimeLimit BOOL TRUE //don't use time limit as a fail in GenExp
/* Transport exit and entry */
@@ -55,7 +55,7 @@ LZX[1] int 56 //coords of LZ in tile units
LZY[1] int 120
ReinforceTime INT -1 //-1 for no reinforcements
timeLimit INT 3000 //5mins for no time limit (needs to be done if previous misison had a time limit!)
timeLimit INT 3000 //5mins for no time limit (needs to be done if previous mission had a time limit!)
//noTimeLimit BOOL TRUE //don't use time limit as a fail in GenExp
/* Transport exit and entry */
@@ -1038,7 +1038,7 @@ event sectorGroups(sectorGroupsTrig)
resetStructTargets();
if (random(100) < 10)
{
setStructTarPref(ST_WALL); //pick walls occassionally
setStructTarPref(ST_WALL); //pick walls occasionally
}
hitStruc = structTargetInArea(player, grpPlayer[count], grpGroup[count].x - targetRange, grpGroup[count].y - targetRange,
grpGroup[count].x + targetRange, grpGroup[count].y + targetRange);
@@ -1155,7 +1155,7 @@ event targetGroups(targetGroupsTrig)
resetStructTargets();
if (random(100) < 10)
{
setStructTarPref(ST_WALL); //pick walls occassionally
setStructTarPref(ST_WALL); //pick walls occasionally
}
hitStruc = structTargetInArea(player, grpPlayer[count2], grpGroup[count2].x - targetRange, grpGroup[count2].y - targetRange,
grpGroup[count2].x + targetRange, grpGroup[count2].y + targetRange);
@@ -1703,7 +1703,7 @@ event buildDerrick(inactive) //only used if trucks found!
{
tempX = feature.x;
tempY = feature.y;
orderDroidStatsLoc(testDroid, DORDER_BUILD, strucStat[1], tempX, tempY); //build a derick
orderDroidStatsLoc(testDroid, DORDER_BUILD, strucStat[1], tempX, tempY); //build a derrick
testDroid = NULLOBJECT;
}
else
@@ -1829,7 +1829,7 @@ event sensorTarget(every, 67)
resetStructTargets();
if (random(100) < 10)
{
setStructTarPref(ST_WALL); //pick walls occassionally
setStructTarPref(ST_WALL); //pick walls occasionally
}
hitStruc = structTargetInArea(player, droids[count].player, droids[count].x - 768, droids[count].y - 768, droids[count].x + 768, droids[count].y + 768);
if (hitStruc != NULLOBJECT)
@@ -77,7 +77,7 @@ event loadTrans(inactive)
//counts how many transport loads the player has brought in
event countReinforcements(CALL_TRANSPORTER_LANDED, playerGroup, transPlayer)
{
// count how many times the player's tranpsorter has landed
// count how many times the player's transporter has landed
if (transPlayer == player)
{
transCount = transCount + 1;
@@ -644,7 +644,7 @@ event researchCentreBuilt(CALL_RESEARCH_BUILT)
// Wait
pause(30);
// PlaySound "to resarch the artefact.."
// PlaySound "to research the artefact.."
playSound(SND_TUT22,0);
// Set the event that catches this
@@ -722,7 +722,7 @@ event researchCompleted(CALL_RESEARCHCOMPLETED, ref researchDone, ref structure,
// Flash Icon
flashOn(IDRET_DESIGN);
// PlaySound "Left click the deisgn icon"
// PlaySound "Left click the design icon"
playSound(SND_TUT29,0);
pause(30);
@@ -181,7 +181,7 @@ event targetFound(CALL_OBJ_SEEN, padPlayer, ref targetObj, ref viewerObj)
{
attackCluster[group] = targetObj.clusterID;
// clusterID can be 0 for droids - especially near start
// when they havn't moved yet
// when they haven't moved yet
if (attackCluster[group] != 0)
{
targetObj2 = targetInCluster(targetObj.clusterID, padPlayer);
@@ -154,7 +154,7 @@ event targetFound(CALL_OBJ_SEEN, padPlayer, ref targetObj, ref viewerObj)
{
attackCluster[group] = targetObj.clusterID;
// clusterID can be 0 for droids - especially near start
// when they havn't moved yet
// when they haven't moved yet
if (attackCluster[group] != 0)
{
targetObj2 = targetInCluster(targetObj.clusterID, padPlayer);
@@ -29,7 +29,7 @@ void main()
lightDir = lightPosition.xyz - vVertex;
eyeVec = -vVertex;
// Implement building stretching to accomodate terrain
// Implement building stretching to accommodate terrain
if (vertex.y <= 0.0) // use vertex here directly to help shader compiler optimization
{
position.y -= stretch;
@@ -543,7 +543,7 @@ R-Wpn-MissileSlow-Damage03 _("HEAP Missile Warhead Mk3")
R-Wpn-MissileSlow-ROF01 _("Improved Missile Loading System")
//R-Wpn-Missile-ASM-AT "*Missile-ASM-AT*"
//R-Wpn-Misisile-ASM-BB _("Devastator Missile")
//R-Wpn-Missile-ASM-BB _("Devastator Missile")
//R-Wpn-Missile-SAM "*R-Wpn-Missile-SAM*"
@@ -300,7 +300,7 @@ const weaponStats = {
],
extras: [
"R-Wpn-Cannon-ROF06",
"R-Vehicle-Engine09", // cannons are heeeeavy
"R-Vehicle-Engine09", // cannons are heavy
"R-Wpn-Rail-Damage03", // sure it's required by gauss, but what if our AI uses only cyborgs and vtols?
"R-Wpn-Rail-ROF03",
],
@@ -360,17 +360,17 @@ const weaponStats = {
micro: MICRO.DUMB,
weapons: [
{ res: "R-Wpn-Mortar01Lt", stat: "Mortar1Mk1", weight: WEIGHT.HEAVY }, // duplicate stat!
{ res: "R-Wpn-Mortar-Incenediary", stat: "Mortar-Incenediary", weight: WEIGHT.HEAVY },
{ res: "R-Wpn-Howitzer-Incenediary", stat: "Howitzer-Incenediary", weight: WEIGHT.ULTRAHEAVY },
{ res: "R-Wpn-Mortar-Incendiary", stat: "Mortar-Incendiary", weight: WEIGHT.HEAVY },
{ res: "R-Wpn-Howitzer-Incendiary", stat: "Howitzer-Incendiary", weight: WEIGHT.ULTRAHEAVY },
],
vtols: [
{ res: "R-Wpn-Bomb03", stat: "Bomb3-VTOL-LtINC", weight: WEIGHT.LIGHT },
{ res: "R-Wpn-Bomb04", stat: "Bomb4-VTOL-HvyINC", weight: WEIGHT.HEAVY },
{ res: "R-Wpn-Bomb05", stat: "Bomb5-VTOL-Plasmite", weight: WEIGHT.HEAVY },
],
defenses: [
{ res: "R-Defense-MortarPit-Incenediary", stat: "Emplacement-MortarPit-Incenediary", defrole: DEFROLE.STANDALONE },
{ res: "R-Defense-Howitzer-Incenediary", stat: "Emplacement-Howitzer-Incenediary", defrole: DEFROLE.ARTY },
{ res: "R-Defense-MortarPit-Incendiary", stat: "Emplacement-MortarPit-Incendiary", defrole: DEFROLE.STANDALONE },
{ res: "R-Defense-Howitzer-Incendiary", stat: "Emplacement-Howitzer-Incendiary", defrole: DEFROLE.ARTY },
],
templates: [],
extras: [
@@ -98,7 +98,7 @@ public STRUCTURESTAT vtolTarget[10],rebuildStat[TECHS][2];
private int baseX,baseY,minx,miny,maxx,maxy;
public int numStructs,numIncendrys,numDefStructs,numExtraStructs[TECHS],numWallWeaps,numBaseStruct,numLightCyborgs,numFundamental;
private STRUCTURESTAT structChoice[5];
public STRUCTURESTAT incendrys[8],structs[13],defStructs[26],extraStructs[TECHS][6],wallWeaps[11];
public STRUCTURESTAT incendiaries[8],structs[13],defStructs[26],extraStructs[TECHS][6],wallWeaps[11];
public STRUCTURESTAT sensorTower,wall,cornerWall,resLab,powGen,playerHQ,lassat,factory,derrick,cybFactory,
vtolDefStruct[5],vtolPad,vtolFactory,uplink,baseStruct[8];
public STRUCTURESTAT powModule,facModule,resModule,vtolModule;
@@ -183,7 +183,7 @@ trigger repairDroidsTr (every, 2600);
trigger basedetailsTr (every, 600 );
trigger buildDerrickTr (every, 80 );
trigger buildOilDefenseOrRetreatTr (every, 120 );
trigger incendryTr (every, 250 );
trigger incendiaryTr (every, 250 );
trigger buildPowerGeneratorsTr (every, 80 );
trigger buildBaseTr (every, 150 );
trigger finishStructsTr (every, 210);
@@ -611,7 +611,7 @@ function bool aiResponsibleForPlayer(int _player)
}
/////////////////////////////////////////////////////////////////////
// keep details about the size and postion of the ai players base
// keep details about the size and position of the ai players base
event basedetails(basedetailsTr)
{
// clear old extremities.
@@ -738,7 +738,7 @@ event buildDerrick(buildDerrickTr)
}
if (_closestOil != NULLOBJECT)
{
orderDroidStatsLoc(droid, DORDER_BUILD, derrick, _closestOil.x, _closestOil.y); // build a derick
orderDroidStatsLoc(droid, DORDER_BUILD, derrick, _closestOil.x, _closestOil.y); // build a derrick
if (idleGroup(buildGroup) > 0)
{
setEventTrigger(buildDerrick, slowloadTr); // do it again for next droid
@@ -843,7 +843,7 @@ event buildOilDefenseOrRetreat(buildOilDefenseOrRetreatTr)
/////////////////////////////////////////////////////////////////////
//mortar etc.. rules. build sensor towers and emplacements.
event incendry(incendryTr)
event incendiary(incendiaryTr)
{
if (not isStructureAvailable(sensorTower, me))
{
@@ -926,7 +926,7 @@ event incendry(incendryTr)
}
else
{
// find a sensor tower with least incencdry structs around it..
// find a sensor tower with least incendiary structs around it..
buildX = 0;
buildY = 0;
@@ -935,12 +935,12 @@ event incendry(incendryTr)
count = 999;
while(structure != NULLOBJECT)
{
// count incendrys near this tower.
// count incendiaries near this tower.
result = 0;
count2 = 0;
while(count2 < numIncendrys)
{
structure2 = structureBuiltInRange(incendrys[count2], structure.x, structure.y,(4*128), me);
structure2 = structureBuiltInRange(incendiaries[count2], structure.x, structure.y,(4*128), me);
if(structure2 != NULLOBJECT)
{
result = result + 1;
@@ -965,7 +965,7 @@ event incendry(incendryTr)
result = 99;
while(count >= 0 )
{
if(isStructureAvailable(incendrys[count],me))
if(isStructureAvailable(incendiaries[count],me))
{
result = count;
count = -1;
@@ -977,22 +977,22 @@ event incendry(incendryTr)
}
// find a unit and build an incendry device.
// find a unit and build an incendiary device.
if(result != 99)
{
boolResult = pickStructLocation(incendrys[result], ref buildX, ref buildY,me); // pick spot.
boolResult = pickStructLocation(incendiaries[result], ref buildX, ref buildY,me); // pick spot.
if(boolResult == TRUE)
{
initIterateGroup(buildGroup);
droid = iterateGroup(buildGroup);
boolResult = (numBuildSameBuilding(incendrys[result], buildX, buildY) > 0); //anyone building there already?
boolResult = (numBuildSameBuilding(incendiaries[result], buildX, buildY) > 0); //anyone building there already?
while(droid != NULLOBJECT and (not boolResult))
{
if ((droid.order == DORDER_NONE or droid.order == DORDER_RTB) and droidCanReach(droid, buildX, buildY))
{
orderDroidStatsLoc(droid, DORDER_BUILD,incendrys[result], buildX,buildY);
orderDroidStatsLoc(droid, DORDER_BUILD,incendiaries[result], buildX,buildY);
boolResult = TRUE; //only 1 truck
}
droid = iterateGroup(buildGroup);
@@ -1310,7 +1310,7 @@ event newfortify(fortifyTr)
{
if (droid.order != DORDER_BUILD and droid.order != DORDER_LINEBUILD and droid.order != DORDER_HELPBUILD)
{
boolResult = TRUE; // dont do this again!
boolResult = TRUE; // don't do this again!
tempx = baseX;
tempy = baseY;
@@ -2491,7 +2491,7 @@ event difficultyModifier(difficultyModifierTr)
/////////////////////////////////////////////////////////////////////
// vtols.
/////////////////////////////////////////////////////////////////////
// build vtol strucutures.
// build vtol structures.
event vtolStructs(inactive)
{
local int _numVtolFacs,_numRearmPads;
@@ -3015,7 +3015,7 @@ function void shutDownAI()
setEventTrigger(basedetails, inactive);
setEventTrigger(buildDerrick, inactive);
setEventTrigger(buildOilDefenseOrRetreat, inactive);
setEventTrigger(incendry, inactive);
setEventTrigger(incendiary, inactive);
setEventTrigger(buildPowerGenerators, inactive);
setEventTrigger(buildBase, inactive);
setEventTrigger(buildExpand,inactive);
@@ -3071,7 +3071,7 @@ function void reassignAI()
setEventTrigger(basedetails,basedetailsTr);
setEventTrigger(buildDerrick,buildDerrickTr);
setEventTrigger(buildOilDefenseOrRetreat,buildOilDefenseOrRetreatTr);
setEventTrigger(incendry,incendryTr);
setEventTrigger(incendiary,incendiaryTr);
setEventTrigger(buildPowerGenerators,buildPowerGeneratorsTr);
setEventTrigger(buildBase,buildBaseTr );
setEventTrigger(buildExpand,buildExpandTr );
@@ -3350,7 +3350,7 @@ function void helpPlayer(int _playerToHelp, int _helpX, int _helpY)
defendLocation(_helpX, _helpY, tHelpTimeout, (_playerToHelp == me));
}
/* Returns a random affirmative responce */
/* Returns a random affirmative response */
function string m_affirmative()
{
local int _rnd;
@@ -104,16 +104,16 @@ run
maxVTOLs[0] int 5
maxVTOLs[1] int 70
// incendry emplacements.
// incendiary emplacements.
numIncendrys int 8
incendrys[0] STRUCTURESTAT "Emplacement-MortarPit01"
incendrys[1] STRUCTURESTAT "Emplacement-MortarPit02"
incendrys[2] STRUCTURESTAT "Emplacement-MortarPit-Incenediary"
incendrys[3] STRUCTURESTAT "Emplacement-RotMor"
incendrys[4] STRUCTURESTAT "Emplacement-Howitzer105"
incendrys[5] STRUCTURESTAT "Emplacement-Howitzer150"
incendrys[6] STRUCTURESTAT "Emplacement-Howitzer-Incenediary"
incendrys[7] STRUCTURESTAT "Emplacement-RotHow"
incendiaries[0] STRUCTURESTAT "Emplacement-MortarPit01"
incendiaries[1] STRUCTURESTAT "Emplacement-MortarPit02"
incendiaries[2] STRUCTURESTAT "Emplacement-MortarPit-Incendiary"
incendiaries[3] STRUCTURESTAT "Emplacement-RotMor"
incendiaries[4] STRUCTURESTAT "Emplacement-Howitzer105"
incendiaries[5] STRUCTURESTAT "Emplacement-Howitzer150"
incendiaries[6] STRUCTURESTAT "Emplacement-Howitzer-Incendiary"
incendiaries[7] STRUCTURESTAT "Emplacement-RotHow"
//anti a.
vtolDefStruct[0] STRUCTURESTAT "AASite-QuadMg1" //1
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