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InfantryExplode

The explosion that stands in for an infantry death animation.

Specification
Applies to
global rules
File
rules.ini
Section
[AudioVisual]
Value
class
When omitted
none
rules.ini
[AudioVisual]
InfantryExplode=MYINFBANG ; an AnimType registered in [Animations]

The animation is created at the soldier’s own position, and the soldier is deleted rather than being left to play a death sequence, so no corpse from DeadBodies follows it.

Four deaths reach it, and one non-death:

  • a warhead carrying InfDeath=3, which is the plain choice a mod makes for an exploding death;
  • a Cyborg=yes infantryman killed while prone;
  • a jumpjet infantryman, whatever killed it;
  • a forced kill of a Cyborg=yes infantryman that was already falling at the time;
  • and a Cyborg=yes infantryman brought to zero strength while upright by damage that was not forced. That soldier is not killed at all: he is set back to a quarter of his maximum strength, dropped prone and put into a crawl, and this explosion marks the moment his legs go.

Because the forced-kill case is a separate test rather than part of the chain, a falling cyborg that is forced to die while prone and not standing low over water creates the animation twice on the same frame.