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InfDeath

The death sequence an infantryman killed by the warhead performs.

Specification
Applies to
WarheadType
File
rules.ini
Section
[<ObjectType ID>]
Value
integer
When omitted
0

The setting is one of six numbers, and the table gives the death each one produces. What separates the rows is whether the soldier plays a sequence where it stands or is simply taken away with an animation left in its place, which is what the two paragraphs after the table turn on.

ValueResult
0The soldier is removed at once, with no death sequence and no corpse
1The gun death sequence
2The explosion death sequence
3The InfantryExplode animation is left where the soldier stood, and the soldier is removed
4A Doggie=yes type plays its own burning death; any other type is removed and leaves the FlamingInfantry animation behind
5A Doggie=yes type plays its own burning death; any other type is removed and leaves the electrocution animation behind

Any value outside that range behaves as 0.

rules.ini
[MyFlameWH] ; example WarheadType
InfDeath=4

A sequence played on the soldier itself — 1, 2, and the dog branch of 4 and 5 — holds the body in place until the animation runs out. The soldier is removed at that point, and every type but a dog drops one of the DeadBodies corpses as it goes.

Three deaths never reach the setting at all. A prone cyborg and a jump-jet infantryman both leave the InfantryExplode animation, and a soldier that dies over water after being knocked off a height leaves a wake and a splash. A soldier killed by a laser fence is forced onto 5 whatever its attacker’s warhead says. A cyborg killed by forced damage is removed at once whatever the setting names: the sequence for 1 or 2 still starts, but the body is taken away on the same step.