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- <?xml version="1.0" encoding="utf-8"?>
- <xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns="uri:ea.com:eala:asset" xmlns:at="uri:ea.com:eala:asset:type" xmlns:xas="uri:ea.com:eala:asset:schema" targetNamespace="uri:ea.com:eala:asset" elementFormDefault="qualified" xmlns:XmlEdit="http://tempuri.org/XmlEdit.xsd">
- <xs:simpleType name="ObjectStatusType">
- <xs:restriction base="xs:string">
- <xs:enumeration value="DESTROYED" />
- <xs:enumeration value="CAN_ATTACK" />
- <xs:enumeration value="UNDER_CONSTRUCTION" />
- <xs:enumeration value="UNSELECTABLE" />
- <xs:enumeration value="NO_COLLISIONS" />
- <xs:enumeration value="NO_ATTACK" />
- <xs:enumeration value="NO_SPECIAL_ABILITY" />
- <xs:enumeration value="AIRBORNE_TARGET" />
- <xs:enumeration value="PARACHUTING" />
- <xs:enumeration value="REPULSOR" />
- <xs:enumeration value="SKIP_PATH_CLAMPING" />
- <xs:enumeration value="AFLAME" />
- <xs:enumeration value="BURNED" />
- <xs:enumeration value="CANNOT_BE_SOLD" />
- <xs:enumeration value="IS_FIRING_WEAPON" />
- <xs:enumeration value="IS_RELOADING_WEAPON" />
- <xs:enumeration value="IS_BRAKING" />
- <xs:enumeration value="STEALTHED" />
- <xs:enumeration value="HIDDEN" />
- <xs:enumeration value="DETECTED" />
- <xs:enumeration value="CAN_STEALTH" />
- <xs:enumeration value="SOLD" />
- <xs:enumeration value="UNDERGOING_REPAIR" />
- <xs:enumeration value="RECONSTRUCTING" />
- <xs:enumeration value="IS_ATTACKING" />
- <xs:enumeration value="NO_AUTO_ACQUIRE" />
- <xs:enumeration value="USING_ABILITY" />
- <xs:enumeration value="IS_AIMING_WEAPON" />
- <xs:enumeration value="NO_ATTACK_FROM_AI" />
- <xs:enumeration value="IGNORING_STEALTH" />
- <xs:enumeration value="IS_MELEE_ATTACKING" />
- <xs:enumeration value="FOLLOWING_THROUGH" />
- <xs:enumeration value="LEASHED_RETURNING" />
- <xs:enumeration value="DEATH_1" />
- <xs:enumeration value="DEATH_2" />
- <xs:enumeration value="DEATH_3" />
- <xs:enumeration value="DEATH_4" />
- <xs:enumeration value="DEATH_5" />
- <xs:enumeration value="CONTESTED" />
- <xs:enumeration value="CONTESTING_BUILDING" />
- <xs:enumeration value="HORDE_MEMBER" />
- <xs:enumeration value="TRANSPORT_MOVING_TO_CONTAIN" />
- <xs:enumeration value="RIDER_IS_PILOT" />
- <xs:enumeration value="DAMAGED" />
- <xs:enumeration value="REALLYDAMAGED" />
- <xs:enumeration value="RUBBLE" />
- <xs:enumeration value="IRRADIATED" />
- <xs:enumeration value="NO_SHADOW" />
- <xs:enumeration value="IN_STASIS" />
- <xs:enumeration value="OUT_OF_PHASE" />
- <xs:enumeration value="NEXT_MOVE_IS_REVERSE" />
- <xs:enumeration value="IMMOBILE" />
- <xs:enumeration value="IMMOBILE_ALLOW_ROTATE" />
- <xs:enumeration value="PAUSING" />
- <xs:enumeration value="FLEE_OFF_MAP" />
- <xs:enumeration value="NOT_IN_WORLD" />
- <xs:enumeration value="INAUDIBLE" />
- <!-- Set on airborne units when Yuriko is pulling them down from the sky -->
- <xs:enumeration value="AIRBORNE_PULLED_FROM_SKY" />
- <xs:enumeration value="ENRAGED" />
- <xs:enumeration value="SINKING" />
- <xs:enumeration value="RAMPAGING" />
- <xs:enumeration value="INSIDE_GARRISON" />
- <xs:enumeration value="DEPLOYED" />
- <xs:enumeration value="UNATTACKABLE" />
- <xs:enumeration value="ENCLOSED" />
- <xs:enumeration value="TEMPORARILY_DEFECTED" />
- <xs:enumeration value="TAGGED" />
- <xs:enumeration value="DEPLOYING" />
- <xs:enumeration value="TOPPLING" />
- <xs:enumeration value="PORTER_TAGGED" />
- <xs:enumeration value="NO_SQUISHCOLLIDE_DELAY" />
- <xs:enumeration value="STAND_GROUND" />
- <xs:enumeration value="UNCONTROLLABLY_SCARED" />
- <xs:enumeration value="SPECIAL_ABILITY_PACKING_UNPACKING_OR_USING" />
- <xs:enumeration value="DYNAMICS_SIMULATION_ACTIVE" />
- <xs:enumeration value="UPDATING_AI" />
- <xs:enumeration value="CLONED" />
- <xs:enumeration value="IGNORE_AI_COMMAND" />
- <xs:enumeration value="RUNNING_DOWN_FROM_BEHIND" />
- <xs:enumeration value="DO_NOT_SCORE" />
- <xs:enumeration value="CAN_NOT_WALK_ON" />
- <xs:enumeration value="MARCH_OF_DEATH" />
- <xs:enumeration value="DO_NOT_PICK_ME" />
- <xs:enumeration value="INHERITED_FROM_ALLY_TEAM" />
- <xs:enumeration value="SWITCHED_WEAPONS" />
- <xs:enumeration value="END_FIRE_STATE" />
- <xs:enumeration value="BOOKENDING" />
- <xs:enumeration value="GENERIC_TOGGLE_STATE" />
- <xs:enumeration value="CAN_CONTEST_GARRISON" />
- <xs:enumeration value="BUILD_BEING_CANCELED" />
- <xs:enumeration value="PENDING_CONSTRUCTION" />
- <xs:enumeration value="PHANTOM_STRUCTURE" />
- <xs:enumeration value="IN_FORMATION_TEMPLATE" />
- <xs:enumeration value="IS_LEAVING_FACTORY" />
- <xs:enumeration value="MOVING_TO_DISMOUNT" />
- <xs:enumeration value="NO_HERO_PROPERTIES" />
- <xs:enumeration value="CAN_ENTER_ANYTHING" />
- <xs:enumeration value="ENTERING_GOAL" />
- <xs:enumeration value="CHARGING_BASE_DEFENSES" />
- <xs:enumeration value="INVISIBLE_DETECTED_BY_FRIEND" />
- <xs:enumeration value="INVISIBLE_DETECTED" />
- <xs:enumeration value="SHRUNK" /> <!-- EP1 Adding new ObjectSatus bit, replacing no logner used WORKER_REPAIRING -->
- <xs:enumeration value="ATTACHED" />
- <xs:enumeration value="WONT_RIDE_WITH_YOU" />
- <xs:enumeration value="COMMAND_BUTTON_TOGGLED" />
- <xs:enumeration value="OCLMONITOR_COMPLETED_TASK" />
- <xs:enumeration value="OCLMONITOR_MONITOR_RELEASED" />
- <xs:enumeration value="USER_POWERED_DOWN" />
- <xs:enumeration value="GARRISONED" />
- <xs:enumeration value="BOOBY_TRAPPED" />
- <xs:enumeration value="IS_HIDEOUT" />
- <xs:enumeration value="EXECUTING_STORED_COMMAND" />
- <xs:enumeration value="UNIT_WANTS_TO_REGARRISON" />
- <xs:enumeration value="IN_COVER" />
- <xs:enumeration value="DONT_CLEAR_FOR_BUILD" />
- <xs:enumeration value="MATCH_TARGETS_SPEED" />
- <xs:enumeration value="HAS_TIBERIUM_GROWTH_MOD" />
- <xs:enumeration value="DYNAMICS_DISABLED" />
- <xs:enumeration value="STEAL_NEXT_UNIT_TRAPPED"/>
- <xs:enumeration value="DOES_CONTAIN_TIBERIUM" />
- <xs:enumeration value="IS_BEING_HARVESTED" />
- <xs:enumeration value="NO_REFUND" /> <!-- RA3 specific: don't give the cash refund if that ability is active on this unit -->
- <xs:enumeration value="SHIELDBODY_ENABLED"/>
- <xs:enumeration value="HEALTH_PERCENT_0"/>
- <xs:enumeration value="HEALTH_PERCENT_25"/>
- <xs:enumeration value="HEALTH_PERCENT_50"/>
- <xs:enumeration value="HEALTH_PERCENT_75"/>
- <xs:enumeration value="HEALTH_PERCENT_100"/>
- <xs:enumeration value="WEAPON_UPGRADED_01"/>
- <xs:enumeration value="WEAPON_UPGRADED_02"/>
- <xs:enumeration value="WEAPON_UPGRADED_03"/>
- <xs:enumeration value="COMBINED_PARENT"/>
- <xs:enumeration value="COMBINED_CHILD"/>
- <xs:enumeration value="COMBINED_ATTACHED"/>
- <xs:enumeration value="LOADED_FROM_MAP"/>
- <xs:enumeration value="ATTACKING_GARRISONED_STRUCTURE"/>
- <xs:enumeration value="EXITING_COMBINED"/>
- <xs:enumeration value="DELAYED_ENTER_STRUCTURE"/>
- <xs:enumeration value="DOCKING"/>
- <xs:enumeration value="HARVESTING"/>
- <xs:enumeration value="BRIDGE_IMPASSABLE"/>
- <xs:enumeration value="POWERED_DOWN_EMP"/>
- <xs:enumeration value="FORCE_ATTACKING"/>
- <xs:enumeration value="FORCE_ATTACK_MOVING"/>
- <xs:enumeration value="SCARED_CIVILIAN_CAR"/>
- <xs:enumeration value="USER_PARALYZED"/>
- <xs:enumeration value="BOOBY_TRAP_EXPLODE"/>
- <xs:enumeration value="IS_ENGAGED"/>
- <!-- Keeps Model Condition ENGAGED on while on -->
- <xs:enumeration value="CARRYING_FLAG"/>
- <xs:enumeration value="IS_MOVING_TO_RALLY_POINT"/>
- <xs:enumeration value="SPECIAL_ARMOR_ACTIVE" />
- <xs:enumeration value="AIRCRAFT_IGNORE_SAMEPLAYER_HANGAR_RULE" />
- <xs:enumeration value="NEXT_MOVE_IS_FORCE_ATTACK_MOVE" />
- <xs:enumeration value="SPECIALABILITY_ACTIVE" />
- <xs:enumeration value="CAN_STEALTH_FROM_PRODUCER" />
- <xs:enumeration value="GARRISON_CAN_STEALTH" />
- <xs:enumeration value="CAN_ATTACK_WHILE_STEALTHED" />
- <xs:enumeration value="RESET_GOAL_POSITION" />
- <xs:enumeration value="RIFT_OCCUPIED"/>
- <xs:enumeration value="WATER_LOCOMOTOR_ACTIVE" />
- <xs:enumeration value="GROUND_LOCOMOTOR_ACTIVE" />
- <xs:enumeration value="AIR_LOCOMOTOR_ACTIVE" />
- <!-- Both OVER_WATER and UNPACKING should mirror their MODELCONDITION counterparts when being set-->
- <xs:enumeration value="UNPACKING" />
- <xs:enumeration value="OVER_WATER" />
- <xs:enumeration value="CONTAINER_OCCUPIED" />
- <xs:enumeration value="PLACED_BY_PLAYER" />
- <xs:enumeration value="DEFLECT_INCOMING_FIRE" />
- <xs:enumeration value="DEPART_FROM_BOARDING" />
- <xs:enumeration value="WAITING_FOR_BOARDING" />
- <xs:enumeration value="HAS_SECONDARY_DAMAGE" />
- <xs:enumeration value="IS_BEING_DRAGGED" />
- <xs:enumeration value="CLEARED_FOR_LANDING" />
- <xs:enumeration value="VEHICLE_ATTACHED" />
- <xs:enumeration value="PARKED_AT_AIRFIELD" />
- <xs:enumeration value="IN_SHIELD_SPHERE" />
- <xs:enumeration value="HIT_SHIELD_SPHERE" />
- <xs:enumeration value="NON_AUTOACQUIRABLE" />
- <xs:enumeration value="CHARGING_WEAPON" />
- <xs:enumeration value="OVERCHARGING_WEAPON" />
- <xs:enumeration value="ENABLE_TRACER_DRAW" />
- <!-- This object status is used by the Premature Discharge Special Power-->
- <xs:enumeration value="PREEMPT_PRE_ATTACK" />
- <xs:enumeration value="LINE_SEGMENT_DAMAGE_ACTIVE" />
-
- <!--Object Status for the Japan Avanced Missile Packs -->
- <xs:enumeration value="ADVANCED_MISSILE_PACKS" />
- <xs:enumeration value="LEECHED_TARGET_ACTIVE" />
- <xs:enumeration value="PLAYER_POWER_1" />
- <xs:enumeration value="PLAYER_POWER_2" />
- <xs:enumeration value="PLAYER_POWER_3" />
- <xs:enumeration value="PLAYER_POWER_4" />
- <xs:enumeration value="PLAYER_POWER_5" />
- <xs:enumeration value="GRAPPLE_UPDATE_ACTIVE" />
- <xs:enumeration value="SHROUD_REVEAL_TO_ALL" />
- <xs:enumeration value="SURFACED" />
- <xs:enumeration value="SUBMERGED" />
- <!-- Used by the Skirmish AI -->
- <xs:enumeration value="SKIRMISH_AI_DO_NOT_ATTACK" />
- <!-- Can be applied to Ore Nodes and Tech Buildings to tell the Skirmish AI not to capture or expand to them -->
- <xs:enumeration value="SKIRMISH_AI_DO_NOT_TAKE" />
-
- <!-- Used by the Japan transformers -->
- <xs:enumeration value="TRANSFORMATION_TOGGLE_STATE"/>
- <!-- Used by the IFV auto repair Allies -->
- <xs:enumeration value="REPAIR_ALLIES_WHEN_IDLE"/>
- <xs:enumeration value="DO_NOT_AVOID_TALLBUILDING"/>
- <xs:enumeration value="ABSORBED_DAMAGE"/>
- <xs:enumeration value="NO_BRIBE"/>
- <xs:enumeration value="IGNORING_POWER_DOWN"/>
-
- <!-- flag to mark the fact we've failed to find a path. -->
- <xs:enumeration value="EXCEEDED_PATH_NEIGHBOR_COUNT"/>
- <xs:enumeration value="CANNOT_LAND_AT_AIRFIELD"/>
-
- <!-- used by the Wall Segments since they can be Hub or Segments this helps differentiate them -->
- <xs:enumeration value="WALL_SEGMENT"/>
-
- <xs:enumeration value="IMMUNE_TO_BARK"/>
-
- <!-- used by Bull Rush special power, be able to crush frozen objects -->
- <xs:enumeration value="UNDER_RUSH_ATTACK"/>
- <xs:enumeration value="UNDER_FROZEN"/>
- <!-- Using the corresponding ModelState instead <xs:enumeration value="TAKEOFF_IN_PROGRESS"/> -->
- <xs:enumeration value="LANDING_IN_PROGRESS"/>
-
- <xs:enumeration value="UNDER_IRON_CURTAIN"/>
- <!--Object Status for the Allied Commando Attach weapon -->
- <xs:enumeration value="EXPLOSIVES_ATTACHED" />
- <xs:enumeration value="EXPLOSIVES_DETONATING" />
- <!-- set by Yuriko when she lifts a ground target into the air, so that she properly differentiates units she has lifted into the air from natural airborne_targets -->
- <xs:enumeration value="LIFTED_INTO_AIR"/>
- <!-- used by object filters so that target cursors don't highlight units that are in a nano swarm hive -->
- <xs:enumeration value="IN_NANOHIVE"/>
-
- <!-- objects that are IMMOBILE and have been placed on the sea surface-->
- <xs:enumeration value="SURFACED_IMMOBILE" />
- <!-- objects that are broadcasting invisibility field-->
- <xs:enumeration value="BROADCASTING_INVISIBILITY" />
- <!-- RA3 specific, set by Hysdrofoil's weapon scrambler, special powers will have the option to not let this stop them from being cast -->
- <xs:enumeration value="SCRAMBLED"/>
- <xs:enumeration value="MAGNETIZED"/>
-
- <!-- RA3 specific status for peacekeepers riot shield -->
- <xs:enumeration value="RIOT_SHIELDED"/>
-
- <xs:enumeration value="POINT_DEFENSE_DRONE_ATTACHED"/>
- <xs:enumeration value="GRAPPLE_UPDATE_BEING_MOVED" />
- <xs:enumeration value="TARGETED_FOR_REPAIR" />
-
- <!-- RA3 specific: a tankbuster hiding in his hidey hole -->
- <xs:enumeration value="IN_SPIDER_HOLE" />
-
- <!-- Can attack to clear enemy garrisons -->
- <xs:enumeration value="ANTI_GARRISON" />
- <!-- RA3EP1: unit has been shot with a 'yet-to-explode' Blat gun from the desolator infantry.
- If a unit is BLATTED, and a BLAT_TRIGGER is added to it, the unit will receive damage as it becomes umm...un-blatted
- -->
- <xs:enumeration value="BLATTED" />
- <xs:enumeration value="BLAT_TRIGGER" />
- <!-- Set in RA3EP1 on Yuriko when she has her shield sphere activated and it is reflecting attacks -->
- <xs:enumeration value="REFLECTING"/>
-
- <!-- sigh...this is used by IFV/IFBD to trigger creation of the desolator spray object -->
- <xs:enumeration value="DESOLATION_ACTIVE" />
- <!-- set on crates when they are collected -->
- <xs:enumeration value="OPEN" />
- <!-- Set when an object has a targeted special power selected but has not yet started the special power -->
- <xs:enumeration value="SPECIAL_POWER_SELECTED" />
-
- <!-- set on bridges when they are effectively dead (immortal death) -->
- <xs:enumeration value="BRIDGE_DEAD" />
- </xs:restriction>
- </xs:simpleType>
- <xs:simpleType name="ObjectStatusBitFlags">
- <xs:list itemType="ObjectStatusType" />
- </xs:simpleType>
- </xs:schema>
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