Package megamek.common.equipment
Class MiscType
java.lang.Object
megamek.common.equipment.EquipmentType
megamek.common.equipment.MiscType
- All Implemented Interfaces:
ITechnology
- Direct Known Subclasses:
AntiMekGear,ArmorType,PowerGeneratorType,StructureType
- Since:
- April 2, 2002, 12:15 PM
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Field Summary
FieldsModifier and TypeFieldDescriptionstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagEncompasses Quad, Head, Shoulder, Pintle and Sponson turrets.static final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagstatic final MiscTypeFlagprotected booleanstatic final StringInternal (non-localized) name of the standard operating mode of ECM suites.static final StringInternal (non-localized) name of the running mode of an Enhanced Imaging Interface, paired withMounted.MODE_OFF.static final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final Stringstatic final StringFields inherited from class megamek.common.equipment.EquipmentType
allTypes, bv, BV_VARIABLE, cost, COST_VARIABLE, CRITICAL_SLOTS_VARIABLE, criticalSlots, endTurnModes, explosive, flags, hittable, instantModeSwitch, internalName, lookupHash, modes, name, namesVector, omniFixedOnly, rulesRefs, shortName, sortingName, spreadable, structureAbbreviations, structureCosts, structureNames, svSlots, T_ARMOR_AEROSPACE, T_ARMOR_ALUM, T_ARMOR_ANTI_PENETRATIVE_ABLATION, T_ARMOR_BA_FIRE_RESIST, T_ARMOR_BA_MIMETIC, T_ARMOR_BA_REACTIVE, T_ARMOR_BA_REFLECTIVE, T_ARMOR_BA_STANDARD, T_ARMOR_BA_STANDARD_ADVANCED, T_ARMOR_BA_STANDARD_PROTOTYPE, T_ARMOR_BA_STEALTH, T_ARMOR_BA_STEALTH_BASIC, T_ARMOR_BA_STEALTH_IMP, T_ARMOR_BA_STEALTH_PROTOTYPE, T_ARMOR_BALLISTIC_REINFORCED, T_ARMOR_COMMERCIAL, T_ARMOR_EDP, T_ARMOR_FERRO_ALUM_PROTO, T_ARMOR_FERRO_FIBROUS, T_ARMOR_FERRO_FIBROUS_PROTO, T_ARMOR_FERRO_LAMELLOR, T_ARMOR_HARDENED, T_ARMOR_HEAT_DISSIPATING, T_ARMOR_HEAVY_ALUM, T_ARMOR_HEAVY_FERRO, T_ARMOR_HEAVY_INDUSTRIAL, T_ARMOR_IMPACT_RESISTANT, T_ARMOR_INDUSTRIAL, T_ARMOR_LC_FERRO_CARBIDE, T_ARMOR_LC_FERRO_IMP, T_ARMOR_LC_LAMELLOR_FERRO_CARBIDE, T_ARMOR_LIGHT_ALUM, T_ARMOR_LIGHT_FERRO, T_ARMOR_PATCHWORK, T_ARMOR_PRIMITIVE, T_ARMOR_PRIMITIVE_AERO, T_ARMOR_PRIMITIVE_FIGHTER, T_ARMOR_REACTIVE, T_ARMOR_REFLECTIVE, T_ARMOR_STANDARD, T_ARMOR_STANDARD_PROTOMEK, T_ARMOR_STEALTH, T_ARMOR_STEALTH_VEHICLE, T_ARMOR_SV_BAR_10, T_ARMOR_SV_BAR_2, T_ARMOR_SV_BAR_3, T_ARMOR_SV_BAR_4, T_ARMOR_SV_BAR_5, T_ARMOR_SV_BAR_6, T_ARMOR_SV_BAR_7, T_ARMOR_SV_BAR_8, T_ARMOR_SV_BAR_9, T_ARMOR_UNKNOWN, T_STRUCTURE_COMPOSITE, T_STRUCTURE_ENDO_COMPOSITE, T_STRUCTURE_ENDO_PROTOTYPE, T_STRUCTURE_ENDO_STEEL, T_STRUCTURE_INDUSTRIAL, T_STRUCTURE_REINFORCED, T_STRUCTURE_STANDARD, T_STRUCTURE_UNKNOWN, TA_NONE, TA_STANDARD_STRUCTURE, tankSlots, techAdvancement, toHitModifier, tonnage, TONNAGE_VARIABLE, VARIABLE, YAML_VERSIONFields inherited from interface megamek.common.interfaces.ITechnology
DATE_ES, DATE_NONE, DATE_PS -
Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionprotected voidAdds equipment flags to the YAML data map.static MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypeBattleMech Neural Interface Unit (NIU) for PA(L) suits.static MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypecreateChainDrape(String configurationName, MiscTypeFlag configurationFlag) static MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic StructureTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic StructureTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypeCreates the Damage Interrupt Circuit cockpit modification (IO p.39).static MiscTypestatic MiscTypestatic MiscTypestatic MiscTypeDirect Neural Interface (DNI) Cockpit Modification (IO p.83).static MiscTypestatic MiscTypestatic MiscTypeCreates the Enhanced Imaging (EI) Interface equipment.static MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic StructureTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypeDeprecated, for removal: This API element is subject to removal in a future version.static MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic StructureTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic StructureTypestatic StructureTypestatic StructureTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypeTargeting comps should NOT be spreadable.static MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic StructureTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic StructureTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypestatic MiscTypeDeprecated, for removal: This API element is subject to removal in a future version.static MiscTypeDeprecated, for removal: This API element is subject to removal in a future version.static MiscTypestatic MiscTypestatic MiscTypestatic MiscTypeintintdoubledoubledoubledoubledoublegetDesc(double size) intgetHeat()This does not include heat generated by stealth armor, as that depends on whether it is installed as patchwork and does not appear in the equipment list of all unit types.getName(double size) intgetNumCriticalSlots(Entity entity, double size) getShortName(double size) intgetTankSlots(Entity entity) doublegetTonnage(Entity entity, int location, double size) Calculates the weight of the equipment.doublegetTonnage(Entity entity, int location, double size, RoundWeight defaultRounding) Calculates the weight of the equipment, with the option to override the standard rounding based on unit type.Constructs a map containing the YAML-serializable data for this equipment type.protected StringReturns the YAML type name for this equipment type.booleanhasFlag(EquipmentFlag flag) Returns true when this EquipmentType has the given flag.static voidAdd all the types of misc eq we can create to the listbooleanbooleanbooleanDetermines whether the cost of this equipment is variable.booleanbooleanbooleanbooleantoString()Methods inherited from class megamek.common.equipment.EquipmentType
addEndTurnMode, addLookupName, addLookupName, addMode, addType, allTypes, canBeMountedOnBaDwp, clearLookupNames, clearModes, equals, get, get, getAllStructureCodeName, getAllTypes, getArmorFromName, getArmorType, getArmorTypeName, getArmorTypeName, getBaseAvailability, getBaseBV, getBaseCost, getBaseCriticalSlots, getBaseTonnage, getCommonDate, getCost, getDesc, getEquipDateAsString, getExtinctionDate, getExtinctionDate, getExtinctionDate, getFlags, getInternalName, getIntroductionDate, getIntroductionDate, getIntroductionDate, getLookupCollisions, getMode, getModes, getModesCount, getModesCount, getName, getNames, getNumCriticalSlots, getProductionDate, getProductionDate, getPrototypeDate, getPrototypeDate, getRawCost, getReintroductionDate, getReintroductionDate, getReintroductionDate, getRulesRefs, getShortName, getSortingName, getStaticTechLevel, getStructureCost, getStructureFromName, getStructureTechAdvancement, getStructureType, getStructureTypeAbbrev, getStructureTypeName, getStructureTypeName, getSupportVeeSlots, getTechAdvancement, getTechBase, getTechLevel, getTechLevel, getTechLevels, getTechRating, getToHitModifier, getToHitModifierAtRange, getTonnage, getTonnage, hasAnyFlag, hasAnyFlag, hasFlag, hashCode, hasHitModifiersByRange, hasInstantModeSwitch, hasModes, hasModeType, is, isAnyOf, isArmorType, isClan, isEligibleForBeingArmored, isExplosive, isExplosive, isHittable, isIntroLevel, isMixedTech, isNextTurnModeSwitch, isOmniFixedOnly, isSpreadable, isStructureType, isUnofficial, isVariableBV, isVariableCost, isVariableCriticalSlots, isVariableTonnage, matchesName, removeMode, setFlags, setInstantModeSwitch, setInternalName, setModes, variableMaxSizeMethods inherited from class java.lang.Object
clone, finalize, getClass, notify, notifyAll, wait, wait, waitMethods inherited from interface megamek.common.interfaces.ITechnology
calcEraAvailability, calcEraAvailability, calcYearAvailability, calcYearAvailability, calcYearAvailability, findMinimumRulesLevel, findMinimumRulesLevel, getAdvancedRange, getAdvancedRange, getCodeFromIOAbbr, getCodeFromMMAbbr, getCommonDate, getEraAvailabilityName, getEraAvailabilityName, getExperimentalRange, getExperimentalRange, getExtinctionRange, getExtinctionRange, getFullRatingName, getFullRatingName, getProductionDate, getPrototypeDate, getSimpleLevel, getSimpleLevel, getSimpleLevel, getStandardRange, getStandardRange, getTechRatingName, isAvailableIn, isAvailableIn, isAvailableIn, isExtinct, isExtinct, isExtinct, isLegal, isLegal
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Field Details
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MODE_ECM
Internal (non-localized) name of the standard operating mode of ECM suites. ECM suites that can be deactivated pair this withMounted.MODE_OFF; game options may add further modes (ECCM, Ghost Targets).- See Also:
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MODE_EI_ON
Internal (non-localized) name of the running mode of an Enhanced Imaging Interface, paired withMounted.MODE_OFF. Per IO p.69 EI runs unless the pilot deliberately shuts it down, so this is the interface's default mode.- See Also:
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F_HEAT_SINK
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F_DOUBLE_HEAT_SINK
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F_JUMP_JET
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F_CASE
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F_MASC
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F_TSM
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F_LASER_HEAT_SINK
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F_C3S
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F_C3I
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F_ARTEMIS
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F_TARGETING_COMPUTER
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F_ANGEL_ECM
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F_BOARDING_CLAW
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F_VACUUM_PROTECTION
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F_MAGNET_CLAW
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F_FIRE_RESISTANT
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F_STEALTH
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F_MINE
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F_TOOLS
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F_MAGNETIC_CLAMP
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F_PARAFOIL
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F_FERRO_FIBROUS
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F_ENDO_STEEL
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F_AP_POD
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F_SEARCHLIGHT
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F_CLUB
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F_SHIELD
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F_HAND_WEAPON
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F_COWL
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F_JUMP_BOOSTER
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F_HARJEL
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F_UMU
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F_BA_VTOL
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F_SPIKES
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F_COMMUNICATIONS
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F_PHYSICAL_WEAPON
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F_PPC_CAPACITOR
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F_REFLECTIVE
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F_REACTIVE
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F_CASEII
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F_LIFT_HOIST
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F_ENVIRONMENTAL_SEALING
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F_ARMORED_CHASSIS
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F_TRACTOR_MODIFICATION
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F_ACTUATOR_ENHANCEMENT_SYSTEM
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F_ECM
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F_BAP
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F_EI_INTERFACE
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F_MODULAR_ARMOR
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F_TALON
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F_VISUAL_CAMO
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F_APOLLO
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F_INDUSTRIAL_TSM
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F_NULL_SIG
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F_VOID_SIG
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F_CHAMELEON_SHIELD
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F_VIBROCLAW
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F_SINGLE_HEX_ECM
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F_EJECTION_SEAT
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F_SALVAGE_ARM
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F_PARTIAL_WING
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F_FERRO_LAMELLOR
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F_ARTEMIS_V
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F_TRACKS
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F_MASS
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F_CARGO
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F_DUMPER
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F_MASH
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F_BA_EQUIPMENT
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F_MEK_EQUIPMENT
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F_TANK_EQUIPMENT
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F_FIGHTER_EQUIPMENT
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F_SUPPORT_TANK_EQUIPMENT
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F_PROTOMEK_EQUIPMENT
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F_ARMORED_GLOVE
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F_BASIC_MANIPULATOR
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F_BATTLE_CLAW
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F_AP_MOUNT
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F_MODULAR_WEAPON_MOUNT
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F_MAST_MOUNT
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F_FUEL
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F_BLUE_SHIELD
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F_BASIC_FIRE_CONTROL
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F_ADVANCED_FIRE_CONTROL
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F_ENDO_COMPOSITE
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F_LASER_INSULATOR
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F_LIQUID_CARGO
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F_WATCHDOG
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F_EW_EQUIPMENT
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F_CCM
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F_HITCH
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F_FLOTATION_HULL
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F_LIMITED_AMPHIBIOUS
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F_FULLY_AMPHIBIOUS
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F_DUNE_BUGGY
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F_SHOULDER_TURRET
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F_HEAD_TURRET
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F_QUAD_TURRET
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F_TURRET
Encompasses Quad, Head, Shoulder, Pintle and Sponson turrets. -
F_SPACE_ADAPTATION
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F_CUTTING_TORCH
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F_OFF_ROAD
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F_C3SBS
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F_VTOL_EQUIPMENT
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F_NAVAL_C3
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F_MINESWEEPER
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F_MOBILE_HPG
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F_FIELD_KITCHEN
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F_MOBILE_FIELD_BASE
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F_HIRES_IMAGER
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F_HYPERSPECTRAL_IMAGER
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F_INFRARED_IMAGER
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F_LOOKDOWN_RADAR
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F_COMMAND_CONSOLE
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F_VSTOL_CHASSIS
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F_STOL_CHASSIS
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F_SPONSON_TURRET
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F_ARMORED_MOTIVE_SYSTEM
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F_CHASSIS_MODIFICATION
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F_CHAFF_POD
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F_DRONE_CARRIER_CONTROL
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F_VARIABLE_SIZE
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F_BA_MISSION_EQUIPMENT
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F_JET_BOOSTER
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F_SENSOR_DISPENSER
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F_DRONE_OPERATING_SYSTEM
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F_RECON_CAMERA
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F_COMBAT_VEHICLE_ESCAPE_POD
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F_DETACHABLE_WEAPON_PACK
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F_HEAT_SENSOR
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F_EXTENDED_LIFE_SUPPORT
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F_SPRAYER
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F_ELECTRIC_DISCHARGE_ARMOR
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F_MECHANICAL_JUMP_BOOSTER
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F_TRAILER_MODIFICATION
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F_LARGE_COMM_SCANNER_SUITE
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F_SMALL_COMM_SCANNER_SUITE
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F_LIGHT_BRIDGE_LAYER
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F_MEDIUM_BRIDGE_LAYER
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F_HEAVY_BRIDGE_LAYER
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F_BA_SEARCHLIGHT
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F_BOOBY_TRAP
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F_SPLITABLE
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F_REFUELING_DROGUE
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F_BULLDOZER
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F_EXTERNAL_STORES_HARDPOINT
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F_COMPACT_HEAT_SINK
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F_MANIPULATOR
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F_CARGO_LIFTER
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F_PINTLE_TURRET
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F_IS_DOUBLE_HEAT_SINK_PROTOTYPE
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F_NAVAL_TUG_ADAPTOR
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F_AMPHIBIOUS
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F_PROP
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F_ULTRA_LIGHT
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F_SPACE_MINE_DISPENSER
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F_VEHICLE_MINE_DISPENSER
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F_LIGHT_FERRO
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F_HEAVY_FERRO
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F_FERRO_FIBROUS_PROTO
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F_REINFORCED
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F_COMPOSITE
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F_INDUSTRIAL_STRUCTURE
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F_ENDO_STEEL_PROTO
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F_INDUSTRIAL_ARMOR
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F_HEAVY_INDUSTRIAL_ARMOR
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F_PRIMITIVE_ARMOR
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F_HARDENED_ARMOR
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F_COMMERCIAL_ARMOR
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F_C3EM
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F_ANTI_PENETRATIVE_ABLATIVE
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F_HEAT_DISSIPATING
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F_IMPACT_RESISTANT
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F_BALLISTIC_REINFORCED
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F_HARJEL_II
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F_HARJEL_III
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F_RADICAL_HEATSINK
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F_BA_MANIPULATOR
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F_NOVA
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F_BOMB_BAY
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F_LIGHT_FLUID_SUCTION_SYSTEM
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F_MONOCYCLE
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F_BICYCLE
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F_CONVERTIBLE
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F_BATTLEMEK_NIU
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F_DNI_COCKPIT_MOD
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F_DAMAGE_INTERRUPT_CIRCUIT
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F_SNOWMOBILE
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F_LADDER
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F_LIFEBOAT
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F_FLUID_SUCTION_SYSTEM
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F_HYDROFOIL
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F_SUBMERSIBLE
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F_BA_MEA
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F_INF_EQUIPMENT
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F_ANTI_MEK_GEAR
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F_SCM
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F_VIRAL_JAMMER_HOMING
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F_VIRAL_JAMMER_DECOY
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F_DRONE_CONTROL_CONSOLE
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F_RISC_LASER_PULSE_MODULE
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F_REMOTE_DRONE_COMMAND_CONSOLE
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F_EMERGENCY_COOLANT_SYSTEM
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F_BADC
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F_REUSABLE
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F_BLOODHOUND
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F_ARMOR_KIT
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F_STORAGE_BATTERY
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F_LIGHT_SAIL
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F_ARTEMIS_PROTO
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F_CASEP
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F_VEEDC
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F_SC_EQUIPMENT
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F_DS_EQUIPMENT
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F_JS_EQUIPMENT
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F_WS_EQUIPMENT
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F_SS_EQUIPMENT
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F_CAPITAL_ARMOR
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F_FERRO_CARBIDE
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F_IMP_FERRO
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F_HEAVY_EQUIPMENT
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F_SRCS
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F_SASRCS
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F_CASPAR
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F_CASPAR_II
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F_ATAC
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F_DTAC
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F_SDS_DESTRUCT
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F_SDS_JAMMER
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F_LF_STORAGE_BATTERY
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F_PROTOMEK_MELEE
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F_EXTERNAL_POWER_PICKUP
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F_RAM_PLATE
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F_PROTOTYPE
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F_TRENCH_CAPABLE
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F_SUPPORT_VEE_BAR_ARMOR
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F_CHAIN_DRAPE
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F_CHAIN_DRAPE_CAPE
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F_CHAIN_DRAPE_APRON
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F_CHAIN_DRAPE_PONCHO
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F_WEAPON_ENHANCEMENT
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F_LAM_FUEL_TANK
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S_ACTIVE_SHIELD
- See Also:
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S_PASSIVE_SHIELD
- See Also:
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S_NO_SHIELD
- See Also:
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S_HARJEL_II_2F0R
- See Also:
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S_HARJEL_II_1F1R
- See Also:
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S_HARJEL_II_0F2R
- See Also:
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S_HARJEL_III_4F0R
- See Also:
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S_HARJEL_III_3F1R
- See Also:
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S_HARJEL_III_2F2R
- See Also:
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S_HARJEL_III_1F3R
- See Also:
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S_HARJEL_III_0F4R
- See Also:
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industrial
protected boolean industrial
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Constructor Details
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MiscType
public MiscType()Creates new MiscType
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Method Details
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hasFlag
Description copied from class:EquipmentTypeReturns true when this EquipmentType has the given flag. NOTE: Even though EquipmentFlags are enums, checking e.g. a WeaponType if it has a MiscTypeFlag may return an incorrect true result, as the actual test is made using EquipmentBitSet, i.e. a number comparison.Example: EquipmentType.get("BAArmoredGlove").hasFlag(WeaponType.F_VGL) returns true, as WeaponType.F_VGL has the same ordinal as MiscType.F_ARMORED_GLOVE. Therefore, always make sure to test only MiscTypes against MiscTypeFlags, WeaponTypes against WeaponTypeFlags and AmmoTypes against AmmoTypeFlags. This method will log a warning if the rule is not followed.
- Overrides:
hasFlagin classEquipmentType- Parameters:
flag- The EquipmentFlag to check- Returns:
- True when this EquipmentType has the given flag
- See Also:
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getBaseDamageAbsorptionRate
public int getBaseDamageAbsorptionRate() -
getBaseDamageCapacity
public int getBaseDamageCapacity() -
isBoobyTrap
public boolean isBoobyTrap() -
isVibroblade
public boolean isVibroblade() -
isIndustrial
public boolean isIndustrial() -
getDamageDivisor
public double getDamageDivisor() -
isVariableSize
public boolean isVariableSize()- Overrides:
isVariableSizein classEquipmentType- Returns:
- Whether the item's size is variable independent of external factors
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variableStepSize
- Overrides:
variableStepSizein classEquipmentType- Returns:
- The increment between sizes of variable-sized equipment
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getName
- Overrides:
getNamein classEquipmentType
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getShortName
- Overrides:
getShortNamein classEquipmentType
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getDesc
- Overrides:
getDescin classEquipmentType
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getTonnage
Description copied from class:EquipmentTypeCalculates the weight of the equipment. Ifentityisnull, equipment without a fixed weight will returnEquipmentType.TONNAGE_VARIABLE.- Overrides:
getTonnagein classEquipmentType- Parameters:
entity- The unit the equipment is mounted onlocation- The mount locationsize- The size (for variable-sized equipment)- Returns:
- The weight of the equipment in tons
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getTonnage
Description copied from class:EquipmentTypeCalculates the weight of the equipment, with the option to override the standard rounding based on unit type. This allows for the optional fractional accounting construction rules. Ifentityisnull, equipment without a fixed weight will returnEquipmentType.TONNAGE_VARIABLE.- Overrides:
getTonnagein classEquipmentType- Parameters:
entity- The unit the equipment is mounted onlocation- The mount locationsize- The size (for variable-sized equipment)defaultRounding- The rounding method to use for any variable weight equipment. Any equipment that is normally rounded to either the half ton or kg based on unit type will have this method applied instead.- Returns:
- The weight of the equipment in tons
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isCostVariable
public boolean isCostVariable()Determines whether the cost of this equipment is variable.A cost is considered variable if it is equal to
EquipmentType.COST_VARIABLE. Variable costs are used to represent equipment pieces whose pricing may change dynamically based on specific factors or context, rather than having a fixed cost value.- Returns:
trueif the cost is variable; otherwise,false.
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getCost
- Overrides:
getCostin classEquipmentType- Returns:
- The C-Bill cost of the piece of equipment.
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getNumCriticalSlots
- Overrides:
getNumCriticalSlotsin classEquipmentType
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getTankSlots
- Overrides:
getTankSlotsin classEquipmentType
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getBV
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getBV
- Overrides:
getBVin classEquipmentType
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getBV
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getHeat
public int getHeat()Description copied from class:EquipmentTypeThis does not include heat generated by stealth armor, as that depends on whether it is installed as patchwork and does not appear in the equipment list of all unit types.- Overrides:
getHeatin classEquipmentType- Returns:
- The amount of heat generated by the equipment
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initializeTypes
public static void initializeTypes()Add all the types of misc eq we can create to the list -
createJumpJet
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createImprovedJumpJet
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createISPrototypeImprovedJumpJet
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createISPrototypeJumpJet
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createVehicularJumpJet
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createProtomekJumpJet
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createExtendedJumpJet
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createProtomekUMU
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createCLProtoMyomerBooster
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createISMASC
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createCLMASC
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createJumpBooster
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createChainDrape
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createISPartialWing
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createCLPartialWing
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createProtoPartialWing
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createISUMU
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createISVTOLJetBooster
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createISSuperCharger
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createTracks
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createQVWheels
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createStandardStructure
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createModularArmor
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createISAblativeStandardInfArmor
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createISAblativeConcealedInfArmor
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createISAblativeFlakStandardArmorInfArmor
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createISAblativeFlakConcealedArmorInfArmor
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createISBallisticPlateStandardInfArmor
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createBallisticPlateConcealedInfArmor
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createClothingFatiguesInfArmor
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createClothingLeatherHideInfArmor
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createClothingLightInfArmor
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createISEngineeringSuitInfArmor
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createISEnvironmentSuitLightInfArmor
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createISEnvironmentSuitHostileInfArmor
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createISEnvironmentSuitMarineInfArmor
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createISFlakStandardInfArmor
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createISFlakConcealedInfArmor
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createISHeatSuitInfArmor
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createISMekWarriorCombatSuitInfArmor
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createISMekWarriorCoolingSuitInfArmor
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createMekWarriorCoolingVestInfArmor
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createMyomerSuitInfArmor
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createMyomerVestInfArmor
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createNeoChainMailInfArmor
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createParkaInfArmor
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createSnowSuitInfArmor
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createSpaceSuitInfArmor
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createSpacesuitCombatInfArmor
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createCapellanConfederationInfArmor
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createClanInfArmor
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createComstarInfArmor
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createDraconisCombineInfArmor
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createFedSunsInfArmor
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createFedComInfArmor
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createFedSunsLateInfArmor
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createFRRInfArmor
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createFWLEarlyInfArmor
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createFWLLateInfArmor
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createLyranInfArmor
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createLyranLateInfArmor
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createCanopusInfArmor
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createMarianInfArmor
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createISSLDFInfArmor
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createTaurianInfArmor
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createWoBInfArmor
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createGenericInfArmor
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createVintageBulletProofVest
Deprecated, for removal: This API element is subject to removal in a future version. -
createVintageBombSuit
Deprecated, for removal: This API element is subject to removal in a future version. -
createDESTInfArmor
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createISSneakCamoSystemInfArmor
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createISSneakIRSystemInfArmor
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createISSneakECMSystemInfArmor
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createISSneakCamoIRInfArmor
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createISSneakCamoECMInfArmor
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createISSneakIRECMInfArmor
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createISSneakThreeSystemInfArmor
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createISArmoredMotiveSystem
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createCLArmoredMotiveSystem
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createChainWhip
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createISClaw
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createISFlail
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createHatchet
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createISLance
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createMace
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createRetractableBlade
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createISSmallShield
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createISMediumShield
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createISLargeShield
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createSpikes
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createSword
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createTalons
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createISSmallVibroblade
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createISMediumVibroblade
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createISLargeVibroblade
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createTreeClub
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createGirderClub
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createLimbClub
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createC3S
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createC3I
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createC3SBS
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createEmergencyC3M
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createBC3
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createBC3i
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createISCASE
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createCASEPrototype
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createCLCASE
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createISCASEII
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createCLCASEII
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createISAPPod
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createISTankCommandConsole
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createISMASS
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createBattleMekNeuralInterfaceUnit
BattleMech Neural Interface Unit (NIU) for PA(L) suits. IO p.110: The BattleMech NIU can only be mounted in the interface suit, which must be constructed as a PA(L)-type battlesuit (as larger battlesuits cannot fit in the interface cockpit). The BattleMech NIU weighs 100 kilograms and occupies 2 slots in the suit's torso. -
createDNICockpitModification
Direct Neural Interface (DNI) Cockpit Modification (IO p.83). Required to enable a unit to be piloted by a warrior with DNI implant. Available for BattleMeks, IndustrialMeks, BattleArmor, Combat Vehicles, Support Vehicles, Aerospace Fighters, and Conventional Fighters. Adds no weight or critical space, but costs 250,000 C-bills. -
createDamageInterruptCircuit
Creates the Damage Interrupt Circuit cockpit modification (IO p.39). When working, reduces internal explosion pilot damage from 2 to 1. Disabled by Life Support critical hit or any hit rolling "2" on the hit location table. When disabled, adds +1 to all PSR until repaired. -
createISDroneCarrierControlSystem
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createISDroneOperatingSystem
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createISRemoteDroneCommandConsole
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createSmartRoboticControlSystem
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createImprovedSmartRoboticControlSystem
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createShieldedAeroSRCS
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createImprovedShieldedAeroSRCS
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createEliteShieldedAeroSRCS
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createCasparDroneControlSystem
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createImprovedCasparDroneControlSystem
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createCasparIIDroneControlSystem
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createImprovedCasparIIDroneControlSystem
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createAutoTacticalAnalysisComputer
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createDirectTacticalAnalysisSystem
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createSDSSelfDestructSystem
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createSDSJammerSystem
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createISCombatVehicleEscapePod
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createIMEjectionSeat
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createSVEjectionSeat
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createMaritimeEscapePod
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createMaritimeLifeboat
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createAtmosphericLifeboat
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createBeagleActiveProbe
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createBeagleActiveProbePrototype
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createBloodhoundActiveProbe
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createTHBBloodhoundActiveProbe
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createCLActiveProbe
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createCLLightActiveProbe
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createGECM
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createGECMPrototype
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createCLECM
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createISAngelECM
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createISTHBAngelECM
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createISEWEquipment
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createWatchdogECM
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createNovaCEWS
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createEIInterface
Creates the Enhanced Imaging (EI) Interface equipment. This is the unit-side equipment that allows a pilot with an EI Implant to use Enhanced Imaging capabilities. ProtoMeks have this built-in. See IO:AE p.69 for rules.- Returns:
- the EI Interface equipment
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createISReconCamera
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createRemoteSensorDispenser
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createPrototypeRemoteSensorDispenser
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createISLookDownRadar
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createISInfraredImager
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createISHyperspectralImager
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createISHIResImager
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createBasicFireControl
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createAdvancedFireControl
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createISArtemis
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createISProtoArtemis
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createCLArtemis
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createArtemisV
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createISApolloFCS
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createISTargComp
Targeting comps should NOT be spreadable. However, I've set them such as a temp measure to overcome the following bug: TC space allocation is calculated based on tonnage of direct-fire weaponry. However, since meks are loaded location-by-location, when the TC is loaded it's very unlikely that all the weaponry will be attached, resulting in undersized comps. Any remaining TC crits after the last expected one are being handled as a 2nd TC, causing LocationFullExceptions. -
createCLTargComp
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createMekSprayer
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createTankSprayer
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createHeatSink
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createIS1CompactHeatSink
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createIS2CompactHeatSinks
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createISDoubleHeatSinkPrototype
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createISFreezerPrototype
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createISDoubleHeatSink
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createCLDoubleHeatSink
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createCLLaserHeatSink
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createRadicalHeatSinkSystem
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createBackhoe
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createLightBridgeLayer
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createMediumBridgeLayer
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createHeavyBridgeLayer
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createBulldozer
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createChainsaw
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createCombine
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createDualSaw
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createISBuzzsaw
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createFrontDumper
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createRearDumper
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createRightDumper
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createLeftDumper
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createLightFluidSuctionSystemMek
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createLightFluidSuctionSystem
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createFluidSuctionSystem
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createPileDriver
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createLadder
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createLiftHoist
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createManipulator
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createMiningDrill
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createRefuelingDrogue
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createRockCutter
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createSalvageArm
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createSpotWelder
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createISWreckingBall
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createEnergyStorageBattery
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createLightSail
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createNC3
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createPCMT
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createLithiumFusionBattery
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createISLaserInsulator
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createMine
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createISVehicularMineDispenser
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createISSpaceMineDispenser
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createISMineSweeper
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createBlueShield
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createBoobyTrap
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createCargo
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createLiquidCargo
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createCargoContainer
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createISChaffPod
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createChameleonLightPolarizationShield
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createCommsGear
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createISCollapsibleCommandModule
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createFieldKitchen
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createExtendedFuelTank
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createExternalStoresHardpoint
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createISHarJel
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createHarJelII
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createHarJelIII
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createISMobileFieldBase
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createMASH
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createNullSignatureSystem
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createParamedicEquipment
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createHandheldSearchlight
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createSearchlight
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createVeeDropChuteStd
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createVeeDropChuteCamo
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createVeeDropChuteStealth
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createVeeDropChuteReuse
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createVoidSignatureSystem
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createISMastMount
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createProtoMagneticClamp
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createProtomekMeleeWeapon
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createProtoQuadMeleeSystem
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createISMobileHPG
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createISGroundMobileHPG
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createRISCEmergencyCoolantSystem
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createRISCLaserPulseModule
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createRISCSuperCooledMyomer
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createRISCViralJammerDecoy
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createRISCViralJammerHoming
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createISPPCCapacitor
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createISEndoSteel
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createISEndoSteelPrototype
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createCLEndoSteel
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createISCompositeStructure
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createISEndoComposite
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createClanEndoComposite
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createReinforcedStructure
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createIndustrialStructure
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createISAES
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createTSM
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createIndustrialTSM
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createPrototypeTSM
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createIndustrialMekEnvironmentalSealing
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createISFlotationHull
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createISLimitedAmphibiousChassis
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createISFullyAmphibiousChassis
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createISCVDuneBuggyChassis
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createCVEnvironmentalSealedChassis
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createAmphibiousChassis
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createArmoredChassis
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createBicycleModification
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createConvertibleModification
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createISSVDuneBuggyChassis
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createEnvironmentalSealingChassisMod
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createExternalPowerPickup
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createHydroFoilChassisModification
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createMonocycleModification
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createISOffRoadChassis
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createOmniChassisMod
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createPropChassisModification
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createSnowmobileChassis
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createSTOLChassisMod
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createSubmersibleChassisMod
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createTractorModification
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createHitch
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createTrailerModification
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createUltraLightChassisModification
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createVSTOLChassisMod
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createISShoulderTurret
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createISHeadTurret
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createISQuadTurret
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createISSponsonTurret
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createPintleTurret
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createISBALightActiveProbe
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createCLBALightActiveProbe
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createBAISAngelECM
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createBACLAngelECM
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createSimpleCamo
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createBACuttingTorch
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createISSingleHexECM
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createCLSingleHexECM
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createISBAExtendedLifeSupport
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createISBAFuelTank
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createISBAHeatSensor
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createISImprovedSensors
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createCLImprovedSensors
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createBALaserMicrophone
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createParafoil
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createBAPowerPack
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createISBARemoteSensorDispenser
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createBASearchlight
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createBAShotgunMicrophone
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createISBASpaceOperationsAdaptation
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createBAArmoredGlove
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createBABasicManipulator
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createBABattleClaw
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createBAHeavyBattleClaw
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createBACargoLifter
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createBAIndustrialDrill
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createBASalvageArm
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createBABattleClawMagnets
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createBAHeavyBattleClawMagnet
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createBABasicManipulatorMineClearance
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createBABattleClawVibro
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createBAHeavyBattleClawVibro
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createBAModularEquipmentAdaptor
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createBAJumpJet
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createBAVTOLEquipment
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createBAUMU
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createISBAJumpBooster
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createBAMagneticClamp
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createISBAMechanicalJumpBooster
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createCLBAMyomerBooster
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createBAPartialWing
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createISBADropChuteStd
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createISBADropChuteCamo
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createISBADropChuteStealth
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createISBADropChuteReuse
Deprecated, for removal: This API element is subject to removal in a future version. -
createBAAPMount
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createBAModularWeaponMount
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createISDetachableWeaponPack
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createISBAMineDispenser
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createBAMissionEquipStorage
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createDemolitionCharge
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createVibroShovel
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createBridgeKit
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createHeavyArmor
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createLightMinesweeper
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createLAMBombBay
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createLAMAdditionalFuel
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toString
- Overrides:
toStringin classEquipmentType
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isC3Equipment
public boolean isC3Equipment()- Overrides:
isC3Equipmentin classEquipmentType- Returns:
- True if this equipment type is any type of C3 equipment, meaning C3S/M and variations of those, C3i, Nova CEWS, NC3 and BA C3. Note that this returns true for some MiscTypes as well as some WeaponTypes.
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getYamlTypeName
Description copied from class:EquipmentTypeReturns the YAML type name for this equipment type. Subclasses should override this to return their specific type name.- Overrides:
getYamlTypeNamein classEquipmentType- Returns:
- The YAML type name (e.g., "weapon", "ammo", "misc", "armor")
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addFlags
Description copied from class:EquipmentTypeAdds equipment flags to the YAML data map. Subclasses should override this to add type-specific flags.- Overrides:
addFlagsin classEquipmentType- Parameters:
data- The YAML data map to add flags to
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getYamlData
Description copied from class:EquipmentTypeConstructs a map containing the YAML-serializable data for this equipment type. Subclasses should override this method to add type-specific data.- Overrides:
getYamlDatain classEquipmentType- Returns:
- A map containing the YAML-serializable data for this equipment type.
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relevantToTargetingComputer
public boolean relevantToTargetingComputer()- Overrides:
relevantToTargetingComputerin classEquipmentType- Returns:
- True if this equipment counts for the size and weight of a Targeting Computer, and benefits from it in the case of weapons. TM p.238, TO:AUE p.157
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