# Updated test actor and script for prop switch testing
This was SVN commit r3714.
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@ -68,9 +68,9 @@
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</group>
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<group>
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<variant name="Chop">
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<variant name="gather_wood">
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<animations>
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<animation file="biped/chop.psa" name="Chop" speed="150"/>
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<animation file="biped/chop.psa" name="gather_wood" speed="150"/>
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</animations>
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<props>
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<prop actor="props/units/tools/axe.xml" attachpoint="r_hand"/>
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@ -79,9 +79,9 @@
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</group>
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<group>
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<variant name="Hoe">
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<variant name="gather_grain">
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<animations>
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<animation file="biped/hoe.psa" name="Hoe" speed="150"/>
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<animation file="biped/hoe.psa" name="gather_grain" speed="150"/>
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</animations>
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<props>
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<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
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@ -90,9 +90,9 @@
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</group>
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<group>
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<variant name="Forage">
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<variant name="gather_fruit">
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<animations>
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<animation file="biped/forage.psa" name="Forage" speed="5"/>
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<animation file="biped/forage.psa" name="gather_fruit" speed="5"/>
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</animations>
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<props>
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<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
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@ -101,9 +101,9 @@
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</group>
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<group>
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<variant name="Mine">
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<variant name="gather_stone">
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<animations>
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<animation file="biped/mine.psa" name="Mine" speed="150"/>
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<animation file="biped/mine.psa" name="gather_stone" speed="150"/>
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</animations>
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<props>
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<prop actor="props/units/tools/pick.xml" attachpoint="r_hand"/>
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@ -665,7 +665,16 @@ function entityEventGeneric( evt )
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case ACTION_ATTACK:
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this.performAttack( evt ); break;
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case ACTION_GATHER:
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this.performGather( evt ); break;
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if ( !this.actions.gather )
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evt.preventDefault();
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evt.notifyType = NOTIFY_GATHER;
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// Change our gather animation based on the type of target
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var a = this.actions.gather;
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this.setActionParams( ACTION_GATHER, 0.0, a.range, a.speed,
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"gather_" + evt.target.traits.supply.subtype );
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break;
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case ACTION_HEAL:
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this.performHeal( evt ); break;
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case ACTION_ATTACK_RANGED:
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