Hulk transformation logic

Bug #896220 reported by Professor_Tesla
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This bug affects 1 person
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Bug Description

I think this would be cool if it were added to the game. In addition, I think it could have usage cases other than just a Bruce Banner-style hulk transformation.

Possible tags:

[BRUCEBANNER]
CanHulk=yes ;This tells the game that this unit can transform into a specified infantry unit when it takes a specified amount of damage or if it is affected by a warhead with Psychedelic=yes
Hulk.Angry=HULK ;This tells the game which unit to transform this unit into
Hulk.AngerDamage=100 ;This tells the game how much damage this unit must take within a specified timeframe to transform into the unit specified by Hulk.Angry
Hulk.AngerTime=100 ;Transform if the unit sustains the amount of damage specified by Hulk.AngerDamage within this many frames of first being attacked
Hulk.TransformAnim=HULKTRANSFORM ;The unit's transformation anim

[HULK]
IsHulk=yes ;This tells the game that this unit is the "angry" version of another unit
Hulk.Calm=BRUCEBANNER ;This tells the game what the "calm" version of this unit is
Hulk.CalmTime=300 ;This tells the game how long to wait (in frames) after the psychedelic effect wears off or it stops being attacked before transforming this unit into its "calm" form
Hulk.KeepDamage=no ;This tells the game whether or not it should carry damage done to the "calm" unit over to the "angry" unit

If Hulk.KeepDamage=true on the "angry" unit, and it loses more health than the original unit had, it will transform back with 1 health in order to prevent problems. Also, the "angry" unit uses a reversed version of the "calm" unit's Hulk.TransformAnim when it un-transforms.

Possible usage cases:
Bruce Banner/The Incredible Hulk
Werewolves
A robot that transforms into a super robot when it takes enough damage

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