Add a lint test for audio notifications.
Only traits are linted - the UI still hardcodes too many audio references for this to be worthwhile.
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@@ -33,6 +33,7 @@ namespace OpenRA.Mods.Cnc.Traits
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[Desc("Maximum amount of funds which will be stolen.")]
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public readonly int Maximum = int.MaxValue;
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[NotificationReference("Speech")]
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[Desc("Sound the victim will hear when they get robbed.")]
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public readonly string Notification = null;
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@@ -35,6 +35,7 @@ namespace OpenRA.Mods.Cnc.Traits
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"Possible values are Exit, Suicide, Dispose.")]
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public readonly EnterBehaviour EnterBehaviour = EnterBehaviour.Dispose;
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[NotificationReference("Speech")]
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[Desc("Notification to play when a building is infiltrated.")]
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public readonly string Notification = "BuildingInfiltrated";
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