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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@@ -50,28 +50,34 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("The build time is multiplied with this value on low power.")]
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public readonly int LowPowerSlowdown = 3;
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[NotificationReference("Speech")]
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[Desc("Notification played when production is complete.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string ReadyAudio = null;
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[NotificationReference("Speech")]
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[Desc("Notification played when you can't train another actor",
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"when the build limit exceeded or the exit is jammed.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string BlockedAudio = null;
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[NotificationReference("Speech")]
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[Desc("Notification played when you can't queue another actor",
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"when the queue length limit is exceeded.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string LimitedAudio = null;
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[NotificationReference("Speech")]
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[Desc("Notification played when user clicks on the build palette icon.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string QueuedAudio = null;
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[NotificationReference("Speech")]
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[Desc("Notification played when player right-clicks on the build palette icon.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string OnHoldAudio = null;
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[NotificationReference("Speech")]
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[Desc("Notification played when player right-clicks on a build palette icon that is already on hold.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string CancelledAudio = null;
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