Move Armament, Attack* and various other traits to Traits namespace
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@@ -14,10 +14,9 @@ using System.Drawing;
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using System.Linq;
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using OpenRA.Activities;
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using OpenRA.GameRules;
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using OpenRA.Mods.RA.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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namespace OpenRA.Mods.RA.Traits
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{
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public abstract class AttackBaseInfo : ITraitInfo
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{
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@@ -10,10 +10,9 @@
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.RA.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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namespace OpenRA.Mods.RA.Traits
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{
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[Desc("Charges up before being able to attack.")]
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class AttackChargeInfo : AttackOmniInfo
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@@ -10,10 +10,9 @@
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using System;
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using OpenRA.Activities;
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using OpenRA.Mods.RA.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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namespace OpenRA.Mods.RA.Traits
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{
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[Desc("Actor will follow units until in range to attack them.")]
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public class AttackFollowInfo : AttackBaseInfo
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@@ -12,7 +12,7 @@ using System;
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using OpenRA.Activities;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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namespace OpenRA.Mods.RA.Traits
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{
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[Desc("Unit got to face the target")]
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public class AttackFrontalInfo : AttackBaseInfo, Requires<IFacingInfo>
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@@ -14,10 +14,9 @@ using System.Linq;
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using OpenRA.Activities;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.RA.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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namespace OpenRA.Mods.RA.Traits
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{
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public class FirePort
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{
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@@ -11,7 +11,7 @@
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using OpenRA.Activities;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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namespace OpenRA.Mods.RA.Traits
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{
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[Desc("Give the unit a \"heal-weapon\" that attacks friendly targets if they are damaged.",
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"It conflicts with any other weapon or Attack*: trait because it will hurt friendlies during the",
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@@ -11,7 +11,7 @@
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using OpenRA.Activities;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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namespace OpenRA.Mods.RA.Traits
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{
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class AttackOmniInfo : AttackBaseInfo
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{
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@@ -12,7 +12,7 @@ using System.Collections.Generic;
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using OpenRA.Activities;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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namespace OpenRA.Mods.RA.Traits
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{
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[Desc("Actor has a visual turret used to attack.")]
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public class AttackTurretedInfo : AttackFollowInfo, Requires<TurretedInfo>
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@@ -9,10 +9,9 @@
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#endregion
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using OpenRA.Activities;
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using OpenRA.Mods.RA.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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namespace OpenRA.Mods.RA.Traits
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{
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[Desc("Will AttackMove to a random location within MoveRadius when idle.",
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"This conflicts with player orders and should only be added to animal creeps.")]
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