name order these properly
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@@ -69,23 +69,23 @@
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</ItemGroup>
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<ItemGroup>
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<Compile Include="ThrowsShrapnel.cs" />
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<Compile Include="Render\WithCrumbleOverlay.cs" />
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<Compile Include="PaletteFromR8.cs" />
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<Compile Include="D2kResourceLayer.cs" />
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<Compile Include="FogPaletteFromR8.cs" />
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<Compile Include="DamagedWithoutFoundation.cs" />
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<Compile Include="Render\WithBuildingPlacedOverlayInfo.cs" />
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<Compile Include="SpriteLoaders\R8Loader.cs" />
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<Compile Include="Render\WithBuildingPlacedOverlay.cs" />
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<Compile Include="Render\WithCrumbleOverlay.cs" />
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<Compile Include="Render\WithProductionOverlay.cs" />
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<Compile Include="Render\WithDockingOverlay.cs" />
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<Compile Include="Render\WithDeliveryOverlay.cs" />
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<Compile Include="PaletteFromScaledPalette.cs" />
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<Compile Include="Widgets\MoneyBinWidget.cs" />
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<Compile Include="Widgets\SupportPowerBinWidget.cs" />
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<Compile Include="Widgets\BuildPaletteWidget.cs" />
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<Compile Include="Widgets\SlidingContainerWidget.cs" />
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<Compile Include="Widgets\Logic\IngameChromeLogic.cs" />
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<Compile Include="ChooseBuildTabOnSelect.cs" />
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<Compile Include="R8Loader.cs" />
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<Compile Include="World\ChooseBuildTabOnSelect.cs" />
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<Compile Include="World\PaletteFromR8.cs" />
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<Compile Include="World\FogPaletteFromR8.cs" />
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<Compile Include="World\D2kResourceLayer.cs" />
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<Compile Include="World\PaletteFromScaledPalette.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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@@ -10,9 +10,10 @@
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using OpenRA.Graphics;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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namespace OpenRA.Mods.D2k.Render
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{
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[Desc("Rendered when the actor constructed a building.")]
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public class WithBuildingPlacedOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
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@@ -9,9 +9,11 @@
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#endregion
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using OpenRA.Graphics;
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using OpenRA.Mods.RA;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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namespace OpenRA.Mods.D2k.Render
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{
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[Desc("Rendered together with the \"make\" animation.")]
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public class WithCrumbleOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>
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@@ -11,9 +11,10 @@
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using OpenRA.Effects;
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using OpenRA.Graphics;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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namespace OpenRA.Mods.D2k.Render
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{
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[Desc("Rendered when ProductionAirdrop is in progress.")]
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public class WithDeliveryOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
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@@ -11,9 +11,10 @@
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using OpenRA.Effects;
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using OpenRA.Graphics;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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namespace OpenRA.Mods.D2k.Render
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{
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[Desc("Rendered when a harvester is docked.")]
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public class WithDockingOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
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@@ -11,10 +11,12 @@
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using System;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.RA;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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namespace OpenRA.Mods.D2k.Render
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{
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[Desc("Renders an animation when the Production trait of the actor is activated.",
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"Works both with per player ClassicProductionQueue and per building ProductionQueue, but needs any of these.")]
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@@ -13,7 +13,7 @@ using OpenRA.FileSystem;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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namespace OpenRA.Mods.D2k
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{
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class FogPaletteFromR8Info : ITraitInfo
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{
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@@ -13,7 +13,7 @@ using OpenRA.FileSystem;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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namespace OpenRA.Mods.D2k
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{
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class PaletteFromR8Info : ITraitInfo
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{
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