name order these properly
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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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