document the various overlay and animation change traits
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@@ -14,6 +14,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.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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{
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[Desc("Sequence name to use")]
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@@ -13,6 +13,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.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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{
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[Desc("Sequence name to use")]
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@@ -15,6 +15,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.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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{
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[Desc("Sequence name to use")]
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@@ -15,6 +15,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.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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{
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[Desc("Sequence name to use")]
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@@ -16,6 +16,8 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.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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public class WithProductionOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
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{
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[Desc("Sequence name to use")]
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