Step in the direction of RA2 paratroopers.
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@@ -30,25 +30,11 @@ namespace OpenRA.Mods.Common.Traits
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[SequenceReference("CorpseSequenceCollection")] public readonly string WaterCorpseSequence = null;
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public readonly string WaterCorpsePalette = "effect";
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public readonly string ParachuteSequence = null;
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[SequenceReference("ParachuteSequence")] public readonly string ParachuteOpenSequence = null;
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[SequenceReference("ParachuteSequence")] public readonly string ParachuteIdleSequence = null;
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[Desc("Optional, otherwise defaults to the palette the actor is using.")]
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public readonly string ParachutePalette = null;
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[Desc("Used to clone the actor with this palette and render it with a visual offset below.")]
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public readonly string ParachuteShadowPalette = "shadow";
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public readonly WVec ParachuteOffset = WVec.Zero;
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public readonly int FallRate = 13;
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[Desc("Alternative to ParachuteShadowPalette which disables it and allows to set a custom sprite sequence instead.")]
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public readonly string ShadowSequence = null;
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[Desc("Optional, otherwise defaults to the palette the actor is using.")]
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public readonly string ShadowPalette = null;
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[UpgradeGrantedReference]
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[Desc("Upgrade to grant to this actor when parachuting. Normally used to render the parachute using the WithParachute trait.")]
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public readonly string[] ParachuteUpgrade = { "parachute" };
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public object Create(ActorInitializer init) { return new Parachutable(init, this); }
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}
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