Fix and enable SA1133, SA1134 style rules.
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@@ -20,11 +20,13 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("This actor has a death animation.")]
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public class WithDeathAnimationInfo : ConditionalTraitInfo, Requires<RenderSpritesInfo>
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{
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[SequenceReference(null, true)]
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[Desc("Sequence prefix to play when this actor is killed by a warhead.")]
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[SequenceReference(null, true)] public readonly string DeathSequence = "die";
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public readonly string DeathSequence = "die";
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[PaletteReference("DeathPaletteIsPlayerPalette")]
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[Desc("The palette used for `DeathSequence`.")]
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[PaletteReference("DeathPaletteIsPlayerPalette")] public readonly string DeathSequencePalette = "player";
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public readonly string DeathSequencePalette = "player";
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[Desc("Custom death animation palette is a player palette BaseName")]
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public readonly bool DeathPaletteIsPlayerPalette = true;
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@@ -32,11 +34,13 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Should DeathType-specific sequences be used (sequence name = DeathSequence + DeathType).")]
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public readonly bool UseDeathTypeSuffix = true; // TODO: check the complete sequence with lint rules
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[SequenceReference]
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[Desc("Sequence to play when this actor is crushed.")]
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[SequenceReference] public readonly string CrushedSequence = null;
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public readonly string CrushedSequence = null;
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[PaletteReference("CrushedPaletteIsPlayerPalette")]
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[Desc("The palette used for `CrushedSequence`.")]
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[PaletteReference("CrushedPaletteIsPlayerPalette")] public readonly string CrushedSequencePalette = "effect";
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public readonly string CrushedSequencePalette = "effect";
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[Desc("Custom crushed animation palette is a player palette BaseName")]
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public readonly bool CrushedPaletteIsPlayerPalette = false;
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@@ -45,8 +49,9 @@ namespace OpenRA.Mods.Common.Traits.Render
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"Is only used if UseDeathTypeSuffix is `True`.")]
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public readonly Dictionary<string, string[]> DeathTypes = new Dictionary<string, string[]>();
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[SequenceReference]
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[Desc("Sequence to use when the actor is killed by some non-standard means (e.g. suicide).")]
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[SequenceReference] public readonly string FallbackSequence = null;
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public readonly string FallbackSequence = null;
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public override object Create(ActorInitializer init) { return new WithDeathAnimation(init.Self, this); }
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}
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