Fix and enable SA1133, SA1134 style rules.
This commit is contained in:
@@ -38,7 +38,8 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Player stances which condition can be applied to.")]
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public readonly Stance ValidStances = Stance.Ally;
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[SequenceReference, Desc("Sequence to play for granting actor when activated.",
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[SequenceReference]
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[Desc("Sequence to play for granting actor when activated.",
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"This requires the actor to have the WithSpriteBody trait or one of its derivatives.")]
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public readonly string Sequence = "active";
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@@ -18,7 +18,8 @@ namespace OpenRA.Mods.Common.Traits
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{
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class NukePowerInfo : SupportPowerInfo, IRulesetLoaded, Requires<BodyOrientationInfo>
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{
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[WeaponReference, FieldLoader.Require]
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[WeaponReference]
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[FieldLoader.Require]
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[Desc("Weapon to use for the impact.",
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"Also image to use for the missile.")]
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public readonly string MissileWeapon = "";
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@@ -26,11 +27,13 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Delay (in ticks) after launch until the missile is spawned.")]
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public readonly int MissileDelay = 0;
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[SequenceReference("MissileWeapon")]
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[Desc("Sprite sequence for the ascending missile.")]
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[SequenceReference("MissileWeapon")] public readonly string MissileUp = "up";
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public readonly string MissileUp = "up";
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[SequenceReference("MissileWeapon")]
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[Desc("Sprite sequence for the descending missile.")]
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[SequenceReference("MissileWeapon")] public readonly string MissileDown = "down";
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public readonly string MissileDown = "down";
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[Desc("Offset from the actor the missile spawns on.")]
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public readonly WVec SpawnOffset = WVec.Zero;
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@@ -42,8 +45,9 @@ namespace OpenRA.Mods.Common.Traits
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"'False' will make the missile continue until it hits the ground and disappears (without triggering another explosion).")]
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public readonly bool RemoveMissileOnDetonation = true;
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[PaletteReference("IsPlayerPalette")]
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[Desc("Palette to use for the missile weapon image.")]
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[PaletteReference("IsPlayerPalette")] public readonly string MissilePalette = "effect";
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public readonly string MissilePalette = "effect";
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[Desc("Custom palette is a player palette BaseName.")]
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public readonly bool IsPlayerPalette = false;
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@@ -51,8 +55,9 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Trail animation.")]
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public readonly string TrailImage = null;
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[SequenceReference("TrailImage")]
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[Desc("Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.")]
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[SequenceReference("TrailImage")] public readonly string[] TrailSequences = { };
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public readonly string[] TrailSequences = { "idle" };
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[Desc("Interval in ticks between each spawned Trail animation.")]
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public readonly int TrailInterval = 1;
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@@ -60,8 +65,9 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Delay in ticks until trail animation is spawned.")]
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public readonly int TrailDelay = 1;
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[PaletteReference("TrailUsePlayerPalette")]
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[Desc("Palette used to render the trail sequence.")]
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[PaletteReference("TrailUsePlayerPalette")] public readonly string TrailPalette = "effect";
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public readonly string TrailPalette = "effect";
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[Desc("Use the Player Palette to render the trail sequence.")]
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public readonly bool TrailUsePlayerPalette = false;
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@@ -18,7 +18,8 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Produces an actor without using the standard production queue.")]
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public class ProduceActorPowerInfo : SupportPowerInfo
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{
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[ActorReference, FieldLoader.Require]
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[ActorReference]
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[FieldLoader.Require]
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[Desc("Actors to produce.")]
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public readonly string[] Actors = null;
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@@ -19,7 +19,8 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Spawns an actor that stays for a limited amount of time.")]
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public class SpawnActorPowerInfo : SupportPowerInfo
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{
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[ActorReference, FieldLoader.Require]
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[ActorReference]
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[FieldLoader.Require]
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[Desc("Actor to spawn.")]
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public readonly string Actor = null;
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@@ -29,8 +30,12 @@ namespace OpenRA.Mods.Common.Traits
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public readonly string DeploySound = null;
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public readonly string EffectImage = null;
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[SequenceReference("EffectImage")] public readonly string EffectSequence = "idle";
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[PaletteReference] public readonly string EffectPalette = null;
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[SequenceReference("EffectImage")]
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public readonly string EffectSequence = "idle";
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[PaletteReference]
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public readonly string EffectPalette = null;
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public override object Create(ActorInitializer init) { return new SpawnActorPower(init.Self, this); }
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}
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@@ -64,22 +64,37 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Defines to which players the timer is shown.")]
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public readonly Stance DisplayTimerStances = Stance.None;
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[PaletteReference]
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[Desc("Palette used for the icon.")]
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[PaletteReference] public readonly string IconPalette = "chrome";
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public readonly string IconPalette = "chrome";
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[Desc("Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers")]
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public readonly bool DisplayBeacon = false;
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public readonly bool BeaconPaletteIsPlayerPalette = true;
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[PaletteReference("BeaconPaletteIsPlayerPalette")] public readonly string BeaconPalette = "player";
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[PaletteReference("BeaconPaletteIsPlayerPalette")]
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public readonly string BeaconPalette = "player";
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public readonly string BeaconImage = "beacon";
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[SequenceReference("BeaconImage")] public readonly string BeaconPoster = null;
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[PaletteReference] public readonly string BeaconPosterPalette = "chrome";
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[SequenceReference("BeaconImage")] public readonly string ClockSequence = null;
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[SequenceReference("BeaconImage")] public readonly string BeaconSequence = null;
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[SequenceReference("BeaconImage")] public readonly string ArrowSequence = null;
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[SequenceReference("BeaconImage")] public readonly string CircleSequence = null;
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[SequenceReference("BeaconImage")]
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public readonly string BeaconPoster = null;
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[PaletteReference]
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public readonly string BeaconPosterPalette = "chrome";
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[SequenceReference("BeaconImage")]
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public readonly string ClockSequence = null;
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[SequenceReference("BeaconImage")]
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public readonly string BeaconSequence = null;
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[SequenceReference("BeaconImage")]
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public readonly string ArrowSequence = null;
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[SequenceReference("BeaconImage")]
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public readonly string CircleSequence = null;
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[Desc("Delay after launch, measured in ticks.")]
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public readonly int BeaconDelay = 0;
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