check for missing sequence entries using lint
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@@ -19,8 +19,8 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("This actor has a death animation.")]
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public class WithDeathAnimationInfo : ITraitInfo, Requires<RenderSpritesInfo>
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{
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[Desc("Sequence to play when this actor is killed by a warhead.")]
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public readonly string DeathSequence = "die";
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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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[Desc("The palette used for `DeathSequence`.")]
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public readonly string DeathSequencePalette = "player";
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@@ -29,10 +29,10 @@ namespace OpenRA.Mods.Common.Traits
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public readonly bool DeathPaletteIsPlayerPalette = true;
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[Desc("Should DeathType-specific sequences be used (sequence name = DeathSequence + DeathType).")]
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public readonly bool UseDeathTypeSuffix = true;
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public readonly bool UseDeathTypeSuffix = true; // TODO: check the complete sequence with lint rules
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[Desc("Sequence to play when this actor is crushed.")]
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public readonly string CrushedSequence = "die-crushed";
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[SequenceReference] public readonly string CrushedSequence = null;
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[Desc("The palette used for `CrushedSequence`.")]
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public readonly string CrushedSequencePalette = "effect";
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