Merge repair and rearm anim traits into WithResupplyAnimation
This is the safest approach to avoid conflicts/visual glitches when the host is responsible for both resupply types. The new trait will simply play a looping animation as long as the actor is resupplying in any form.
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@@ -475,8 +475,7 @@
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<Compile Include="Traits\Render\WithNukeLaunchOverlay.cs" />
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<Compile Include="Traits\Render\WithParachute.cs" />
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<Compile Include="Traits\Render\WithRangeCircle.cs" />
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<Compile Include="Traits\Render\WithRearmAnimation.cs" />
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<Compile Include="Traits\Render\WithRepairAnimation.cs" />
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<Compile Include="Traits\Render\WithResupplyAnimation.cs" />
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<Compile Include="Traits\Render\WithRepairOverlay.cs" />
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<Compile Include="Traits\Render\WithResources.cs" />
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<Compile Include="Traits\Render\WithShadow.cs" />
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@@ -912,6 +911,7 @@
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<Compile Include="UpdateRules\Rules\20180307\RemoveCanUndeployFromGrantConditionOnDeploy.cs" />
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<Compile Include="UpdateRules\Rules\20180923\DefineNotificationDefaults.cs" />
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<Compile Include="UpdateRules\Rules\20180923\RenameEditorTilesetFilter.cs" />
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<Compile Include="UpdateRules\Rules\20180923\MergeRearmAndRepairAnimation.cs" />
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<Compile Include="Traits\Player\PlayerResources.cs" />
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<Compile Include="UtilityCommands\DumpSequenceSheetsCommand.cs" />
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<Compile Include="Traits\Render\WithBuildingRepairDecoration.cs" />
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