Correct the ordering on DamageState
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@@ -61,19 +61,15 @@ namespace OpenRA.Mods.RA.Render
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if (!e.DamageStateChanged)
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return;
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switch( e.DamageState )
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if (e.DamageState == DamageState.Dead)
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self.World.AddFrameEndTask(w => w.Add(new Explosion(w, self.CenterLocation.ToInt2(), "building", false)));
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else if (e.DamageState >= DamageState.Heavy)
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{
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case DamageState.Medium: case DamageState.Light: case DamageState.Undamaged:
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anim.ReplaceAnim("idle");
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break;
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case DamageState.Heavy: case DamageState.Critical:
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anim.ReplaceAnim("damaged-idle");
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Sound.Play(self.Info.Traits.Get<BuildingInfo>().DamagedSound, self.CenterLocation);
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break;
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case DamageState.Dead:
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self.World.AddFrameEndTask(w => w.Add(new Explosion(w, self.CenterLocation.ToInt2(), "building", false)));
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break;
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anim.ReplaceAnim("damaged-idle");
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Sound.Play(self.Info.Traits.Get<BuildingInfo>().DamagedSound, self.CenterLocation);
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}
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else
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anim.ReplaceAnim("idle");
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}
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public void Selling( Actor self )
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