Unhardcode internal terrain palette name from all over the codebase
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@@ -25,7 +25,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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[PaletteReference]
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[Desc("Palette to use for rendering the placement sprite.")]
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public readonly string Palette = "terrain";
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public readonly string Palette = TileSet.TerrainPaletteInternalName;
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[Desc("Sequence image where the selection overlay types are defined.")]
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public readonly string Image = "editor-overlay";
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@@ -33,7 +33,7 @@ namespace OpenRA.Mods.Common.Traits
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[PaletteReference] public readonly string SmokePalette = "effect";
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[PaletteReference] public readonly string Palette = "terrain";
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[PaletteReference] public readonly string Palette = TileSet.TerrainPaletteInternalName;
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public object Create(ActorInitializer init) { return new SmudgeLayer(init.Self, this); }
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}
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