Add missing trait descriptions for cursors and unify the language
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@@ -93,7 +93,7 @@ namespace OpenRA.Mods.Cnc.Traits
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"A dictionary of [actor id]: [condition].")]
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public readonly Dictionary<string, string> DisguisedAsConditions = new Dictionary<string, string>();
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[Desc("Cursor to show when hovering over a valid actor to disguise as.")]
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[Desc("Cursor to display when hovering over a valid actor to disguise as.")]
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public readonly string Cursor = "ability";
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[GrantedConditionReference]
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@@ -42,6 +42,7 @@ namespace OpenRA.Mods.Cnc.Traits
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[Desc("Experience to grant to the infiltrating player.")]
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public readonly int PlayerExperience = 0;
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[Desc("Cursor to display when able to infiltrate the target actor.")]
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public readonly string EnterCursor = "enter";
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public override object Create(ActorInitializer init) { return new Infiltrates(this); }
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@@ -49,13 +49,13 @@ namespace OpenRA.Mods.Cnc.Traits
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public readonly bool KillCargo = true;
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[Desc("Cursor sequence to use when selecting targets for the chronoshift.")]
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[Desc("Cursor to display when selecting targets for the chronoshift.")]
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public readonly string SelectionCursor = "chrono-select";
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[Desc("Cursor sequence to use when targeting an area for the chronoshift.")]
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[Desc("Cursor to display when targeting an area for the chronoshift.")]
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public readonly string TargetCursor = "chrono-target";
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[Desc("Cursor sequence to use when the targeted area is blocked.")]
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[Desc("Cursor to display when the targeted area is blocked.")]
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public readonly string TargetBlockedCursor = "move-blocked";
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public override object Create(ActorInitializer init) { return new ChronoshiftPower(init.Self, this); }
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