Fix SequenceReference definitions.
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@@ -20,6 +20,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Renders a sprite effect when leaving a cell.")]
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public class LeavesTrailsInfo : ConditionalTraitInfo
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{
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[FieldLoader.Require]
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public readonly string Image = null;
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[SequenceReference("Image")]
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@@ -20,7 +20,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("This actor has a death animation.")]
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public class WithDeathAnimationInfo : ConditionalTraitInfo, Requires<RenderSpritesInfo>
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{
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[SequenceReference(null, true)]
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[SequenceReference(prefix: true)]
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[Desc("Sequence prefix to play when this actor is killed by a warhead.")]
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public readonly string DeathSequence = "die";
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@@ -18,7 +18,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Displays an overlay when the building is being repaired by the player.")]
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public class WithRepairOverlayInfo : PausableConditionalTraitInfo, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
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{
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[SequenceReference("Image")]
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[SequenceReference]
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[Desc("Sequence to use upon repair beginning.")]
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public readonly string StartSequence = null;
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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Sequence name to play once during repair intervals or repeatedly if a start sequence is set.")]
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public readonly string Sequence = "active";
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[SequenceReference("Image")]
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[SequenceReference]
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[Desc("Sequence to use after repairing has finished.")]
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public readonly string EndSequence = null;
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