Unhardcode terrain types. Needs a bit more work re initialization and bridges
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@@ -91,7 +91,7 @@ namespace OpenRA.Mods.RA
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if (++ticks >= self.Info.Traits.Get<CrateInfo>().Lifetime * 25)
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self.World.AddFrameEndTask(w => w.Remove(self));
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var seq = self.World.GetTerrainType(cell) == TerrainType.Water ? "water" : "idle";
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var seq = self.World.GetTerrainType(cell) == "Water" ? "water" : "idle";
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if (seq != self.traits.Get<RenderSimple>().anim.CurrentSequence.Name)
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self.traits.Get<RenderSimple>().anim.PlayRepeating(seq);
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}
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