Fix RA desert tree fire palette
By default WithDamageOverlay uses the actors' palette, but RA's desert terrain uses the TD desert.pal which isn't compatible with RA's fire animation shps.
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@@ -29,6 +29,13 @@ namespace OpenRA.Mods.Common.Traits.Render
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[SequenceReference("Image")]
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public readonly string EndSequence = "end";
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[PaletteReference("IsPlayerPalette")]
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[Desc("Custom palette name.")]
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public readonly string Palette = null;
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[Desc("Custom palette is a player palette BaseName.")]
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public readonly bool IsPlayerPalette = false;
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[Desc("Damage types that this should be used for (defined on the warheads).",
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"Leave empty to disable all filtering.")]
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public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
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@@ -54,7 +61,8 @@ namespace OpenRA.Mods.Common.Traits.Render
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var rs = self.Trait<RenderSprites>();
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anim = new Animation(self.World, info.Image);
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rs.Add(new AnimationWithOffset(anim, null, () => !isSmoking));
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rs.Add(new AnimationWithOffset(anim, null, () => !isSmoking),
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info.Palette, info.IsPlayerPalette);
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}
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void INotifyDamage.Damaged(Actor self, AttackInfo e)
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@@ -928,16 +928,19 @@
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WithDamageOverlay@SmallBurn:
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DamageTypes: Incendiary
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Image: burn-s
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Palette: effect
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MinimumDamageState: Light
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MaximumDamageState: Medium
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WithDamageOverlay@MediumBurn:
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DamageTypes: Incendiary
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Image: burn-m
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Palette: effect
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MinimumDamageState: Medium
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MaximumDamageState: Heavy
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WithDamageOverlay@LargeBurn:
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DamageTypes: Incendiary
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Image: burn-l
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Palette: effect
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MinimumDamageState: Heavy
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MaximumDamageState: Dead
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HiddenUnderShroud:
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