don't hard-code sounds for one mod to avoid confusion
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@@ -20,11 +20,11 @@ namespace OpenRA.Mods.RA
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[Desc("If we land on invalid terrain for my actor type should we be killed?")]
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public readonly bool KilledOnImpassableTerrain = true;
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public readonly string GroundImpactSound = "squish2.aud";
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public readonly string GroundImpactSound = null;
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public readonly string GroundCorpseSequence = "corpse";
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public readonly string GroundCorpsePalette = "effect";
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public readonly string WaterImpactSound = "splash9.aud";
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public readonly string WaterImpactSound = null;
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public readonly string WaterCorpseSequence = "small_splash";
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public readonly string WaterCorpsePalette = "effect";
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