don't hard-code sounds for one mod to avoid confusion
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@@ -17,7 +17,7 @@ namespace OpenRA.Mods.RA
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{
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class CrushableInfantryInfo : ITraitInfo, Requires<MobileInfo>, Requires<RenderInfantryInfo>
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{
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public readonly string CrushSound = "squish2.aud";
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public readonly string CrushSound = null;
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public readonly string CorpseSequence = "die-crushed";
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public readonly string[] CrushClasses = { "infantry" };
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public readonly int WarnProbability = 75;
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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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@@ -166,6 +166,7 @@
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Probability: 10
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CrushableInfantry:
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WarnProbability: 67
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CrushSound: squish2.aud
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CombatDebugOverlay:
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Guard:
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Guardable:
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@@ -220,6 +221,7 @@
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NotifyAll: true
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ScaredyCat:
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CrushableInfantry:
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CrushSound: squish2.aud
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^DINO:
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AppearsOnRadar:
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@@ -182,6 +182,8 @@
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KilledOnImpassableTerrain: true
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ParachuteSequence: parach
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ShadowSequence: parach-shadow
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GroundImpactSound: squishy2.aud
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WaterImpactSound: splash9.aud
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Cloneable:
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Types: Infantry
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GainsStatUpgrades:
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