Use a consistent set of arguments for Render* ctors.
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@@ -25,7 +25,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly string[] IdleAnimations = { };
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public readonly string[] StandAnimations = { "stand" };
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public override object Create(ActorInitializer init) { return new RenderInfantry(init.Self, this); }
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public override object Create(ActorInitializer init) { return new RenderInfantry(init, this); }
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public override IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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@@ -58,14 +58,14 @@ namespace OpenRA.Mods.Common.Traits
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bool IsModifyingSequence { get { return rsm != null && rsm.IsModifyingSequence; } }
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bool wasModifying;
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public RenderInfantry(Actor self, RenderInfantryInfo info)
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: base(self, MakeFacingFunc(self))
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public RenderInfantry(ActorInitializer init, RenderInfantryInfo info)
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: base(init, info, MakeFacingFunc(init.Self))
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{
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this.info = info;
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DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
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DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(init.Self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0);
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state = AnimationState.Waiting;
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move = self.Trait<IMove>();
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rsm = self.TraitOrDefault<IRenderInfantrySequenceModifier>();
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move = init.Self.Trait<IMove>();
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rsm = init.Self.TraitOrDefault<IRenderInfantrySequenceModifier>();
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}
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protected virtual string NormalizeInfantrySequence(Actor self, string baseSequence)
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