Change Explodes.Weapon default to null
FieldLoader.Require makes the default pointless, so it makes more sense to change it to null.
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@@ -23,7 +23,7 @@ namespace OpenRA.Mods.Common.Traits
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public class ExplodesInfo : ConditionalTraitInfo, Requires<HealthInfo>
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public class ExplodesInfo : ConditionalTraitInfo, Requires<HealthInfo>
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{
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{
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[WeaponReference, FieldLoader.Require, Desc("Default weapon to use for explosion if ammo/payload is loaded.")]
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[WeaponReference, FieldLoader.Require, Desc("Default weapon to use for explosion if ammo/payload is loaded.")]
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public readonly string Weapon = "UnitExplode";
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public readonly string Weapon = null;
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[WeaponReference, Desc("Fallback weapon to use for explosion if empty (no ammo/payload).")]
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[WeaponReference, Desc("Fallback weapon to use for explosion if empty (no ammo/payload).")]
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public readonly string EmptyWeapon = "UnitExplode";
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public readonly string EmptyWeapon = "UnitExplode";
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