Fix various issues related to styling and animations
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@@ -44,10 +44,12 @@ namespace KernelPanic.Combat
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public bool PendingRevive { get; private set; }
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public bool Reaped { get; private set; }
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public bool LethalHitThisTurn { get; private set; }
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public bool DefeatedPendingRemoval { get; private set; }
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public int PairId { get; private set; } = -1;
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public int RaceEnrageStacks { get; private set; }
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public int TelemetryStacks { get; private set; }
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public bool SpawnedFromDeath { get; private set; }
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public bool DeathSpawnIntentRevealed { get; private set; } = true;
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public bool HasPendingMarker => PendingRevive || HasRevived;
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public bool HasSpecialSignal => HasSplitSignal || HasSegfaultSignal || HasRaceSignal || HasRootkitSignal || HasEliteSignal || HasRamPressureSignal || HasTelemetrySignal || HasCardLockerSignal || SpawnedFromDeath;
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public bool HasSplitSignal => HasBehavior(EnemyBehaviorFlags.Split);
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@@ -133,6 +135,12 @@ namespace KernelPanic.Combat
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public void MarkSpawnedFromDeath()
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{
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SpawnedFromDeath = true;
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DeathSpawnIntentRevealed = false;
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}
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public void RevealDeathSpawnIntent()
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{
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DeathSpawnIntentRevealed = true;
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}
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public void EnrageRaceSurvivor()
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@@ -162,8 +170,19 @@ namespace KernelPanic.Combat
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LethalHitThisTurn = true;
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}
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public void MarkDefeatedPendingRemoval()
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{
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DefeatedPendingRemoval = true;
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}
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public void ClearDefeatedPendingRemoval()
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{
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DefeatedPendingRemoval = false;
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}
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public void MarkPendingRevive()
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{
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DefeatedPendingRemoval = false;
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PendingRevive = true;
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State.IsDefeated = false;
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State.CurrentUptime = 0;
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