From e4f3aeeb135837cc4b29368e5d82a37052d6e125 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Matthias=20Mail=C3=A4nder?= Date: Sun, 21 Feb 2016 19:46:04 +0100 Subject: [PATCH] Terminate with exit codes on missing sprite sequences. --- OpenRA.Mods.Common/UtilityCommands/CheckSequenceSprites.cs | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/OpenRA.Mods.Common/UtilityCommands/CheckSequenceSprites.cs b/OpenRA.Mods.Common/UtilityCommands/CheckSequenceSprites.cs index 37e4e85a7d..0c0a6f3aaa 100644 --- a/OpenRA.Mods.Common/UtilityCommands/CheckSequenceSprites.cs +++ b/OpenRA.Mods.Common/UtilityCommands/CheckSequenceSprites.cs @@ -28,7 +28,9 @@ namespace OpenRA.Mods.Common.UtilityCommands { // HACK: The engine code assumes that Game.modData is set. Game.ModData = modData; - modData.SpriteSequenceLoader.OnMissingSpriteError = s => Console.WriteLine("\t" + s); + + var failed = false; + modData.SpriteSequenceLoader.OnMissingSpriteError = s => { Console.WriteLine("\t" + s); failed = true; }; foreach (var t in modData.Manifest.TileSets) { @@ -39,6 +41,9 @@ namespace OpenRA.Mods.Common.UtilityCommands foreach (var n in nodes) modData.SpriteSequenceLoader.ParseSequences(modData, ts, sc, n); } + + if (failed) + Environment.Exit(1); } } }