Unstatic GlobalFileSystem and rename it to FileSystem
Add a ModFiles field on ModData and move all access to the file system to go through that.
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@@ -10,7 +10,6 @@
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using System;
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using System.Linq;
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using OpenRA.FileSystem;
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using OpenRA.Graphics;
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namespace OpenRA.Mods.Common.UtilityCommands
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@@ -29,7 +28,7 @@ namespace OpenRA.Mods.Common.UtilityCommands
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{
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// HACK: The engine code assumes that Game.modData is set.
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Game.ModData = modData;
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GlobalFileSystem.LoadFromManifest(Game.ModData.Manifest);
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Game.ModData.ModFiles.LoadFromManifest(Game.ModData.Manifest);
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Game.ModData.SpriteSequenceLoader.OnMissingSpriteError = s => Console.WriteLine("\t" + s);
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foreach (var t in Game.ModData.Manifest.TileSets)
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