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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@@ -13,7 +13,6 @@ using System.Collections.Generic;
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using System.Drawing;
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using System.IO;
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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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using OpenRA.Mods.Common.SpriteLoaders;
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using OpenRA.Traits;
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@@ -41,14 +40,14 @@ namespace OpenRA.Mods.Common.UtilityCommands
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var srcMod = args[1].Split(':')[0];
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Game.ModData = new ModData(srcMod);
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GlobalFileSystem.LoadFromManifest(Game.ModData.Manifest);
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Game.ModData.ModFiles.LoadFromManifest(Game.ModData.Manifest);
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var srcRules = Game.ModData.RulesetCache.Load();
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var srcPaletteInfo = srcRules.Actors["player"].TraitInfo<PlayerColorPaletteInfo>();
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var srcRemapIndex = srcPaletteInfo.RemapIndex;
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var destMod = args[2].Split(':')[0];
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Game.ModData = new ModData(destMod);
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GlobalFileSystem.LoadFromManifest(Game.ModData.Manifest);
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Game.ModData.ModFiles.LoadFromManifest(Game.ModData.Manifest);
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var destRules = Game.ModData.RulesetCache.Load();
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var destPaletteInfo = destRules.Actors["player"].TraitInfo<PlayerColorPaletteInfo>();
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var destRemapIndex = destPaletteInfo.RemapIndex;
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