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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@@ -12,7 +12,6 @@ using System;
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using System.Collections.Generic;
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using System.IO;
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using OpenRA.FileFormats;
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using OpenRA.FileSystem;
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namespace OpenRA.Mods.TS.UtilityCommands
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{
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@@ -31,7 +30,7 @@ namespace OpenRA.Mods.TS.UtilityCommands
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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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var file = new IniFile(File.Open(args[1], FileMode.Open));
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var extension = args[2];
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@@ -73,10 +72,10 @@ namespace OpenRA.Mods.TS.UtilityCommands
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for (var i = 1; i <= sectionCount; i++, templateIndex++)
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{
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var templateFilename = "{0}{1:D2}.{2}".F(sectionFilename, i, extension);
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if (!GlobalFileSystem.Exists(templateFilename))
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if (!Game.ModData.ModFiles.Exists(templateFilename))
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continue;
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using (var s = GlobalFileSystem.Open(templateFilename))
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using (var s = Game.ModData.ModFiles.Open(templateFilename))
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{
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Console.WriteLine("\tTemplate@{0}:", templateIndex);
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Console.WriteLine("\t\tCategory: {0}", sectionCategory);
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@@ -88,7 +87,7 @@ namespace OpenRA.Mods.TS.UtilityCommands
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for (var v = 'a'; v <= 'z'; v++)
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{
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var variant = "{0}{1:D2}{2}.{3}".F(sectionFilename, i, v, extension);
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if (GlobalFileSystem.Exists(variant))
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if (Game.ModData.ModFiles.Exists(variant))
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images.Add(variant);
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}
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