From 1c8cd444652d7e1f78294db9d553dffe2e204e87 Mon Sep 17 00:00:00 2001 From: Chris Forbes Date: Sun, 30 Jan 2011 16:53:20 +1300 Subject: [PATCH] fix bogosity in SpecialPowerBinWidget (manifests as crash after mod change) --- OpenRA.Mods.RA/Widgets/SpecialPowerBinWidget.cs | 13 ++++++------- 1 file changed, 6 insertions(+), 7 deletions(-) diff --git a/OpenRA.Mods.RA/Widgets/SpecialPowerBinWidget.cs b/OpenRA.Mods.RA/Widgets/SpecialPowerBinWidget.cs index a67d7683b0..9d5ed05e32 100755 --- a/OpenRA.Mods.RA/Widgets/SpecialPowerBinWidget.cs +++ b/OpenRA.Mods.RA/Widgets/SpecialPowerBinWidget.cs @@ -20,7 +20,7 @@ namespace OpenRA.Mods.RA.Widgets { class SpecialPowerBinWidget : Widget { - static Dictionary spsprites; + Dictionary spsprites; Animation ready; Animation clock; readonly List>> buttons = new List>>(); @@ -38,12 +38,11 @@ namespace OpenRA.Mods.RA.Widgets { base.Initialize(); - if (spsprites == null) - spsprites = Rules.Info.Values.SelectMany( u => u.Traits.WithInterface() ) - .Select(u => u.Image).Distinct() - .ToDictionary( - u => u, - u => Game.modData.SpriteLoader.LoadAllSprites(u)[0]); + spsprites = Rules.Info.Values.SelectMany( u => u.Traits.WithInterface() ) + .Select(u => u.Image).Distinct() + .ToDictionary( + u => u, + u => Game.modData.SpriteLoader.LoadAllSprites(u)[0]); ready = new Animation("pips"); ready.PlayRepeating("ready");