Tidy ModData/ModFiles usage in utility commands.

This commit is contained in:
Paul Chote
2016-02-15 03:21:16 +00:00
parent edf59b159f
commit 24e9294741
5 changed files with 6 additions and 10 deletions

View File

@@ -28,8 +28,6 @@ namespace OpenRA.Mods.Common.UtilityCommands
{
// HACK: The engine code assumes that Game.modData is set.
Game.ModData = modData;
modData.ModFiles.LoadFromManifest(modData.Manifest);
modData.SpriteSequenceLoader.OnMissingSpriteError = s => Console.WriteLine("\t" + s);
foreach (var t in modData.Manifest.TileSets)