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

@@ -70,10 +70,10 @@ namespace OpenRA.Mods.TS.UtilityCommands
for (var i = 1; i <= sectionCount; i++, templateIndex++)
{
var templateFilename = "{0}{1:D2}.{2}".F(sectionFilename, i, extension);
if (!Game.ModData.ModFiles.Exists(templateFilename))
if (!modData.DefaultFileSystem.Exists(templateFilename))
continue;
using (var s = Game.ModData.ModFiles.Open(templateFilename))
using (var s = modData.DefaultFileSystem.Open(templateFilename))
{
Console.WriteLine("\tTemplate@{0}:", templateIndex);
Console.WriteLine("\t\tCategory: {0}", sectionCategory);
@@ -85,7 +85,7 @@ namespace OpenRA.Mods.TS.UtilityCommands
for (var v = 'a'; v <= 'z'; v++)
{
var variant = "{0}{1:D2}{2}.{3}".F(sectionFilename, i, v, extension);
if (Game.ModData.ModFiles.Exists(variant))
if (modData.DefaultFileSystem.Exists(variant))
images.Add(variant);
}