Add a lint check for trait placement on hardcoded actor names.
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committed by
reaperrr
parent
0d3c624bbc
commit
5a0bcc01a6
@@ -16,6 +16,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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[TraitLocation(SystemActors.Player)]
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[Desc("Required for `GpsPower`. Attach this to the player actor.")]
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class GpsWatcherInfo : TraitInfo
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{
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@@ -16,6 +16,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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[Desc("Apply palette full screen rotations during chronoshifts. Add this to the world actor.")]
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public class ChronoshiftPaletteEffectInfo : TraitInfo
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{
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@@ -15,6 +15,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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[Desc("Palette effect used for blinking \"animations\" on actors.")]
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class LightPaletteRotatorInfo : TraitInfo
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{
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@@ -18,6 +18,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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[Desc("Adds the hard-coded shroud palette to the game")]
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class ShroudPaletteInfo : TraitInfo
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{
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@@ -18,6 +18,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
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[Desc("Adds the hard-coded shroud palette to the game")]
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class TSShroudPaletteInfo : TraitInfo
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{
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@@ -42,13 +42,13 @@ namespace OpenRA.Mods.Cnc.UtilityCommands
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var srcModData = new ModData(utility.Mods[srcMod], utility.Mods);
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Game.ModData = srcModData;
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var srcPaletteInfo = srcModData.DefaultRules.Actors["player"].TraitInfo<PlayerColorPaletteInfo>();
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var srcPaletteInfo = srcModData.DefaultRules.Actors[SystemActors.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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var destModData = new ModData(utility.Mods[destMod], utility.Mods);
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Game.ModData = destModData;
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var destPaletteInfo = destModData.DefaultRules.Actors["player"].TraitInfo<PlayerColorPaletteInfo>();
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var destPaletteInfo = destModData.DefaultRules.Actors[SystemActors.Player].TraitInfo<PlayerColorPaletteInfo>();
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var destRemapIndex = destPaletteInfo.RemapIndex;
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var shadowIndex = new int[] { };
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