Add a lint check for trait placement on hardcoded actor names.

This commit is contained in:
Matthias Mailänder
2021-04-11 14:30:00 +01:00
committed by reaperrr
parent 0d3c624bbc
commit 5a0bcc01a6
129 changed files with 266 additions and 67 deletions

View File

@@ -16,6 +16,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
[TraitLocation(SystemActors.Player)]
[Desc("Required for `GpsPower`. Attach this to the player actor.")]
class GpsWatcherInfo : TraitInfo
{

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@@ -16,6 +16,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
[Desc("Apply palette full screen rotations during chronoshifts. Add this to the world actor.")]
public class ChronoshiftPaletteEffectInfo : TraitInfo
{

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@@ -15,6 +15,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
[Desc("Palette effect used for blinking \"animations\" on actors.")]
class LightPaletteRotatorInfo : TraitInfo
{

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@@ -18,6 +18,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
[Desc("Adds the hard-coded shroud palette to the game")]
class ShroudPaletteInfo : TraitInfo
{

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@@ -18,6 +18,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
[Desc("Adds the hard-coded shroud palette to the game")]
class TSShroudPaletteInfo : TraitInfo
{