Add a lint check for trait placement on hardcoded actor names.
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reaperrr
parent
0d3c624bbc
commit
5a0bcc01a6
@@ -38,7 +38,7 @@ namespace OpenRA.Mods.Common.Lint
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void Run(Action<string> emitError, Action<string> emitWarning, Ruleset rules, SequenceProvider sequences)
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{
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var factions = rules.Actors["world"].TraitInfos<FactionInfo>().Select(f => f.InternalName).ToArray();
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var factions = rules.Actors[SystemActors.World].TraitInfos<FactionInfo>().Select(f => f.InternalName).ToArray();
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foreach (var actorInfo in rules.Actors)
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{
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// Actors may have 0 or 1 RenderSprites traits
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