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

@@ -56,7 +56,7 @@ namespace OpenRA.Mods.Common.Traits
var map = init.World.Map;
// Explore map-placed actors if the "Explore Map" option is enabled
var shroudInfo = init.World.Map.Rules.Actors["player"].TraitInfo<ShroudInfo>();
var shroudInfo = init.World.Map.Rules.Actors[SystemActors.Player].TraitInfo<ShroudInfo>();
var exploredMap = init.World.LobbyInfo.GlobalSettings.OptionOrDefault("explored", shroudInfo.ExploredMapCheckboxEnabled);
startsRevealed = exploredMap && init.Contains<SpawnedByMapInit>() && !init.Contains<HiddenUnderFogInit>();
var buildingInfo = init.Self.Info.TraitInfoOrDefault<BuildingInfo>();