Add a lint check for trait placement on hardcoded actor names.
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reaperrr
parent
0d3c624bbc
commit
5a0bcc01a6
@@ -48,7 +48,7 @@ namespace OpenRA.Mods.Common.UtilityCommands
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var terrainInfo = modData.DefaultTerrainInfo[kv.Key];
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if (terrainInfo is ITemplatedTerrainInfo templatedTerrainInfo)
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foreach (var r in modData.DefaultRules.Actors["world"].TraitInfos<ITiledTerrainRendererInfo>())
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foreach (var r in modData.DefaultRules.Actors[SystemActors.World].TraitInfos<ITiledTerrainRendererInfo>())
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failed |= r.ValidateTileSprites(templatedTerrainInfo, Console.WriteLine);
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foreach (var image in kv.Value.Images)
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