Rewrite sequence linting / missing file handling.
- Distinguish between missing sequences and missing sprites - Lint default sequences as well as maps - Improved performance - Correctly handle null images
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@@ -24,10 +24,10 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Width (in pixels) of the rallypoint line.")]
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public readonly int LineWidth = 1;
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[SequenceReference("Image")]
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[SequenceReference("Image", allowNullImage: true)]
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public readonly string FlagSequence = "flag";
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[SequenceReference("Image")]
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[SequenceReference("Image", allowNullImage: true)]
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public readonly string CirclesSequence = "circles";
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[Desc("Cursor to display when rally point can be set.")]
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@@ -23,7 +23,7 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Image containing the crate effect animation sequence.")]
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public readonly string Image = "crate-effects";
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[SequenceReference("Image")]
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[SequenceReference("Image", allowNullImage: true)]
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[Desc("Animation sequence played when collected. Leave empty for no effect.")]
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public readonly string Sequence = null;
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@@ -32,7 +32,7 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Image for the level up sprite.")]
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public readonly string LevelUpImage = null;
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[SequenceReference("LevelUpImage")]
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[SequenceReference("LevelUpImage", allowNullImage: true)]
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[Desc("Sequence for the level up sprite. Needs to be present on LevelUpImage.")]
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public readonly string LevelUpSequence = "levelup";
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@@ -29,7 +29,7 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Image where Ground/WaterCorpseSequence is looked up.")]
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public readonly string Image = "explosion";
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[SequenceReference("Image")]
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[SequenceReference("Image", allowNullImage: true)]
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public readonly string GroundCorpseSequence = null;
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[PaletteReference]
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@@ -37,7 +37,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly string GroundImpactSound = null;
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[SequenceReference("Image")]
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[SequenceReference("Image", allowNullImage: true)]
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public readonly string WaterCorpseSequence = null;
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[PaletteReference]
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@@ -23,7 +23,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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public readonly string Image = null;
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[FieldLoader.Require]
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[SequenceReference("Image", false, true)]
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[SequenceReference("Image", allowNullImage: true)]
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[Desc("Sequence used for this decoration (can be animated).")]
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public readonly string Sequence = null;
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@@ -23,11 +23,11 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Image used for this decoration. Defaults to the actor's type.")]
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public readonly string Image = null;
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[SequenceReference("Image", false, true)]
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[SequenceReference("Image", allowNullImage: true)]
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[Desc("Animation to play when the actor is created.")]
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public readonly string StartSequence = null;
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[SequenceReference("Image", false, true)]
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[SequenceReference("Image", allowNullImage: true)]
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[Desc("Sequence name to use")]
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public readonly string Sequence = "idle-overlay";
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@@ -25,15 +25,15 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("The image that contains the parachute sequences.")]
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public readonly string Image = null;
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[SequenceReference("Image")]
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[SequenceReference("Image", allowNullImage: true)]
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[Desc("Parachute opening sequence.")]
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public readonly string OpeningSequence = null;
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[SequenceReference("Image")]
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[SequenceReference("Image", allowNullImage: true)]
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[Desc("Parachute idle sequence.")]
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public readonly string Sequence = null;
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[SequenceReference("Image")]
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[SequenceReference("Image", allowNullImage: true)]
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[Desc("Parachute closing sequence. Defaults to opening sequence played backwards.")]
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public readonly string ClosingSequence = null;
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@@ -49,7 +49,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("The image that contains the shadow sequence for the paradropped unit.")]
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public readonly string ShadowImage = null;
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[SequenceReference("ShadowImage")]
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[SequenceReference("ShadowImage", allowNullImage: true)]
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[Desc("Paradropped unit's shadow sequence.")]
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public readonly string ShadowSequence = null;
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@@ -55,7 +55,7 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Trail animation.")]
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public readonly string TrailImage = null;
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[SequenceReference("TrailImage")]
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[SequenceReference("TrailImage", allowNullImage: true)]
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[Desc("Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.")]
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public readonly string[] TrailSequences = { };
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