diff --git a/OpenRA.Mods.Common/UtilityCommands/CheckSequenceSprites.cs b/OpenRA.Mods.Common/UtilityCommands/CheckSequenceSprites.cs index e305cf48c9..6fb0967cbb 100644 --- a/OpenRA.Mods.Common/UtilityCommands/CheckSequenceSprites.cs +++ b/OpenRA.Mods.Common/UtilityCommands/CheckSequenceSprites.cs @@ -28,17 +28,18 @@ namespace OpenRA.Mods.Common.UtilityCommands { // HACK: The engine code assumes that Game.modData is set. Game.ModData = modData; - Game.ModData.ModFiles.LoadFromManifest(Game.ModData.Manifest); - Game.ModData.SpriteSequenceLoader.OnMissingSpriteError = s => Console.WriteLine("\t" + s); - foreach (var t in Game.ModData.Manifest.TileSets) + modData.ModFiles.LoadFromManifest(modData.Manifest); + modData.SpriteSequenceLoader.OnMissingSpriteError = s => Console.WriteLine("\t" + s); + + foreach (var t in modData.Manifest.TileSets) { - var ts = new TileSet(Game.ModData, t); + var ts = new TileSet(modData, t); Console.WriteLine("Tileset: " + ts.Name); var sc = new SpriteCache(modData.SpriteLoaders, new SheetBuilder(SheetType.Indexed)); - var nodes = MiniYaml.Merge(modData.Manifest.Sequences.Select(MiniYaml.FromFile)); + var nodes = MiniYaml.Merge(modData.Manifest.Sequences.Select(s => MiniYaml.FromStream(modData.ModFiles.Open(s)))); foreach (var n in nodes) - Game.ModData.SpriteSequenceLoader.ParseSequences(Game.ModData, ts, sc, n); + modData.SpriteSequenceLoader.ParseSequences(modData, ts, sc, n); } } }