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