Unhardcode internal terrain palette name from all over the codebase

This commit is contained in:
Pavel Penev
2016-01-02 16:30:43 +02:00
parent 0c51d73be9
commit 861d1368a4
14 changed files with 18 additions and 18 deletions

View File

@@ -25,7 +25,7 @@ namespace OpenRA.Mods.Common.Traits
{
[PaletteReference]
[Desc("Palette to use for rendering the placement sprite.")]
public readonly string Palette = "terrain";
public readonly string Palette = TileSet.TerrainPaletteInternalName;
[Desc("Sequence image where the selection overlay types are defined.")]
public readonly string Image = "editor-overlay";

View File

@@ -33,7 +33,7 @@ namespace OpenRA.Mods.Common.Traits
[PaletteReference] public readonly string SmokePalette = "effect";
[PaletteReference] public readonly string Palette = "terrain";
[PaletteReference] public readonly string Palette = TileSet.TerrainPaletteInternalName;
public object Create(ActorInitializer init) { return new SmudgeLayer(init.Self, this); }
}