Fix sequences only being checked on actors with RenderSprites
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@@ -40,19 +40,18 @@ namespace OpenRA.Mods.Common.Lint
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var factions = rules.Actors[SystemActors.World].TraitInfos<FactionInfo>().Select(f => f.InternalName).ToArray();
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foreach (var actorInfo in rules.Actors)
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{
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var images = new HashSet<string>();
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// Actors may have 0 or 1 RenderSprites traits
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var renderInfo = actorInfo.Value.TraitInfoOrDefault<RenderSpritesInfo>();
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if (renderInfo == null)
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continue;
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var images = new HashSet<string>()
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if (renderInfo != null)
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{
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renderInfo.GetImage(actorInfo.Value, null).ToLowerInvariant()
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};
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images.Add(renderInfo.GetImage(actorInfo.Value, null).ToLowerInvariant());
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// Some actors define faction-specific artwork
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foreach (var faction in factions)
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images.Add(renderInfo.GetImage(actorInfo.Value, faction).ToLowerInvariant());
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// Some actors define faction-specific artwork
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foreach (var faction in factions)
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images.Add(renderInfo.GetImage(actorInfo.Value, faction).ToLowerInvariant());
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}
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foreach (var traitInfo in actorInfo.Value.TraitInfos<TraitInfo>())
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{
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@@ -77,6 +76,7 @@ namespace OpenRA.Mods.Common.Lint
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{
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if (!sequenceReference.AllowNullImage)
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emitError($"Actor type `{actorInfo.Value.Name}` trait `{traitName}` must define a value for `{sequenceReference.ImageReference}`");
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continue;
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}
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