Fix Locomotor lint check
It was missing from the project file (oops...) and missing a check for duplicate Locomotor names.
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@@ -22,6 +22,11 @@ namespace OpenRA.Mods.Common.Lint
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{
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{
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var worldActor = rules.Actors["world"];
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var worldActor = rules.Actors["world"];
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var locomotorInfos = worldActor.TraitInfos<LocomotorInfo>().ToArray();
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var locomotorInfos = worldActor.TraitInfos<LocomotorInfo>().ToArray();
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foreach (var li in locomotorInfos)
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foreach (var otherLocomotor in locomotorInfos)
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if (li != otherLocomotor && li.Name == otherLocomotor.Name)
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emitError("There is more than one Locomotor with name {0}!".F(li.Name));
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foreach (var actorInfo in rules.Actors)
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foreach (var actorInfo in rules.Actors)
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{
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{
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foreach (var traitInfo in actorInfo.Value.TraitInfos<ITraitInfo>())
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foreach (var traitInfo in actorInfo.Value.TraitInfos<ITraitInfo>())
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@@ -197,6 +197,7 @@
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<Compile Include="Lint\CheckMapMetadata.cs" />
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<Compile Include="Lint\CheckMapMetadata.cs" />
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<Compile Include="Lint\CheckChromeHotkeys.cs" />
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<Compile Include="Lint\CheckChromeHotkeys.cs" />
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<Compile Include="Lint\CheckConflictingMouseBounds.cs" />
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<Compile Include="Lint\CheckConflictingMouseBounds.cs" />
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<Compile Include="Lint\CheckLocomotorReferences.cs" />
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<Compile Include="Lint\LintBuildablePrerequisites.cs" />
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<Compile Include="Lint\LintBuildablePrerequisites.cs" />
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<Compile Include="Lint\LintExts.cs" />
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<Compile Include="Lint\LintExts.cs" />
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<Compile Include="LoadScreens\ModContentLoadScreen.cs" />
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<Compile Include="LoadScreens\ModContentLoadScreen.cs" />
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