Players and world don't need to be visible
This commit is contained in:
committed by
Matthias Mailänder
parent
15824ef70f
commit
f0ec8105b3
@@ -36,6 +36,9 @@ namespace OpenRA.Mods.Common.Lint
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// Catch TypeDictionary errors.
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try
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{
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if (Enum.TryParse<SystemActors>(actorInfo.Key, true, out _))
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continue;
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var visibilityTypes = actorInfo.Value.TraitInfos<IDefaultVisibilityInfo>();
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var count = visibilityTypes.Count;
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@@ -1,5 +1,4 @@
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^BasePlayer:
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AlwaysVisible:
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Shroud:
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PlayerResources:
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ResourceValues:
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@@ -1,5 +1,4 @@
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^BaseWorld:
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AlwaysVisible:
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Inherits: ^Palettes
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ScreenMap:
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ActorMap:
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@@ -1,5 +1,4 @@
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^BasePlayer:
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AlwaysVisible:
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Shroud:
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PlayerResources:
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ResourceValues:
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@@ -1,6 +1,5 @@
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^BaseWorld:
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Inherits: ^Palettes
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AlwaysVisible:
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ScreenMap:
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ActorMap:
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Selection:
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@@ -1,5 +1,4 @@
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^BasePlayer:
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AlwaysVisible:
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Shroud:
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PlayerResources:
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ResourceValues:
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@@ -1,6 +1,5 @@
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^BaseWorld:
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Inherits: ^Palettes
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AlwaysVisible:
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ActorMap:
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ScreenMap:
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Selection:
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@@ -1,5 +1,4 @@
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^BasePlayer:
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AlwaysVisible:
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Shroud:
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PlayerResources:
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ResourceValues:
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@@ -1,6 +1,5 @@
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^BaseWorld:
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Inherits: ^Palettes
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AlwaysVisible:
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ScreenMap:
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ActorMap:
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Selection:
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