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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2022-05-18 20:04:51 -0400
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2022-05-18 20:04:51 -0400
commitf8b62e271e5019fd02c4cbd0cdeb8a3b7938c620 (patch)
tree7ebb377b73032db9afb82a2aaa6e87dc1c547190 /src
parentcb11f1e2ca907cf9d99d5ff76c40b2d0b2957ceb (diff)
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fix asset type when checking if a mod asset exists
Diffstat (limited to 'src')
-rw-r--r--src/SMAPI/Framework/ContentManagers/GameContentManager.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
index 1c603f85..4390d472 100644
--- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
@@ -75,7 +75,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
// custom asset from a loader
string locale = this.GetLocale();
IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName);
- AssetOperationGroup? operations = this.Coordinator.GetAssetOperations<object>(info);
+ AssetOperationGroup? operations = this.Coordinator.GetAssetOperations<T>(info);
if (operations?.LoadOperations.Count > 0)
{
if (!this.AssertMaxOneRequiredLoader(info, operations.LoadOperations, out string? error))