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path: root/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
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Diffstat (limited to 'src/SMAPI/Framework/ContentManagers/GameContentManager.cs')
-rw-r--r--src/SMAPI/Framework/ContentManagers/GameContentManager.cs8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
index 0fcad30a..3d37e32a 100644
--- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs
@@ -58,9 +58,9 @@ namespace StardewModdingAPI.Framework.ContentManagers
}
/// <inheritdoc />
- public override bool DoesAssetExist(IAssetName assetName)
+ public override bool DoesAssetExist<T>(IAssetName assetName)
{
- if (base.DoesAssetExist(assetName))
+ if (base.DoesAssetExist<T>(assetName))
return true;
// vanilla asset
@@ -69,11 +69,11 @@ namespace StardewModdingAPI.Framework.ContentManagers
// managed asset
if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string contentManagerID, out IAssetName relativePath))
- return this.Coordinator.DoesManagedAssetExist(contentManagerID, relativePath);
+ return this.Coordinator.DoesManagedAssetExist<T>(contentManagerID, relativePath);
// custom asset from a loader
string locale = this.GetLocale();
- IAssetInfo info = new AssetInfo(locale, assetName, typeof(object), this.AssertAndNormalizeAssetName);
+ IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName);
AssetLoadOperation[] loaders = this.GetLoaders<object>(info).ToArray();
if (!this.AssertMaxOneRequiredLoader(info, loaders, out string error))