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Diffstat (limited to 'src/SMAPI/Framework/ContentManagers/ModContentManager.cs')
-rw-r--r--src/SMAPI/Framework/ContentManagers/ModContentManager.cs8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
index 1d015138..2c73e861 100644
--- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
@@ -30,7 +30,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
private readonly IContentManager GameContentManager;
/// <summary>The language code for language-agnostic mod assets.</summary>
- private const LanguageCode NoLanguage = LanguageCode.en;
+ private readonly LanguageCode DefaultLanguage = Constants.DefaultLanguage;
/*********
@@ -59,7 +59,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
public override T Load<T>(string assetName)
{
- return this.Load<T>(assetName, ModContentManager.NoLanguage, useCache: false);
+ return this.Load<T>(assetName, this.DefaultLanguage, useCache: false);
}
/// <summary>Load an asset that has been processed by the content pipeline.</summary>
@@ -90,8 +90,8 @@ namespace StardewModdingAPI.Framework.ContentManagers
// disable language handling
// Mod files don't support automatic translation logic, so this should never happen.
- if (language != ModContentManager.NoLanguage)
- throw new InvalidOperationException("Caching is not supported by the mod content manager.");
+ if (language != this.DefaultLanguage)
+ throw new InvalidOperationException("Localised assets aren't supported by the mod content manager.");
// resolve managed asset key
{