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-rw-r--r--src/SMAPI/Framework/ContentManagers/ModContentManager.cs15
1 files changed, 12 insertions, 3 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
index 7d274eb7..4ffe3acd 100644
--- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
+++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs
@@ -367,14 +367,23 @@ namespace StardewModdingAPI.Framework.ContentManagers
}
// get from game assets
+ // Map tilesheet keys shouldn't include the "Maps/" prefix (the game will add it automatically) or ".png" extension.
{
- string contentKey = Path.Combine("Maps", relativePath);
- if (contentKey.EndsWith(".png"))
+ string contentKey = relativePath;
+ foreach (char separator in PathUtilities.PossiblePathSeparators)
+ {
+ if (contentKey.StartsWith($"Maps{separator}"))
+ {
+ contentKey = contentKey.Substring(5);
+ break;
+ }
+ }
+ if (contentKey.EndsWith(".png", StringComparison.InvariantCultureIgnoreCase))
contentKey = contentKey.Substring(0, contentKey.Length - 4);
try
{
- this.GameContentManager.Load<Texture2D>(contentKey, this.Language, useCache: true); // no need to bypass cache here, since we're not storing the asset
+ this.GameContentManager.Load<Texture2D>(Path.Combine("Maps", contentKey), this.Language, useCache: true); // no need to bypass cache here, since we're not storing the asset
assetName = contentKey;
return true;
}