void DynamicDataLoader::check_consistency() { json_flag::check_consistency(); requirement_data::check_consistency(); vitamin::check_consistency(); emit::check_consistency(); activity_type::check_consistency(); item_controller->check_definitions(); materials::check(); fault::check_consistency(); vpart_info::check(); MonsterGenerator::generator().check_monster_definitions(); MonsterGroupManager::check_group_definitions(); check_furniture_and_terrain(); check_constructions(); profession::check_definitions(); scenario::check_definitions(); check_martialarts(); mutation_branch::check_consistency(); ammunition_type::check_consistency(); trap::check_consistency(); check_bionics(); npc_class::check_consistency(); mission_type::check_consistency(); }
void DynamicDataLoader::check_consistency() { item_controller->check_itype_definitions(); item_controller->check_items_of_groups_exist(); MonsterGenerator::generator().check_monster_definitions(); MonsterGroupManager::check_group_definitions(); check_recipe_definitions(); check_furniture_and_terrain(); check_constructions(); profession::check_definitions(); check_martialarts(); }
void DynamicDataLoader::check_consistency() { item_controller->check_definitions(); g->check_vehicleparts(); MonsterGenerator::generator().check_monster_definitions(); MonsterGroupManager::check_group_definitions(); check_recipe_definitions(); check_furniture_and_terrain(); check_constructions(); profession::check_definitions(); scenario::check_definitions(); check_martialarts(); ammunition_type::check_consistency(); }
void DynamicDataLoader::check_consistency() { vitamin::check_consistency(); item_controller->check_definitions(); fault::check_consistency(); vpart_info::check(); MonsterGenerator::generator().check_monster_definitions(); MonsterGroupManager::check_group_definitions(); check_recipe_definitions(); check_furniture_and_terrain(); check_constructions(); profession::check_definitions(); scenario::check_definitions(); check_martialarts(); mutation_branch::check_consistency(); ammunition_type::check_consistency(); trap::check_consistency(); check_bionics(); }