fix asset type when checking if a mod asset exists
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@ -75,7 +75,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
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// custom asset from a loader
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string locale = this.GetLocale();
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IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName);
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AssetOperationGroup? operations = this.Coordinator.GetAssetOperations<object>(info);
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AssetOperationGroup? operations = this.Coordinator.GetAssetOperations<T>(info);
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if (operations?.LoadOperations.Count > 0)
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{
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if (!this.AssertMaxOneRequiredLoader(info, operations.LoadOperations, out string? error))
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