Fixes Blueprint selection issue caused by fixing overcharged_blueprint.

This commit is contained in:
Alex Williams
2024-11-23 20:57:24 +00:00
parent 16b341d0d0
commit bb658e8b59

View File

@@ -422,16 +422,19 @@ export default class ModificationsMenu extends TranslatedComponent {
let haveBlueprint = false;
let blueprintTt;
let blueprintCv;
let bprintSearchName;
// Set the bprintSearchName value to the fdname of the blueprint for this module
let bprintSearchName = m.blueprint.fdname;
// If the fdname is Weapon_Overcharged, we need to check if it's an MC
if (m.blueprint.fdname === 'Weapon_Overcharged') {
// If the module is a MultiCannon, we need to fix the blueprint search name, else it will find the Laser Weapon_Overcharged Blueprint and not the MC Weapon_Overcharged Blueprint
if (m.symbol.match(/MultiCannon/i)) {
// console.log(Modifications.modules[m.grp].blueprints['MC_Overcharged']);
// console.log(m.blueprint.fdname);
bprintSearchName = 'MC_Overcharged';
if (m.blueprint && m.blueprint.fdname) {
// Set the bprintSearchName value to the fdname of the blueprint for this module
bprintSearchName = m.blueprint.fdname;
if (m.blueprint.fdname === 'Weapon_Overcharged') {
// If the module is a MultiCannon, we need to fix the blueprint search name, else it will find the Laser Weapon_Overcharged Blueprint and not the MC Weapon_Overcharged Blueprint
if (m.symbol.match(/MultiCannon/i)) {
// console.log(Modifications.modules[m.grp].blueprints['MC_Overcharged']);
// console.log(m.blueprint.fdname);
bprintSearchName = 'MC_Overcharged';
}
}
}
// TODO: Fix this to actually find the correct blueprint.