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Fixes Blueprint selection issue caused by fixing overcharged_blueprint.
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@@ -422,10 +422,12 @@ export default class ModificationsMenu extends TranslatedComponent {
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let haveBlueprint = false;
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let blueprintTt;
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let blueprintCv;
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let bprintSearchName;
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// Set the bprintSearchName value to the fdname of the blueprint for this module
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let bprintSearchName = m.blueprint.fdname;
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// If the fdname is Weapon_Overcharged, we need to check if it's an MC
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if (m.blueprint && m.blueprint.fdname) {
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// Set the bprintSearchName value to the fdname of the blueprint for this module
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bprintSearchName = m.blueprint.fdname;
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if (m.blueprint.fdname === 'Weapon_Overcharged') {
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// 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
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if (m.symbol.match(/MultiCannon/i)) {
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@@ -434,6 +436,7 @@ export default class ModificationsMenu extends TranslatedComponent {
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bprintSearchName = 'MC_Overcharged';
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}
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}
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}
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// TODO: Fix this to actually find the correct blueprint.
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if (!m.blueprint || !m.blueprint.name || !m.blueprint.fdname || !Modifications.modules[m.grp].blueprints || !Modifications.modules[m.grp].blueprints[bprintSearchName]) {
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this.props.ship.clearModuleBlueprint(m);
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