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Fixed conflict filter inconsistency
The target plugin object was being read before it was loaded, and the loaded plugin data was stored in a different object. Fixes #543.
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-2
@@ -397,8 +397,6 @@ namespace loot {
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void Handler::GetConflictingPlugins(const std::string& pluginName, CefRefPtr<CefFrame> frame, CefRefPtr<Callback> callback) {
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BOOST_LOG_TRIVIAL(debug) << "Searching for plugins that conflict with " << pluginName;
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auto plugin = _lootState.CurrentGame().GetPlugin(pluginName);
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// Checking for FormID overlap will only work if the plugins have been loaded, so check if
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// the plugins have been fully loaded, and if not load all plugins.
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if (!_lootState.CurrentGame().ArePluginsFullyLoaded()) {
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@@ -408,6 +406,7 @@ namespace loot {
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SendProgressUpdate(frame, loc::translate("Checking for conflicting plugins..."));
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YAML::Node node;
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auto plugin = _lootState.CurrentGame().GetPlugin(pluginName);
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for (const auto& otherPlugin : _lootState.CurrentGame().GetPlugins()) {
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YAML::Node pluginNode;
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