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.
This commit is contained in:
Oliver Hamlet
2016-03-09 18:06:55 +00:00
parent 543158b395
commit 2caee1c646
+1 -2
View File
@@ -397,8 +397,6 @@ namespace loot {
void Handler::GetConflictingPlugins(const std::string& pluginName, CefRefPtr<CefFrame> frame, CefRefPtr<Callback> callback) {
BOOST_LOG_TRIVIAL(debug) << "Searching for plugins that conflict with " << pluginName;
auto plugin = _lootState.CurrentGame().GetPlugin(pluginName);
// Checking for FormID overlap will only work if the plugins have been loaded, so check if
// the plugins have been fully loaded, and if not load all plugins.
if (!_lootState.CurrentGame().ArePluginsFullyLoaded()) {
@@ -408,6 +406,7 @@ namespace loot {
SendProgressUpdate(frame, loc::translate("Checking for conflicting plugins..."));
YAML::Node node;
auto plugin = _lootState.CurrentGame().GetPlugin(pluginName);
for (const auto& otherPlugin : _lootState.CurrentGame().GetPlugins()) {
YAML::Node pluginNode;