From 2caee1c64625ad8f2816671053593eee2a0087cd Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Wed, 9 Mar 2016 18:06:55 +0000 Subject: [PATCH] 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. --- src/gui/handler.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/gui/handler.cpp b/src/gui/handler.cpp index f78de6f5..3bf99c1b 100644 --- a/src/gui/handler.cpp +++ b/src/gui/handler.cpp @@ -397,8 +397,6 @@ namespace loot { void Handler::GetConflictingPlugins(const std::string& pluginName, CefRefPtr frame, CefRefPtr 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;