Fixed plugins not being listed in load order.

This commit is contained in:
WrinklyNinja
2014-07-16 12:03:06 +01:00
parent 52e831e4b1
commit cd82818dcc
+6 -6
View File
@@ -213,17 +213,17 @@ namespace loot {
gameNode["masterlist"]["date"] = g_app_state.CurrentGame().masterlist.GetDate(g_app_state.CurrentGame().MasterlistPath());
// Now store plugin data.
for (const auto& plugin : g_app_state.CurrentGame().plugins) {
for (const auto& plugin : installed) {
// Test data has 'hasUserEdits', and 'tagsAdd', 'tagsRemove' keys, but
// the first will be handled by userlist lookups, and the other two are probably
// going to get moved around, haven't decided how best to handle the split between masterlist, userlist and plugin-sourced metadata.
YAML::Node pluginNode;
pluginNode["name"] = plugin.second.Name();
pluginNode["isActive"] = g_app_state.CurrentGame().IsActive(plugin.first);
pluginNode["name"] = plugin.Name();
pluginNode["isActive"] = g_app_state.CurrentGame().IsActive(plugin.Name());
pluginNode["isDummy"] = false; // Set to false for now because null is a bit iffy and we just don't know yet. Although, we could read the record count from the TES4 header... Usual check is (plugin.second.FormIDs().size() == 0);
pluginNode["loadsBSA"] = plugin.second.LoadsBSA(g_app_state.CurrentGame());
pluginNode["crc"] = IntToHexString(plugin.second.Crc());
pluginNode["version"] = plugin.second.Version();
pluginNode["loadsBSA"] = plugin.LoadsBSA(g_app_state.CurrentGame());
pluginNode["crc"] = IntToHexString(plugin.Crc());
pluginNode["version"] = plugin.Version();
gameNode["plugins"].push_back(pluginNode);
}