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Fixed plugins not being listed in load order.
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+6
-6
@@ -213,17 +213,17 @@ namespace loot {
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gameNode["masterlist"]["date"] = g_app_state.CurrentGame().masterlist.GetDate(g_app_state.CurrentGame().MasterlistPath());
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// Now store plugin data.
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for (const auto& plugin : g_app_state.CurrentGame().plugins) {
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for (const auto& plugin : installed) {
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// Test data has 'hasUserEdits', and 'tagsAdd', 'tagsRemove' keys, but
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// the first will be handled by userlist lookups, and the other two are probably
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// going to get moved around, haven't decided how best to handle the split between masterlist, userlist and plugin-sourced metadata.
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YAML::Node pluginNode;
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pluginNode["name"] = plugin.second.Name();
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pluginNode["isActive"] = g_app_state.CurrentGame().IsActive(plugin.first);
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pluginNode["name"] = plugin.Name();
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pluginNode["isActive"] = g_app_state.CurrentGame().IsActive(plugin.Name());
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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);
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pluginNode["loadsBSA"] = plugin.second.LoadsBSA(g_app_state.CurrentGame());
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pluginNode["crc"] = IntToHexString(plugin.second.Crc());
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pluginNode["version"] = plugin.second.Version();
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pluginNode["loadsBSA"] = plugin.LoadsBSA(g_app_state.CurrentGame());
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pluginNode["crc"] = IntToHexString(plugin.Crc());
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pluginNode["version"] = plugin.Version();
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gameNode["plugins"].push_back(pluginNode);
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}
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