diff --git a/src/gui/handler.cpp b/src/gui/handler.cpp index 50592f50..f264b99f 100644 --- a/src/gui/handler.cpp +++ b/src/gui/handler.cpp @@ -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); }