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fixed non directory mod reloading for dev mode
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modName is the mod's actual name during a reload, when it needs to be the file path for non directory mods.
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parent
7c54a80f84
commit
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1 changed files with 4 additions and 4 deletions
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@ -348,10 +348,10 @@ static bool mod_load_files_dir(struct Mod* mod, char* fullPath, const char* subD
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return true;
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}
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static bool mod_load_files(struct Mod* mod, char* modName, char* fullPath) {
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static bool mod_load_files(struct Mod* mod, char* fullPath) {
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// read single lua file
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if (!mod->isDirectory) {
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return (mod_allocate_file(mod, modName) != NULL);
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return (mod_allocate_file(mod, mod->relativePath) != NULL);
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}
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// deal with mod directory
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@ -526,7 +526,7 @@ bool mod_refresh_files(struct Mod* mod) {
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dynos_generate_mod_pack(mod->basePath);
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// read files
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if (!mod_load_files(mod, mod->name, mod->basePath)) {
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if (!mod_load_files(mod, mod->basePath)) {
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LOG_ERROR("Failed to load mod files for '%s'", mod->name);
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return false;
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}
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@ -613,7 +613,7 @@ bool mod_load(struct Mods* mods, char* basePath, char* modName) {
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mod->isDirectory = isDirectory;
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// read files
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if (!mod_load_files(mod, modName, fullPath)) {
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if (!mod_load_files(mod, fullPath)) {
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LOG_ERROR("Failed to load mod files for '%s'", modName);
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return false;
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}
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