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	Launcher now supports submods. See forum thread for details.
This commit is contained in:
		| @@ -668,7 +668,7 @@ std::vector<std::string> CModHandler::getModList(std::string path) | ||||
| 	return foundMods; | ||||
| } | ||||
|  | ||||
| void CModHandler::loadMods(std::string path, std::string parent, const JsonNode & modSettings) | ||||
| void CModHandler::loadMods(std::string path, std::string parent, const JsonNode & modSettings, bool enableMods) | ||||
| { | ||||
| 	for (std::string modName : getModList(path)) | ||||
| 	{ | ||||
| @@ -682,11 +682,10 @@ void CModHandler::loadMods(std::string path, std::string parent, const JsonNode | ||||
| 				mod.dependencies.insert(parent); | ||||
|  | ||||
| 			allMods[modFullName] = mod; | ||||
| 			if (mod.enabled) | ||||
| 			{ | ||||
| 			if (mod.enabled && enableMods) | ||||
| 				activeMods.push_back(modFullName); | ||||
| 				loadMods(CModInfo::getModDir(modFullName) + '/', modFullName, modSettings[modName]["mods"]); | ||||
| 			} | ||||
|  | ||||
| 			loadMods(CModInfo::getModDir(modFullName) + '/', modFullName, modSettings[modName]["mods"], enableMods && mod.enabled); | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
| @@ -695,7 +694,7 @@ void CModHandler::loadMods() | ||||
| { | ||||
| 	const JsonNode modConfig = loadModSettings("config/modSettings.json"); | ||||
|  | ||||
| 	loadMods("", "", modConfig["activeMods"]); | ||||
| 	loadMods("", "", modConfig["activeMods"], true); | ||||
|  | ||||
| 	coreMod = CModInfo("core", modConfig["core"], JsonNode(ResourceID("config/gameConfig.json"))); | ||||
| 	coreMod.name = "Original game files"; | ||||
|   | ||||
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