force skin update
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@ -180,7 +180,13 @@ private simulated function UpdateSkinsDLC()
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{
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{
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foreach Replacements.default.DLC(WeapReplace)
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foreach Replacements.default.DLC(WeapReplace)
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{
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{
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if (WeapReplace.WeapParent.default.SkinItemId > 0 && WeapReplace.Weap.default.SkinItemId != WeapReplace.WeapParent.default.SkinItemId)
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// sometimes "WeapReplace.Weap.default.SkinItemId" can give values greater than zero while actually being zero
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// this is the same bug that prevents creating the correct default config
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// so for now let’s shorten the check a little so that the skinId of the WeapReplace is guaranteed to be correct
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// but if this bug is ever fixed, then it’s worth replacing the check with this one:
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// if (WeapReplace.WeapParent.default.SkinItemId > 0 && WeapReplace.Weap.default.SkinItemId != WeapReplace.WeapParent.default.SkinItemId)
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// to reduce the number of meaningless disk writes
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if (WeapReplace.WeapParent.default.SkinItemId > 0)
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{
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{
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`Log_Debug("Update skin for:" @ String(WeapReplace.WeapDef) @ "SkinId:" @ WeapReplace.WeapParent.default.SkinItemId);
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`Log_Debug("Update skin for:" @ String(WeapReplace.WeapDef) @ "SkinId:" @ WeapReplace.WeapParent.default.SkinItemId);
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class'KFWeaponSkinList'.static.SaveWeaponSkin(WeapReplace.WeapDef, WeapReplace.WeapParent.default.SkinItemId);
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class'KFWeaponSkinList'.static.SaveWeaponSkin(WeapReplace.WeapDef, WeapReplace.WeapParent.default.SkinItemId);
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