1.5: Fuckin' UE5... #38
1 changed files with 4 additions and 6 deletions
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@ -28,7 +28,7 @@ SaveTool::drawWeapons() {
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return;
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}
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const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing();
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const float footer_height_to_reserve = ImGui::GetFrameHeightWithSpacing();
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ImGui::BeginGroup();
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@ -51,13 +51,11 @@ SaveTool::drawWeapons() {
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ImGui::EndTable();
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ImGui::Separator();
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bool dirty = _meleeDirty || _shieldsDirty || _bShootersDirty || _eShootersDirty || _bLaunchersDirty || _eLaunchersDirty;
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ImGui::BeginDisabled(!dirty);
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if(drawUnsafeWidget([]{ return ImGui::Button(ICON_FA_SAVE " Save"); })) {
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if(drawUnsafeWidget([]{ return ImGui::Button(ICON_FA_SAVE " Save order"); })) {
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if(_meleeDirty) {
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_modifiedBySaveTool = true;
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if(!_currentMass->writeMeleeWeapons()) {
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@ -158,6 +156,8 @@ SaveTool::drawWeapons() {
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ImGui::EndGroup();
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ImGui::SameLine();
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ImGui::SeparatorEx(ImGuiSeparatorFlags_Vertical);
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ImGui::SameLine();
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if(!_currentWeapon) {
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@ -176,8 +176,6 @@ SaveTool::drawWeapons() {
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ImGui::EndChild();
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ImGui::Separator();
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if(drawUnsafeWidget([](){ return ImGui::Button(ICON_FA_SAVE " Save changes to weapon category"); })) {
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_modifiedBySaveTool = true;
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switch(_currentWeapon->type) {
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