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-rw-r--r--NorthstarDLL/mods/compiled/kb_act.cpp5
-rw-r--r--NorthstarDLL/mods/compiled/modkeyvalues.cpp5
-rw-r--r--NorthstarDLL/mods/compiled/modscriptsrson.cpp5
3 files changed, 3 insertions, 12 deletions
diff --git a/NorthstarDLL/mods/compiled/kb_act.cpp b/NorthstarDLL/mods/compiled/kb_act.cpp
index f3ad460f..83f469f4 100644
--- a/NorthstarDLL/mods/compiled/kb_act.cpp
+++ b/NorthstarDLL/mods/compiled/kb_act.cpp
@@ -17,11 +17,8 @@ void ModManager::BuildKBActionsList()
// write vanilla file's content to compiled file
soCompiledKeys << R2::ReadVPKOriginalFile(KB_ACT_PATH);
- for (Mod& mod : GetMods())
+ for (Mod& mod : GetMods() | ModManager::FilterEnabled)
{
- if (!mod.m_bEnabled)
- continue;
-
// write content of each modded file to compiled file
std::ifstream siModKeys(mod.m_ModDirectory / "kb_act.lst");
diff --git a/NorthstarDLL/mods/compiled/modkeyvalues.cpp b/NorthstarDLL/mods/compiled/modkeyvalues.cpp
index 051b193e..df35de64 100644
--- a/NorthstarDLL/mods/compiled/modkeyvalues.cpp
+++ b/NorthstarDLL/mods/compiled/modkeyvalues.cpp
@@ -25,11 +25,8 @@ void ModManager::TryBuildKeyValues(const char* filename)
// copy over patch kv files, and add #bases to new file, last mods' patches should be applied first
// note: #include should be identical but it's actually just broken, thanks respawn
- for (Mod& mod : GetMods() | std::views::reverse)
+ for (Mod& mod : GetMods() | ModManager::FilterEnabled | std::views::reverse)
{
- if (mod.m_bEnabled)
- continue;
-
size_t fileHash = STR_HASH(normalisedPath);
auto modKv = mod.KeyValues.find(fileHash);
if (modKv != mod.KeyValues.end())
diff --git a/NorthstarDLL/mods/compiled/modscriptsrson.cpp b/NorthstarDLL/mods/compiled/modscriptsrson.cpp
index b24aabe9..1a27aefa 100644
--- a/NorthstarDLL/mods/compiled/modscriptsrson.cpp
+++ b/NorthstarDLL/mods/compiled/modscriptsrson.cpp
@@ -17,11 +17,8 @@ void ModManager::BuildScriptsRson()
std::string scriptsRson = R2::ReadVPKOriginalFile(VPK_SCRIPTS_RSON_PATH);
scriptsRson += "\n\n// START MODDED SCRIPT CONTENT\n\n"; // newline before we start custom stuff
- for (Mod& mod : GetMods())
+ for (Mod& mod : GetMods() | ModManager::FilterEnabled)
{
- if (!mod.m_bEnabled)
- continue;
-
// this isn't needed at all, just nice to have imo
scriptsRson += "// MOD: ";
scriptsRson += mod.Name;