Set entryCost to zero on TechHidden parts (#920)

A TechHidden part's entryCost isn't included in the price shown on the
tech node's "purchase all parts" button, but clicking the button
actually charges the player for hidden parts nonetheless.  This is a bug
in the game, but it has a simple workaround: set entryCost to zero on
parts that have the TechHidden flag.  (Squad's deprecated parts do this
too.)
pull/922/head
Poodmund 4 years ago committed by GitHub
commit 010efe35ab
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

@ -18,7 +18,7 @@ PART
node_stack_bottom = 0.0, -0.94, 0, 0.0, -1.0, 0.0, 1 node_stack_bottom = 0.0, -0.94, 0, 0.0, -1.0, 0.0, 1
// Tech // Tech
TechRequired = aerodynamicSystems TechRequired = aerodynamicSystems
entryCost = 4200 entryCost = 0
// Info // Info
cost = 480 cost = 480
category = none category = none

@ -17,7 +17,7 @@ PART
node_attach = 0.0, -0.01, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.01, 0.0, 0.0, -1.0, 0.0, 0
node_stack_bottom = 0.0, -0.06, 0.0, 0.0, -1.0, 0.0, 0 node_stack_bottom = 0.0, -0.06, 0.0, 0.0, -1.0, 0.0, 0
TechRequired = actuators TechRequired = actuators
entryCost = 4000 entryCost = 0
cost = 350 cost = 350
mass = 0.03 mass = 0.03
category = none category = none

@ -3,6 +3,7 @@
@PART[*]:HAS[#MHReplacement[True]]:FOR[zzReStockPlus]:NEEDS[SquadExpansion/MakingHistory] @PART[*]:HAS[#MHReplacement[True]]:FOR[zzReStockPlus]:NEEDS[SquadExpansion/MakingHistory]
{ {
%TechHidden = True %TechHidden = True
@entryCost = 0
@category = none @category = none
@subcategory = 0 @subcategory = 0
!MODULE[ModuleTestSubject] {} !MODULE[ModuleTestSubject] {}

Loading…
Cancel
Save