Set entryCost to zero on TechHidden parts

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/920/head
Michael Paul 4 years ago
parent 3ad88a5ad5
commit a020ae92db

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

@ -17,7 +17,7 @@ PART
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
TechRequired = actuators
entryCost = 4000
entryCost = 0
cost = 350
mass = 0.03
category = none

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

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