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elseifself:checkUnlockConstraints(build, node) then
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base=tree:GetAssetByName(node.icon)
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overlay=node.overlay[state]
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end
@@ -1161,7 +1156,7 @@ function PassiveTreeViewClass:Draw(build, viewPort, inputEvents)
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end
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end
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-
ifnode==hoverNodeand (notnode.unlockConstraintorcheckUnlockConstraints(build, node)) and (node.type~="Socket" ornotIsKeyDown("SHIFT")) andnotIsKeyDown("CTRL") andnotmain.popups[1] then
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ifnode==hoverNodeand (notnode.unlockConstraintorself:checkUnlockConstraints(build, node)) and (node.type~="Socket" ornotIsKeyDown("SHIFT")) andnotIsKeyDown("CTRL") andnotmain.popups[1] then
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-- Draw tooltip
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SetDrawLayer(nil, 100)
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localsize=m_floor(node.size*scale)
@@ -1451,7 +1446,7 @@ function PassiveTreeViewClass:DoesNodeMatchSearchParams(build, node)
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return
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end
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-
ifnode.unlockConstraintandnotcheckUnlockConstraints(build, node) then
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ifnode.unlockConstraintandnotself:checkUnlockConstraints(build, node) then
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return
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end
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@@ -2100,7 +2095,7 @@ function PassiveTreeViewClass:LessLuminance()
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end
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-- Checks if a node has unlockConstraint and if that node is allocated
Copy file name to clipboardExpand all lines: src/Modules/Build.lua
+3-3Lines changed: 3 additions & 3 deletions
Original file line number
Diff line number
Diff line change
@@ -246,21 +246,21 @@ function buildMode:Init(dbFileName, buildName, buildXML, convertBuild, importLin
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self.spec:AddUndoState()
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self.spec:SetWindowTitleWithBuildClass()
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self.buildFlag=true
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self.treeTab.viewer.searchNeedsForceUpdate=true
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self.treeTab.viewer.searchStrCached=""
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else
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main:OpenConfirmPopup("Class Change", "Changing class to "..value.label.." will reset your passive tree.\nThis can be avoided by connecting one of the "..value.label.." starting nodes to your tree.", "Continue", function()
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