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Fixed the tech tree being rotated somehow
1 parent 9de1fd7 commit 16d9d9a

1 file changed

Lines changed: 4 additions & 8 deletions

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src/Managers/Main.cs

Lines changed: 4 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -132,25 +132,21 @@ private static void GameModeScreen_Init(GameModeScreen __instance)
132132
[HarmonyPrefix]
133133
[HarmonyPatch(typeof(TechView), nameof(TechView.CreateNode))]
134134
public static bool TechView_CreateNode(TechView __instance, TechData data, TechItem parentItem, float angle) {
135-
float baseAngle = 360 / GameManager.GameState.GameLogicData.GetTechData(TechData.Type.Basic).techUnlocks.Count;
135+
GameLogicData gameLogicData = GameManager.GameState.GameLogicData;
136+
TribeData tribeData = gameLogicData.GetTribeData(GameManager.LocalPlayer.tribe);
137+
float baseAngle = 360 / gameLogicData.GetOverride(gameLogicData.GetTechData(TechData.Type.Basic), tribeData).techUnlocks.Count;
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float childAngle = 0f;
137139
if (parentItem != null)
138-
{
139140
childAngle = angle + baseAngle * (data.techUnlocks.Count - 1) / 2f;
140-
}
141-
GameLogicData gameLogicData = GameManager.GameState.GameLogicData;
142-
TribeData tribeData = gameLogicData.GetTribeData(GameManager.LocalPlayer.tribe);
143141
foreach (TechData techData in data.techUnlocks)
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{
145143
if (gameLogicData.TryGetData(techData.type, out TechData techData2))
146144
{
147-
TechData @override = GameManager.GameState.GameLogicData.GetOverride(techData, tribeData);
145+
TechData @override = gameLogicData.GetOverride(techData, tribeData);
148146
TechItem techItem = __instance.CreateTechItem(@override, parentItem, childAngle);
149147
__instance.currTechIdx++;
150148
if (@override.techUnlocks != null && @override.techUnlocks.Count > 0)
151-
{
152149
__instance.CreateNode(@override, techItem, childAngle);
153-
}
154150
childAngle -= baseAngle;
155151
}
156152
}

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