From c20c07bc53c1872015e2d11e27cc05a02aacdf0b Mon Sep 17 00:00:00 2001 From: LordMidas <55047920+LordMidas@users.noreply.github.com> Date: Tue, 31 Jan 2023 20:10:17 -0500 Subject: [PATCH] refactor: remove locked state from serialization Because all locks should be set anew during mods queue or campaign load as per the requirements of the currently used mods. --- msu/systems/mod_settings/abstract_setting.nut | 7 +------ 1 file changed, 1 insertion(+), 6 deletions(-) diff --git a/msu/systems/mod_settings/abstract_setting.nut b/msu/systems/mod_settings/abstract_setting.nut index 2f8e6ec76..1ce4551ce 100644 --- a/msu/systems/mod_settings/abstract_setting.nut +++ b/msu/systems/mod_settings/abstract_setting.nut @@ -173,9 +173,7 @@ function __getSerializationTable() { return { - Value = this.getValue(), - Locked = this.isLocked(), - LockReason = this.getLockReason() + Value = this.getValue() }; } @@ -183,7 +181,6 @@ { this.unlock(); this.set(_table.Value, true, false, true, true); - if (_table.Locked) this.lock(_table.LockReason); } function flagSerialize( _out ) @@ -217,8 +214,6 @@ this.unlock(); this.set(::World.Flags.get(valueFlag), true, false, true, true); } - setPropertyIfFlagExists("Locked", modID); - setPropertyIfFlagExists("LockReason", modID); } else {