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Removed /MissionEditor/UnitPayloads/ from mod_payloads paths. Implemented a separate inject_mod_payloads method to support it.
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@@ -278,7 +278,7 @@ inject_weapons(WeaponsF16I)
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def inject_F16I() -> None:
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from qt_ui.main import inject_custom_payloads, THIS_DIR
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from qt_ui.main import inject_mod_payloads, THIS_DIR
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AIRCRAFT_ICONS["F-16C_50"] = QPixmap(
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os.path.join("./resources/ui/units/aircrafts/icons/", "F-16I_24.jpg")
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@@ -312,7 +312,7 @@ def inject_F16I() -> None:
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F_16C_50.Pylon15 = Pylon15
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F_16C_50.Pylon16 = Pylon16
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inject_custom_payloads(Path(THIS_DIR.parent / "resources/mod_payloads/f16i_idf"))
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inject_mod_payloads(Path(THIS_DIR.parent / "resources/mod_payloads/f16i_idf"))
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@planemod
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@@ -58,6 +58,18 @@ def inject_custom_payloads(user_path: Path) -> None:
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PayloadDirectories.set_preferred(user_path / "MissionEditor" / "UnitPayloads")
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def inject_mod_payloads(mod_path: Path) -> None:
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if mod_path.exists():
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payloads = mod_path
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else:
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raise RuntimeError(
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f"Could not find mod payloads at {mod_path}."
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f"Aircraft will have no payloads."
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)
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# We configure these as preferred so the mod's loadouts override the stock ones.
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PayloadDirectories.set_preferred(payloads)
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def on_game_load(game: Game | None) -> None:
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EventStream.drain()
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EventStream.put_nowait(GameUpdateEvents().game_loaded(game))
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