diff --git a/Assets/loadout_icon_holocron.png b/Assets/loadout_icon_holocron.png new file mode 100644 index 0000000..5678fd1 Binary files /dev/null and b/Assets/loadout_icon_holocron.png differ diff --git a/Assets/loadout_icon_lightsaber.png b/Assets/loadout_icon_lightsaber.png new file mode 100644 index 0000000..18b49b5 Binary files /dev/null and b/Assets/loadout_icon_lightsaber.png differ diff --git a/Assets/loadout_icon_saberstaff.png b/Assets/loadout_icon_saberstaff.png new file mode 100644 index 0000000..e08a979 Binary files /dev/null and b/Assets/loadout_icon_saberstaff.png differ diff --git a/XCOM2RPGOverhaul.XCOM_sln b/XCOM2RPGOverhaul.XCOM_sln index 0268269..a7245e4 100644 --- a/XCOM2RPGOverhaul.XCOM_sln +++ b/XCOM2RPGOverhaul.XCOM_sln @@ -3,7 +3,7 @@ Microsoft Visual Studio Solution File, Format Version 12.00 # XCOM ModBuddy Solution File, Format Version 11.00 VisualStudioVersion = 12.0.21005.1 MinimumVisualStudioVersion = 10.0.40219.1 -Project("{5DAE07AF-E217-45C1-8DE7-FF99D6011E8A}") = "XCOM2RPGOverhaul", "XCOM2RPGOverhaul\XCOM2RPGOverhaul.x2proj", "{219CE4B8-DA1D-49EB-A9A2-A7B292DF97F9}" +Project("{5DAE07AF-E217-45C1-8DE7-FF99D6011E8A}") = "XCOM2RPGOverhaul", "XCOM2RPGOverhaul\XCOM2RPGOverhaul.x2proj", "{CAB424DD-00A4-4960-8665-EA8DA48FB8E1}" EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution @@ -11,10 +11,10 @@ Global Default|XCOM 2 = Default|XCOM 2 EndGlobalSection GlobalSection(ProjectConfigurationPlatforms) = postSolution - {219CE4B8-DA1D-49EB-A9A2-A7B292DF97F9}.Debug|XCOM 2.ActiveCfg = Debug|XCOM 2 - {219CE4B8-DA1D-49EB-A9A2-A7B292DF97F9}.Debug|XCOM 2.Build.0 = Debug|XCOM 2 - {219CE4B8-DA1D-49EB-A9A2-A7B292DF97F9}.Default|XCOM 2.ActiveCfg = Default|XCOM 2 - {219CE4B8-DA1D-49EB-A9A2-A7B292DF97F9}.Default|XCOM 2.Build.0 = Default|XCOM 2 + {CAB424DD-00A4-4960-8665-EA8DA48FB8E1}.Debug|XCOM 2.ActiveCfg = Debug|XCOM 2 + {CAB424DD-00A4-4960-8665-EA8DA48FB8E1}.Debug|XCOM 2.Build.0 = Debug|XCOM 2 + {CAB424DD-00A4-4960-8665-EA8DA48FB8E1}.Default|XCOM 2.ActiveCfg = Default|XCOM 2 + {CAB424DD-00A4-4960-8665-EA8DA48FB8E1}.Default|XCOM 2.Build.0 = Default|XCOM 2 EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE diff --git a/XCOM2RPGOverhaul.v12.XCOM_suo b/XCOM2RPGOverhaul.v12.XCOM_suo index 60b87e6..afb5332 100644 Binary files a/XCOM2RPGOverhaul.v12.XCOM_suo and b/XCOM2RPGOverhaul.v12.XCOM_suo differ diff --git a/XCOM2RPGOverhaul/Content/UILibrary_RPG.upk b/XCOM2RPGOverhaul/Content/UILibrary_RPG.upk index ea68e72..7e066b2 100644 Binary files a/XCOM2RPGOverhaul/Content/UILibrary_RPG.upk and b/XCOM2RPGOverhaul/Content/UILibrary_RPG.upk differ diff --git a/XCOM2RPGOverhaul/Src/StatUpgradeUI/Classes/X2EventListener_StatUI.uc b/XCOM2RPGOverhaul/Src/StatUpgradeUI/Classes/X2EventListener_StatUI.uc index 0154215..20f0993 100644 --- a/XCOM2RPGOverhaul/Src/StatUpgradeUI/Classes/X2EventListener_StatUI.uc +++ b/XCOM2RPGOverhaul/Src/StatUpgradeUI/Classes/X2EventListener_StatUI.uc @@ -68,9 +68,7 @@ static function EventListenerReturn OnCompleteRespecSoldier(Object EventData, Ob UnitState = XComGameState_Unit(EventSource); - if (UnitState != none && - UnitState.GetMyTemplateName() == 'Soldier' && - default.EnableClassForStatProgression.Find(UnitState.GetSoldierClassTemplateName()) != INDEX_NONE + if (UnitState != none && IsClassEnabled(UnitState) ) { SpentSoldierSP = GetSpentSoldierSP(UnitState); @@ -110,7 +108,7 @@ static function EventListenerReturn OnUnitRankUp(Object EventData, Object EventS UnitState = XComGameState_Unit(EventData); - if (UnitState != none) + if (UnitState != none && IsClassEnabled(UnitState)) { StatPointsPerPromotion = GetClassStatPointsPerPromition(UnitState); BonusStatPointsNaturalAptitude = class'StatUIHelper'.static.GetBonusStatPointsFromNaturalAptitude(UnitState); @@ -141,7 +139,7 @@ static function EventListenerReturn OnArmoryMainMenuUpdate(Object EventData, Obj UnitState = XComGameState_Unit(`XCOMHISTORY.GetGameStateForObjectID(MainMenu.GetUnitRef().ObjectID)); UnitState.GetUnitValue('StatPoints', StatPointsValue); - if (default.EnableClassForStatProgression.Find(UnitState.GetSoldierClassTemplateName()) != INDEX_NONE) + if (UnitState != none && IsClassEnabled(UnitState)) { StatUIButton = MainMenu.Spawn(class'UIListItemString', List.ItemContainer).InitListItem(class'UIBarMemorial_Details'.default.m_strSoldierStats); StatUIButton.MCName = 'ArmoryMainMenu_StatUIButton'; @@ -232,3 +230,8 @@ static function int GetSoldierSP(XComGameState_Unit UnitState) UnitState.GetUnitValue('StatPoints', StatPointsValue); return int(StatPointsValue.fValue); } + +static function bool IsClassEnabled(XComGameState_Unit UnitState) +{ + return (default.EnableClassForStatProgression.Find(UnitState.GetSoldierClassTemplateName()) != INDEX_NONE); +} \ No newline at end of file