protected override void ProcessMods() { _additional = new List <IAbsoluteDirectoryPath>(); _additionalAiA = new List <IAbsoluteDirectoryPath>(); _ifa = IfaState.None; _nonAiaMods = InputMods.Where(x => !IsAiaMod(x) && !IsAiaSAMod(x)).ToArray(); ProcessIronFrontMods(); AddPrimaryGameFolders(); ProcessAndAddNormalModsWithAdditionalGameRequirements(); AddNormalMods(); ProcessAndAddAiaMods(); }
void ProcessIronFrontMods() { if (InputMods.Any(x => ifMainModFolders.ContainsIgnoreCase(x.Name))) { _ifa = IfaState.Full; } else if (InputMods.Any(x => ifMainModFoldersLite.ContainsIgnoreCase(x.Name))) { _ifa = IfaState.Lite; } else { return; } InputMods.RemoveAll(IsIronFrontFullOrLiteMod); var validGamePaths = GetValidGamePaths(); OutputMods.AddRange(ExistingMods(validGamePaths, _ifa == IfaState.Lite ? ifModFoldersLite : ifModFolders)); OutputMods.AddRange(ExistingMods(validGamePaths, _ifa == IfaState.Lite ? ifMainModFoldersLite : ifMainModFolders)); }
void ProcessIronFrontMods() { if (InputMods.Any(x => ifMainModFolders.ContainsIgnoreCase(x.Name))) _ifa = IfaState.Full; else if (InputMods.Any(x => ifMainModFoldersLite.ContainsIgnoreCase(x.Name))) _ifa = IfaState.Lite; else return; InputMods.RemoveAll(IsIronFrontFullOrLiteMod); var validGamePaths = GetValidGamePaths(); OutputMods.AddRange(ExistingMods(validGamePaths, _ifa == IfaState.Lite ? ifModFoldersLite : ifModFolders)); OutputMods.AddRange(ExistingMods(validGamePaths, _ifa == IfaState.Lite ? ifMainModFoldersLite : ifMainModFolders)); }
protected override void ProcessMods() { _additional = new List<IAbsoluteDirectoryPath>(); _additionalAiA = new List<IAbsoluteDirectoryPath>(); _ifa = IfaState.None; _nonAiaMods = InputMods.Where(x => !IsAiaMod(x) && !IsAiaSAMod(x)).ToArray(); ProcessIronFrontMods(); AddPrimaryGameFolders(); ProcessAndAddNormalModsWithAdditionalGameRequirements(); AddNormalMods(); ProcessAndAddAiaMods(); }