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Issue#350 Body Parts Validation #351

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MrNiceUK
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#350
Also fixes the bug where for arms (and related parts), it generally wouldn't update correctly when the only difference between the parts is a material override.

@MrNiceUK
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Added the Helmet #354 fix, and renumbered arm related override material comparison fixes from #350 to #354

@MrNiceUK MrNiceUK changed the title Issue#350 Issue#350 Body Parts Validation Jan 5, 2019
@Musashi1584
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Can this be potentially merged? If so why hasn't it already been merged?

@Musashi1584 Musashi1584 added this to the 1.19.0 milestone Jun 20, 2019
}
RandomizeSetBodyPart(PartTemplateManager, kSoldier.kAppearance.nmLeftForearm, "LeftForearm", BodyPartFilter.FilterByTorsoAndArmorMatch);
RandomizeSetBodyPart(PartTemplateManager, kSoldier.kAppearance.nmRightForearm, "RightForearm", BodyPartFilter.FilterByTorsoAndArmorMatch);
//End Issue #350
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These two lines were moved out of the if(kSoldier.kAppearance.nmArms == '') block. PR #390 also wrapped them with a forced appearance check, which it also did for the "Hero Deco" slots below. The "correct" resolution to this apparent conflict, is to simply put these lines within the same forced appearance check block as the "Hero Deco's" below

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Made a comment over in the changes..

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2 participants