Loop over all weapons, not just primary
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@ -20,6 +20,9 @@ namespace PMCGenerator
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// Create flat lists of weapons + list of mods
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var flatPrimaryWeaponsList = GetWeaponsFromRawFile(parsedPresets);
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var flatSecondaryWeaponsList = GetSecondaryWeaponsFromRawFile(parsedPresets);
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var flatAllWeaponsList = CombinePrimaryAndSecondaryWeapons(flatPrimaryWeaponsList, flatSecondaryWeaponsList);
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var flatModList = GetModsFromRawFile(parsedPresets);
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// Add weapon mods to output
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@ -27,10 +30,12 @@ namespace PMCGenerator
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FirstPrimaryWeapon = new List<string>(),
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Holster = new List<string>(),
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mods = new Dictionary<string, Dictionary<string, List<string>>>() };
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output.FirstPrimaryWeapon.AddRange(flatPrimaryWeaponsList.Select(x => x.TemplateId).Distinct());
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output.Holster.AddRange(flatSecondaryWeaponsList.Select(x => x.TemplateId).Distinct());
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foreach (var weapon in flatPrimaryWeaponsList)
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// Loop over each gun
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foreach (var weapon in flatAllWeaponsList)
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{
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// add weapon if its not already here
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if (!output.mods.ContainsKey(weapon.TemplateId))
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@ -109,6 +114,14 @@ namespace PMCGenerator
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CreateJsonFile(outputPath, outputJson);
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}
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private static List<WeaponDetails> CombinePrimaryAndSecondaryWeapons(List<WeaponDetails> flatPrimaryWeaponsList, List<WeaponDetails> flatSecondaryWeaponsList)
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{
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var result = new List<WeaponDetails>();
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result.AddRange(flatPrimaryWeaponsList);
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result.AddRange(flatSecondaryWeaponsList);
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return result;
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}
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/// <summary>
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/// Get a strongly typed dictionary of BSGs items library
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/// </summary>
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