not playable if mod is locked
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@@ -550,6 +550,16 @@ bool GameCommand::IsPlayable( CString *why ) const
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}
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}
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if( !m_sModifiers.empty() )
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{
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// TODO: Split this and check each modifier individually
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if( UNLOCKMAN->ModifierIsLocked(m_sModifiers) )
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{ if( why )
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*why = "Modifier is locked";
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return false;
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}
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}
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return true;
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}
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