From 6f5b68a56fe6be1edcf40c6da6e681c8712778e6 Mon Sep 17 00:00:00 2001 From: Weeknie Date: Mon, 25 Oct 2010 14:27:05 +0200 Subject: [PATCH] Changed hint in level 1 ammo menu to long range -> short range, to better reflect what it's actually being sorted by (range), fixing ticket 166 --- gui/builtinContextMenus/moduleAmmoPicker.py | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/gui/builtinContextMenus/moduleAmmoPicker.py b/gui/builtinContextMenus/moduleAmmoPicker.py index 0ae3b7aa7..85b763242 100644 --- a/gui/builtinContextMenus/moduleAmmoPicker.py +++ b/gui/builtinContextMenus/moduleAmmoPicker.py @@ -41,7 +41,7 @@ class ModuleAmmoPicker(ContextMenu): d = charge.getAttribute("%sDamage" % type) if d > 0: damage += d - + return (-range - falloff, charge.name.rsplit()[-2:], damage, charge.name) MISSILE_ORDER = ["em", "thermal", "kinetic", "explosive"] @@ -114,7 +114,7 @@ class ModuleAmmoPicker(ContextMenu): for item in items: m.AppendItem(item) - self.addSeperator(m, "High Damage") + self.addSeperator(m, "Short Range") elif hardpoint == Hardpoint.MISSILE: self.charges.sort(key=self.missileSorter) type = None