diff --git a/Core/Generators/BotEquipmentModGenerator.cs b/Core/Generators/BotEquipmentModGenerator.cs index a16b1e97..e9f20317 100644 --- a/Core/Generators/BotEquipmentModGenerator.cs +++ b/Core/Generators/BotEquipmentModGenerator.cs @@ -802,7 +802,7 @@ public class BotEquipmentModGenerator var spawnMod = _probabilityHelper.RollChance(modSpawnChances.GetValueOrDefault(modSlotName)); - if (!spawnMod && (slotRequired.GetValueOrDefault(false) || botEquipConfig.WeaponSlotIdsToMakeRequired.Contains(modSlotName))) + if (!spawnMod && (slotRequired.GetValueOrDefault(false) || (botEquipConfig.WeaponSlotIdsToMakeRequired?.Contains(modSlotName) ?? false))) { // Edge case: Mod is required but spawn chance roll failed, choose default mod spawn for slot return ModSpawn.DEFAULT_MOD; @@ -816,7 +816,7 @@ public class BotEquipmentModGenerator /// /// Data used to choose an appropriate mod with /// itemHelper.getItem() result - public KeyValuePair? ChooseModToPutIntoSlot(ModToSpawnRequest request) // TODO: type fuckery: [boolean, ITemplateItem] | undefined + public KeyValuePair? ChooseModToPutIntoSlot(ModToSpawnRequest request) { /** Slot mod will fill */ var parentSlot = request.ParentTemplate.Properties.Slots?.FirstOrDefault((i) => i.Name == request.ModSlot);