diff --git a/binaries/data/mods/public/simulation/helpers/Cheat.js b/binaries/data/mods/public/simulation/helpers/Cheat.js index f51f9c5d2f..c016bb6333 100644 --- a/binaries/data/mods/public/simulation/helpers/Cheat.js +++ b/binaries/data/mods/public/simulation/helpers/Cheat.js @@ -85,20 +85,20 @@ function Cheat(input) return; // store the phase we want in the next input parameter - input.parameter = "phase_"; + var parameter; if (!cmpTechnologyManager.IsTechnologyResearched("phase_town")) - input.parameter += "town"; + parameter = "phase_town"; else if (!cmpTechnologyManager.IsTechnologyResearched("phase_city")) - input.parameter += "city"; + parameter = "phase_city"; else return; // check if specialised tech exists (like phase_town_athen) var cmpTechnologyTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TechnologyTemplateManager); - if (cmpTechnologyTemplateManager.ListAllTechs().indexOf(input.parameter + "_" + cmpPlayer.civ) > -1) - input.parameter += "_" + cmpPlayer.civ; + if (cmpTechnologyTemplateManager.ListAllTechs().indexOf(parameter + "_" + cmpPlayer.civ) > -1) + parameter += "_" + cmpPlayer.civ; - Cheat({ "player": input.player, "action": "researchTechnology", "parameter": input.parameter, "selected": input.selected }); + Cheat({ "player": input.player, "action": "researchTechnology", "parameter": parameter, "selected": input.selected }); return; case "researchTechnology": // check, if name of technology is given