@@ -531,32 +531,15 @@ contract OPContractsManagerGameTypeAdder is OPContractsManagerBase {
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);
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}
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- // Deploy the new game type or use v2 implementation
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- if (
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- isDevFeatureEnabled (DevFeatures.DEPLOY_V2_DISPUTE_GAMES)
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- && gameConfig.disputeGameType.raw () == GameTypes.CANNON.raw ()
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- && address (getImplementations ().faultDisputeGameV2Impl) != address (0 )
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- ) {
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- // Use v2 FaultDisputeGame implementation
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- outputs[i].faultDisputeGame = IFaultDisputeGame (getImplementations ().faultDisputeGameV2Impl);
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- } else if (
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- isDevFeatureEnabled (DevFeatures.DEPLOY_V2_DISPUTE_GAMES)
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- && gameConfig.disputeGameType.raw () == GameTypes.PERMISSIONED_CANNON.raw ()
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- && address (getImplementations ().permissionedDisputeGameV2Impl) != address (0 )
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- ) {
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- // Use v2 PermissionedDisputeGame implementation
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- outputs[i].faultDisputeGame = IFaultDisputeGame (getImplementations ().permissionedDisputeGameV2Impl);
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- } else {
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- // Deploy v1 game using blueprint
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- outputs[i].faultDisputeGame = IFaultDisputeGame (
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- Blueprint.deployFrom (
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- blueprint1,
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- blueprint2,
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- computeSalt (l2ChainId, gameConfig.saltMixer, gameContractName),
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- constructorData
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- )
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- );
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- }
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+ // Deploy the new game type.
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+ outputs[i].faultDisputeGame = IFaultDisputeGame (
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+ Blueprint.deployFrom (
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+ blueprint1,
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+ blueprint2,
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+ computeSalt (l2ChainId, gameConfig.saltMixer, gameContractName),
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+ constructorData
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+ )
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+ );
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// As a last step, register the new game type with the DisputeGameFactory. If the game
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// type already exists, then its implementation will be overwritten.
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