Don't change player one's course difficulty preferenes. Play a sound when the difficulty changes.

This commit is contained in:
Steve Checkoway
2006-02-20 04:25:53 +00:00
parent bd36a41a35
commit 1946083107
7 changed files with 26 additions and 12 deletions
+4 -3
View File
@@ -45,7 +45,7 @@ REGISTER_SCREEN_CLASS( ScreenOptionsEditCourse );
void ScreenOptionsEditCourse::Init()
{
ScreenOptions::Init();
ScreenOptionsEditCourseSubMenu::Init();
}
static LocalizedString ENTRY( "OptionTitles", "Entry %d" );
@@ -197,7 +197,7 @@ void ScreenOptionsEditCourse::AfterChangeValueInRow( int iRow, PlayerNumber pn )
// Regenerate Trails so that the new values propagate
GAMESTATE->m_pCurTrail[PLAYER_1].Set( NULL );
Trail *pTrail = pCourse->GetTrailForceRegenCache( GAMESTATE->m_stEdit, GAMESTATE->m_PreferredCourseDifficulty[PLAYER_1] );
Trail *pTrail = pCourse->GetTrailForceRegenCache( GAMESTATE->m_stEdit, GAMESTATE->m_cdEdit );
// cause overlay elements to refresh by changing the course
GAMESTATE->m_pCurCourse.Set( pCourse );
@@ -230,7 +230,7 @@ void ScreenOptionsEditCourse::ExportOptions( int iRow, const vector<PlayerNumber
{
OptionRow &row = *m_pRows[iRow];
Course *pCourse = GAMESTATE->m_pCurCourse;
switch( iRow )
{
case EditCourseRow_Type:
@@ -249,6 +249,7 @@ void ScreenOptionsEditCourse::ExportOptions( int iRow, const vector<PlayerNumber
break;
}
}
}
void ScreenOptionsEditCourse::ProcessMenuStart( const InputEventPlus &input )