Don't change player one's course difficulty preferenes. Play a sound when the difficulty changes.
This commit is contained in:
@@ -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 )
|
||||
|
||||
Reference in New Issue
Block a user