Make the reset code go back to defaults, not null options.

This commit is contained in:
Glenn Maynard
2003-07-12 20:09:31 +00:00
parent c8115532fb
commit 2251b989d4
+3 -1
View File
@@ -19,6 +19,7 @@
#include "GameDef.h" #include "GameDef.h"
#include "StyleDef.h" #include "StyleDef.h"
#include "RageUtil.h" #include "RageUtil.h"
#include "PrefsManager.h"
const CString g_sCodeNames[CodeDetector::NUM_CODES] = { const CString g_sCodeNames[CodeDetector::NUM_CODES] = {
"Easier1", "Easier1",
@@ -170,7 +171,8 @@ bool CodeDetector::DetectAndAdjustMusicOptions( GameController controller )
case CODE_REVERSE: FLOAT_TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_fReverseScroll ); break; case CODE_REVERSE: FLOAT_TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_fReverseScroll ); break;
case CODE_HOLDS: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_bHoldNotes, true, false ); break; case CODE_HOLDS: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_bHoldNotes, true, false ); break;
case CODE_DARK: FLOAT_TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_fDark ); break; case CODE_DARK: FLOAT_TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_fDark ); break;
case CODE_CANCEL_ALL: GAMESTATE->m_PlayerOptions[pn].Init(); break; case CODE_CANCEL_ALL: GAMESTATE->m_PlayerOptions[pn].Init();
GAMESTATE->m_PlayerOptions[pn].FromString( PREFSMAN->m_sDefaultModifiers ); break;
case CODE_HIDDEN: TOGGLE_HIDDEN; break; case CODE_HIDDEN: TOGGLE_HIDDEN; break;
case CODE_RANDOMVANISH: TOGGLE_RANDOMVANISH; break; case CODE_RANDOMVANISH: TOGGLE_RANDOMVANISH; break;