BackwardCompatible -> DwiCompatible for clarity

This commit is contained in:
Chris Danford
2008-11-28 21:24:17 +00:00
parent 83c0aec94a
commit 261df9636e
5 changed files with 6 additions and 5 deletions
+2 -1
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@@ -15,6 +15,7 @@ static const char *DifficultyNames[] = {
"Edit", "Edit",
}; };
XToString( Difficulty ); XToString( Difficulty );
StringToX( Difficulty );
LuaXType( Difficulty ); LuaXType( Difficulty );
static const char *DifficultyDisplayTypeNames[] = { static const char *DifficultyDisplayTypeNames[] = {
@@ -42,7 +43,7 @@ LuaFunction( DifficultyDisplayTypeToLocalizedString, DifficultyDisplayTypeToLoca
/* TODO: Format specific hacks should be moved into the file loader for /* TODO: Format specific hacks should be moved into the file loader for
* that format. We don't want to carry these hacks forward to file * that format. We don't want to carry these hacks forward to file
* formats that don't need them. */ * formats that don't need them. */
Difficulty BackwardCompatibleStringToDifficulty( const RString& sDC ) Difficulty DwiCompatibleStringToDifficulty( const RString& sDC )
{ {
RString s2 = sDC; RString s2 = sDC;
s2.MakeLower(); s2.MakeLower();
+1 -1
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@@ -22,7 +22,7 @@ const RString& DifficultyToString( Difficulty dc );
Difficulty StringToDifficulty( const RString& sDC ); Difficulty StringToDifficulty( const RString& sDC );
LuaDeclareType( Difficulty ); LuaDeclareType( Difficulty );
Difficulty BackwardCompatibleStringToDifficulty( const RString& sDC ); Difficulty DwiCompatibleStringToDifficulty( const RString& sDC );
typedef Difficulty CourseDifficulty; typedef Difficulty CourseDifficulty;
const int NUM_CourseDifficulty = NUM_Difficulty; const int NUM_CourseDifficulty = NUM_Difficulty;
+1 -1
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@@ -173,7 +173,7 @@ static bool LoadFromDWITokens(
int iNumFeet = atoi(sNumFeet); int iNumFeet = atoi(sNumFeet);
// out.SetDescription(sDescription); // Don't put garbage in the description. // out.SetDescription(sDescription); // Don't put garbage in the description.
out.SetMeter(iNumFeet); out.SetMeter(iNumFeet);
out.SetDifficulty( BackwardCompatibleStringToDifficulty(sDescription) ); out.SetDifficulty( DwiCompatibleStringToDifficulty(sDescription) );
NoteData newNoteData; NoteData newNoteData;
newNoteData.SetNumTracks( g_mapDanceNoteToNoteDataColumn.size() ); newNoteData.SetNumTracks( g_mapDanceNoteToNoteDataColumn.size() );
+1 -1
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@@ -34,7 +34,7 @@ static void LoadFromSMTokens(
out.m_StepsType = GameManager::StringToStepsType( sStepsType ); out.m_StepsType = GameManager::StringToStepsType( sStepsType );
out.SetDescription( sDescription ); out.SetDescription( sDescription );
out.SetDifficulty( BackwardCompatibleStringToDifficulty(sDifficulty) ); out.SetDifficulty( DwiCompatibleStringToDifficulty(sDifficulty) );
// HACK: We used to store SMANIAC as Difficulty_Hard with special description. // HACK: We used to store SMANIAC as Difficulty_Hard with special description.
// Now, it has its own Difficulty_Challenge // Now, it has its own Difficulty_Challenge
+1 -1
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@@ -59,7 +59,7 @@ void TrailID::LoadFromNode( const XNode* pNode )
st = GameManager::StringToStepsType( sTemp ); st = GameManager::StringToStepsType( sTemp );
pNode->GetAttrValue( "CourseDifficulty", sTemp ); pNode->GetAttrValue( "CourseDifficulty", sTemp );
cd = BackwardCompatibleStringToDifficulty( sTemp ); cd = StringToDifficulty( sTemp );
m_Cache.Unset(); m_Cache.Unset();
} }