remove MaxStages and LifeDifficulty; allow doing them with lua instead
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@@ -19,7 +19,6 @@
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#include "LightsManager.h"
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#include "CommonMetrics.h"
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#include "Game.h"
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#include "ScreenOptionsMasterPrefs.h"
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#define MAX_STAGES_TEXT THEME->GetMetric (m_sName,"MaxStagesText")
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#define COIN_MODE_CHANGE_SCREEN THEME->GetMetric (m_sName,"CoinModeChangeScreen")
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@@ -68,25 +67,6 @@ void ScreenTitleMenu::Init()
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this->AddChild( &m_textSongs );
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SET_XY_AND_ON_COMMAND( m_textSongs );
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m_textMaxStages.LoadFromFont( THEME->GetPathF(m_sName,"MaxStages") );
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m_textMaxStages.SetName( "MaxStages" );
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CString sText =
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GAMESTATE->IsEventMode() ?
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CString("event mode") :
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ssprintf( "%d %s%s max", PREFSMAN->m_iSongsPerPlay.Get(), MAX_STAGES_TEXT.c_str(), (PREFSMAN->m_iSongsPerPlay>1)?"s":"" );
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m_textMaxStages.SetText( sText );
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this->AddChild( &m_textMaxStages );
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SET_XY_AND_ON_COMMAND( m_textMaxStages );
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m_textLifeDifficulty.LoadFromFont( THEME->GetPathF(m_sName,"LifeDifficulty") );
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m_textLifeDifficulty.SetName( "LifeDifficulty" );
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int iLifeDifficulty;
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LifeDifficulty( iLifeDifficulty, true, NULL );
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iLifeDifficulty++; // LifeDifficulty returns an index
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m_textLifeDifficulty.SetText( ssprintf( "life difficulty %d", iLifeDifficulty ) );
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this->AddChild( &m_textLifeDifficulty );
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SET_XY_AND_ON_COMMAND( m_textLifeDifficulty );
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this->SortByDrawOrder();
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SOUND->PlayOnceFromAnnouncer( "title menu game name" );
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