data-driven pump-style coloring/naming (merge disparate difficulty string/color systems and simplify Lua)

This commit is contained in:
Chris Danford
2008-03-24 12:00:51 +00:00
parent defedc2c62
commit 2f683bee2f
15 changed files with 190 additions and 62 deletions
@@ -126,7 +126,10 @@ void ScreenOptionsEditCourseEntry::Init()
pHand->m_Def.m_bOneChoiceForAllPlayers = true;
pHand->m_Def.m_vsChoices.push_back( "(any)" );
FOREACH_CONST( Difficulty, CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue(), dc )
pHand->m_Def.m_vsChoices.push_back( DifficultyToLocalizedString(*dc) );
{
DifficultyDisplayType ddt = MakeDifficultyDisplayType( *dc, GameManager::GetStepsTypeInfo( GAMESTATE->m_stEdit ).m_StepsTypeCategory );
pHand->m_Def.m_vsChoices.push_back( DifficultyDisplayTypeToLocalizedString(ddt) );
}
vHands.push_back( pHand );
pHand = OptionRowHandlerUtil::MakeNull();