load in Init()

This commit is contained in:
Glenn Maynard
2006-01-15 19:48:11 +00:00
parent bec6978d60
commit 3e456e60fd
4 changed files with 53 additions and 51 deletions
+12 -12
View File
@@ -337,22 +337,22 @@ GetNextVisiblePlayerInfo( vector<PlayerInfo>::iterator iter, vector<PlayerInfo>
ScreenGameplay::ScreenGameplay( CString sName ) : ScreenWithMenuElements(sName)
{
m_pPlayerScoreList = NULL;
PLAYER_TYPE.Load( sName, "PlayerType" );
GIVE_UP_TEXT.Load( sName, "GiveUpText" );
GIVE_UP_ABORTED_TEXT.Load( sName, "GiveUpAbortedText" );
MUSIC_FADE_OUT_SECONDS.Load( sName, "MusicFadeOutSeconds" );
START_GIVES_UP.Load( sName, "StartGivesUp" );
BACK_GIVES_UP.Load( sName, "BackGivesUp" );
GIVING_UP_GOES_TO_PREV_SCREEN.Load( sName, "GivingUpGoesToPrevScreen" );
GIVING_UP_GOES_TO_NEXT_SCREEN.Load( sName, "GivingUpGoesToNextScreen" );
FAIL_AFTER_30_MISSES.Load( sName, "FailAfter30Misses" );
USE_FORCED_MODIFIERS_IN_BEGINNER.Load( sName, "UseForcedModifiersInBeginner" );
FORCED_MODIFIERS_IN_BEGINNER.Load( sName, "ForcedModifiersInBeginner" );
}
void ScreenGameplay::Init()
{
PLAYER_TYPE.Load( m_sName, "PlayerType" );
GIVE_UP_TEXT.Load( m_sName, "GiveUpText" );
GIVE_UP_ABORTED_TEXT.Load( m_sName, "GiveUpAbortedText" );
MUSIC_FADE_OUT_SECONDS.Load( m_sName, "MusicFadeOutSeconds" );
START_GIVES_UP.Load( m_sName, "StartGivesUp" );
BACK_GIVES_UP.Load( m_sName, "BackGivesUp" );
GIVING_UP_GOES_TO_PREV_SCREEN.Load( m_sName, "GivingUpGoesToPrevScreen" );
GIVING_UP_GOES_TO_NEXT_SCREEN.Load( m_sName, "GivingUpGoesToNextScreen" );
FAIL_AFTER_30_MISSES.Load( m_sName, "FailAfter30Misses" );
USE_FORCED_MODIFIERS_IN_BEGINNER.Load( m_sName, "UseForcedModifiersInBeginner" );
FORCED_MODIFIERS_IN_BEGINNER.Load( m_sName, "ForcedModifiersInBeginner" );
this->FillPlayerInfo( m_vPlayerInfo );
ASSERT_M( !m_vPlayerInfo.empty(), "m_vPlayerInfo must be filled by FillPlayerInfo" );