add DisplayName
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@@ -11,18 +11,27 @@ bool Character::Load( CString sCharDir )
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sCharDir += "/";
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m_sCharDir = sCharDir;
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// Save character name
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vector<CString> as;
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split( sCharDir, "/", as );
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m_sName = as.back();
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// save ID
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{
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vector<CString> as;
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split( sCharDir, "/", as );
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m_sCharacterID = as.back();
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}
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// Save attacks
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IniFile ini;
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if( !ini.ReadFile( sCharDir+"character.ini" ) )
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return false;
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for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
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{
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for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
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ini.GetValue( "Character", ssprintf("Level%dAttack%d",i+1,j+1), m_sAttacks[i][j] );
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}
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// get display name (if any)
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ini.GetValue( "Character", "DisplayName", m_sDisplayName );
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return true;
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}
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@@ -28,15 +28,24 @@ public:
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CString GetStageIconPath() const;
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bool Has2DElems();
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bool IsDefaultCharacter() const
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{
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return m_sCharacterID.CompareNoCase("default") == 0;
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}
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//
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// Lua
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//
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void PushSelf( Lua *L );
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// smart accessor
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const CString &GetDisplayName() { return !m_sDisplayName.empty() ? m_sDisplayName : m_sCharacterID; }
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CString m_sCharDir;
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CString m_sName;
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CString m_sCharacterID;
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private:
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CString m_sDisplayName;
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public:
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// All the stuff below will be filled in if this character is playable in Rave mode
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bool m_bUsableInRave;
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