Ripped out existing PlayerOptions Lua interface and replaced it wholesale. Removed PrefsManager's DefaultFailType enum. Moved PlayerOptions::FailType enum to GameConstantsAndTypes and made it Lua accessible. Changed ModsLevel enum to include ModsLevel_Current to make accessing that ModsLevel easier to access. Rearranged ModsGroup appropriately. Added non-const Get functions to ModsGroup. Removed PlayerOptions.m_bSetTiltOrSkew because it had no reason to exist. Moved 200.0f to the const CMOD_DEFAULT because it was being used in more than one place.

This commit is contained in:
Kyzentun
2014-05-01 23:23:20 -06:00
parent 7f3d22e92f
commit 421a9be57b
19 changed files with 804 additions and 1055 deletions
+1 -1
View File
@@ -297,7 +297,7 @@ void ScreenEvaluation::Init()
vector<RString> v;
PlayerOptions po = GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetPreferred();
if( PLAYER_OPTIONS_HIDE_FAIL_TYPE )
po.m_FailType = (PlayerOptions::FailType)0; // blank out the fail type so that it won't show in the mods list
po.m_FailType = (FailType)0; // blank out the fail type so that it won't show in the mods list
po.GetLocalizedMods( v );
RString sPO = join( PLAYER_OPTIONS_SEPARATOR, v );
m_textPlayerOptions[p].SetText( sPO );