rename: StepsTypes -> g_StepsTypes
add missing guitar-five to g_StepsTypes
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@@ -59,7 +59,7 @@ static struct
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char *name;
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int NumTracks;
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uint32_t flags;
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} const StepsTypes[NUM_StepsType] = {
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} const g_StepsTypes[NUM_StepsType] = {
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{ "dance-single", 4, ST_FLAGS_NONE },
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{ "dance-double", 8, ST_FLAGS_NONE },
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{ "dance-couple", 8, ST_FLAGS_NONE },
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@@ -88,6 +88,7 @@ static struct
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{ "techno-double5", 10, ST_FLAGS_NONE },
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{ "pnm-five", 5, ST_FLAGS_NONE }, // called "pnm" for backward compat
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{ "pnm-nine", 9, ST_FLAGS_NONE }, // called "pnm" for backward compat
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{ "guitar-five", 5, ST_FLAGS_NONE },
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{ "lights-cabinet", NUM_CabinetLight, ST_FLAGS_DONT_AUTOGEN }, // XXX disable lights autogen for now
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};
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@@ -2381,13 +2382,13 @@ bool GameManager::IsGameEnabled( const Game *pGame ) const
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int GameManager::StepsTypeToNumTracks( StepsType st )
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{
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ASSERT_M( st < NUM_StepsType, ssprintf("%i", st) );
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return StepsTypes[st].NumTracks;
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return g_StepsTypes[st].NumTracks;
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}
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bool GameManager::CanAutoGenStepsType( StepsType st )
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{
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ASSERT_M( st < NUM_StepsType, ssprintf("%d", st) );
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return !(StepsTypes[st].flags & ST_FLAGS_DONT_AUTOGEN);
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return !(g_StepsTypes[st].flags & ST_FLAGS_DONT_AUTOGEN);
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}
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StepsType GameManager::StringToStepsType( RString sStepsType )
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@@ -2403,7 +2404,7 @@ StepsType GameManager::StringToStepsType( RString sStepsType )
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sStepsType = "para-single";
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for( int i=0; i<NUM_StepsType; i++ )
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if( StepsTypes[i].name == sStepsType )
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if( g_StepsTypes[i].name == sStepsType )
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return StepsType(i);
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// invalid StepsType
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@@ -2414,7 +2415,7 @@ StepsType GameManager::StringToStepsType( RString sStepsType )
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RString GameManager::StepsTypeToString( StepsType st )
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{
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ASSERT_M( st < NUM_StepsType, ssprintf("%i", st) );
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return StepsTypes[st].name;
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return g_StepsTypes[st].name;
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}
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RString GameManager::StepsTypeToLocalizedString( StepsType st )
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