rework ScreenOptionMaster metric names to not depend on language specific row title

create Mines row in ScreenPlayerOptions and move other options around
This commit is contained in:
Chris Danford
2003-11-07 07:25:52 +00:00
parent f1b019cb5e
commit 768b2e5846
12 changed files with 115 additions and 60 deletions
+2
View File
@@ -42,6 +42,7 @@ const CString g_sCodeNames[CodeDetector::NUM_CODES] = {
"NextTurn",
"Reverse",
"HoldNotes",
"Mines",
"Dark",
"Hidden",
"RandomVanish",
@@ -183,6 +184,7 @@ bool CodeDetector::DetectAndAdjustMusicOptions( GameController controller )
case CODE_NEXT_TURN: GAMESTATE->m_PlayerOptions[pn].NextTurn(); break;
case CODE_REVERSE: GAMESTATE->m_PlayerOptions[pn].NextScroll(); break;
case CODE_HOLDS: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_bHoldNotes, true, false ); break;
case CODE_MINES: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_bMines, true, false ); break;
case CODE_DARK: FLOAT_TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_fDark ); break;
case CODE_CANCEL_ALL: GAMESTATE->m_PlayerOptions[pn].Init();
GAMESTATE->m_PlayerOptions[pn].FromString( PREFSMAN->m_sDefaultModifiers ); break;