clean up presisting of settings to Profile

persist PreferredCourseDifficulty
This commit is contained in:
Chris Danford
2004-03-13 22:18:09 +00:00
parent 22a82cad8e
commit 7a32af8c5e
15 changed files with 62 additions and 90 deletions
+2 -2
View File
@@ -322,7 +322,7 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
const HighScoreList& hsl =
GAMESTATE->IsCourseMode() ?
PROFILEMAN->GetMachineProfile()->GetCourseHighScoreList(pCourse, GAMESTATE->GetCurrentStyleDef()->m_StepsType, GAMESTATE->m_CourseDifficulty[p]) :
PROFILEMAN->GetMachineProfile()->GetCourseHighScoreList(pCourse, GAMESTATE->GetCurrentStyleDef()->m_StepsType, GAMESTATE->m_PreferredCourseDifficulty[p]) :
PROFILEMAN->GetMachineProfile()->GetStepsHighScoreList(pSteps);
for( unsigned h=0; h<hsl.vHighScores.size(); h++ )
@@ -367,7 +367,7 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
m_FeatDisplay[p][i].m_Difficulty.SetName( ssprintf("DifficultyP%i",p+1) );
m_FeatDisplay[p][i].m_Difficulty.Load( THEME->GetPathToG(ssprintf("ScreenNameEntryTraditional difficulty icons 1x%d",NUM_DIFFICULTIES)) );
if( GAMESTATE->IsCourseMode() )
m_FeatDisplay[p][i].m_Difficulty.SetFromCourseDifficulty( (PlayerNumber)p, GAMESTATE->m_CourseDifficulty[p] );
m_FeatDisplay[p][i].m_Difficulty.SetFromCourseDifficulty( (PlayerNumber)p, GAMESTATE->m_PreferredCourseDifficulty[p] );
else
m_FeatDisplay[p][i].m_Difficulty.SetFromNotes( (PlayerNumber)p, pSteps );
SET_ON( m_FeatDisplay[p][i].m_Difficulty );