CString -> RString
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@@ -143,16 +143,16 @@ void GameCommand::Load( int iIndex, const Commands& cmds )
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void GameCommand::LoadOne( const Command& cmd )
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{
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CString sName = cmd.GetName();
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RString sName = cmd.GetName();
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if( sName.empty() )
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return;
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CString sValue;
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RString sValue;
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for( unsigned i = 1; i < cmd.m_vsArgs.size(); ++i )
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{
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if( i > 1 )
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sValue += ",";
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sValue += (CString) cmd.GetArg(i);
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sValue += (RString) cmd.GetArg(i);
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}
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if( sName == "game" )
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@@ -236,7 +236,7 @@ void GameCommand::LoadOne( const Command& cmd )
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else if( sName == "steps" )
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{
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CString sSteps = sValue;
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RString sSteps = sValue;
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/* This must be processed after "song" and "style" commands. */
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if( !m_bInvalid )
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@@ -271,7 +271,7 @@ void GameCommand::LoadOne( const Command& cmd )
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else if( sName == "trail" )
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{
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CString sTrail = sValue;
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RString sTrail = sValue;
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/* This must be processed after "course" and "style" commands. */
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if( !m_bInvalid )
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@@ -366,7 +366,7 @@ void GameCommand::LoadOne( const Command& cmd )
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else
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{
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CString sWarning = ssprintf( "Command '%s' is not valid.", cmd.GetOriginalCommandString().c_str() );
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RString sWarning = ssprintf( "Command '%s' is not valid.", cmd.GetOriginalCommandString().c_str() );
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LOG->Warn( sWarning );
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Dialog::OK( sWarning, "INVALID_GAME_COMMAND" );
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}
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@@ -416,7 +416,7 @@ static bool AreStyleAndPlayModeCompatible( const Style *style, PlayMode pm )
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// This is correct for dance (ie, no rave for solo and doubles),
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// and should be okay for pump .. not sure about other game types.
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// Techno Motion scales down versus arrows, though, so allow this.
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if( style->m_iColsPerPlayer >= 6 && CString(GAMESTATE->m_pCurGame->m_szName) != "techno" )
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if( style->m_iColsPerPlayer >= 6 && RString(GAMESTATE->m_pCurGame->m_szName) != "techno" )
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return false;
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/* Don't allow battle modes if the style takes both sides. */
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@@ -427,7 +427,7 @@ static bool AreStyleAndPlayModeCompatible( const Style *style, PlayMode pm )
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return true;
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}
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bool GameCommand::IsPlayable( CString *why ) const
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bool GameCommand::IsPlayable( RString *why ) const
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{
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if( m_bInvalid )
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{
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@@ -673,7 +673,7 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
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if( m_pCharacter )
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FOREACH_CONST( PlayerNumber, vpns, pn )
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GAMESTATE->m_pCurCharacters[*pn] = m_pCharacter;
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for( map<CString,CString>::const_iterator i = m_SetEnv.begin(); i != m_SetEnv.end(); i++ )
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for( map<RString,RString>::const_iterator i = m_SetEnv.begin(); i != m_SetEnv.end(); i++ )
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{
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Lua *L = LUA->Get();
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GAMESTATE->m_Environment->PushSelf(L);
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@@ -709,7 +709,7 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
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if( m_bStopMusic )
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SOUND->StopMusic();
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FOREACH_CONST( CString, m_vsScreensToPrepare, s )
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FOREACH_CONST( RString, m_vsScreensToPrepare, s )
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SCREENMAN->PrepareScreen( *s );
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if( m_bInsertCredit )
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