make FailType a PlayerOption instead of a SongOption; fixes

peculiarity that GameState::GetPlayerFailType can implement
fail modes per-player and nothing else can
This commit is contained in:
Glenn Maynard
2007-05-12 23:48:29 +00:00
parent badd8dea99
commit 8278b2e9a1
11 changed files with 69 additions and 62 deletions
+7 -7
View File
@@ -441,9 +441,9 @@ static void DefaultFailType( int &sel, bool ToSel, const ConfOption *pConfOption
{
if( ToSel )
{
SongOptions so;
so.FromString( PREFSMAN->m_sDefaultModifiers );
sel = so.m_FailType;
PlayerOptions po;
po.FromString( PREFSMAN->m_sDefaultModifiers );
sel = po.m_FailType;
}
else
{
@@ -453,10 +453,10 @@ static void DefaultFailType( int &sel, bool ToSel, const ConfOption *pConfOption
switch( sel )
{
case 0: so.m_FailType = SongOptions::FAIL_IMMEDIATE; break;
case 1: so.m_FailType = SongOptions::FAIL_IMMEDIATE_CONTINUE; break;
case 2: so.m_FailType = SongOptions::FAIL_AT_END; break;
case 3: so.m_FailType = SongOptions::FAIL_OFF; break;
case 0: po.m_FailType = PlayerOptions::FAIL_IMMEDIATE; break;
case 1: po.m_FailType = PlayerOptions::FAIL_IMMEDIATE_CONTINUE; break;
case 2: po.m_FailType = PlayerOptions::FAIL_AT_END; break;
case 3: po.m_FailType = PlayerOptions::FAIL_OFF; break;
default:
ASSERT(0);
}