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
+5 -2
View File
@@ -4,6 +4,7 @@
#include "GameState.h"
#include "ThemeManager.h"
#include "PrefsManager.h"
#include "PlayerState.h"
REGISTER_SCREEN_CLASS( ScreenSongOptions );
@@ -22,11 +23,13 @@ void ScreenSongOptions::Init()
void ScreenSongOptions::ExportOptions( int iRow, const vector<PlayerNumber> &vpns )
{
const SongOptions::FailType ft = GAMESTATE->m_SongOptions.GetPreferred().m_FailType;
PlayerNumber pn = GAMESTATE->m_MasterPlayerNumber;
PlayerState *pPS = GAMESTATE->m_pPlayerState[pn];
const PlayerOptions::FailType ft = pPS->m_PlayerOptions.GetPreferred().m_FailType;
ScreenOptionsMaster::ExportOptions( iRow, vpns );
if( ft != GAMESTATE->m_SongOptions.GetPreferred().m_FailType )
if( ft != pPS->m_PlayerOptions.GetPreferred().m_FailType )
GAMESTATE->m_bChangedFailTypeOnScreenSongOptions = true;
}