fix code names that aren't numbers. NEXT_SCREEN has this problem, too, but we may as well just transition that all to GameCommand anyway ...

This commit is contained in:
Glenn Maynard
2005-03-21 10:11:48 +00:00
parent 85bbcb3c4f
commit 9fafedb6dd
+4 -4
View File
@@ -22,8 +22,8 @@
#define CHOICE_NAMES THEME->GetMetric (m_sName,"ChoiceNames")
#define CHOICE( sChoiceName ) THEME->GetMetricM(m_sName,ssprintf("Choice%s",sChoiceName.c_str()))
#define CODE_NAMES THEME->GetMetric (m_sName,"CodeNames")
#define CODE( c ) THEME->GetMetric (m_sName,ssprintf("Code%d",c+1))
#define CODE_ACTION( c ) THEME->GetMetricM(m_sName,ssprintf("Code%dAction",c+1))
#define CODE( s ) THEME->GetMetric (m_sName,ssprintf("Code%s",s.c_str()))
#define CODE_ACTION( s ) THEME->GetMetricM(m_sName,ssprintf("Code%sAction",s.c_str()))
#define NEXT_SCREEN( c ) THEME->GetMetric (m_sName,ssprintf("NextScreen%d",c+1))
#define IDLE_TIMEOUT_SCREEN THEME->GetMetric (m_sName,"IdleTimeoutScreen")
#define ALLOW_DISABLED_PLAYER_INPUT THEME->GetMetricB(m_sName,"AllowDisabledPlayerInput")
@@ -82,12 +82,12 @@ void ScreenSelect::Init()
CString sCodeName = vsCodeNames[c];
CodeItem code;
if( !code.Load( CODE(c) ) )
if( !code.Load( CODE(sCodeName) ) )
continue;
m_aCodes.push_back( code );
GameCommand mc;
mc.Load( c, CODE_ACTION(c) );
mc.Load( c, CODE_ACTION(sCodeName) );
m_aCodeChoices.push_back( mc );
}
}