show preferred mods on eval, not current mods
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@@ -325,7 +325,7 @@ void ScreenEvaluation::Init()
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ActorUtil::LoadAllCommands( m_textPlayerOptions[p], m_sName );
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SET_XY( m_textPlayerOptions[p] );
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vector<RString> v;
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PlayerOptions po = GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetCurrent();
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PlayerOptions po = GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetPreferred();
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if( PLAYER_OPTIONS_HIDE_FAIL_TYPE )
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po.m_FailType = (PlayerOptions::FailType)0; // blank out the fail type so that it won't show in the mods list
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po.GetLocalizedMods( v );
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