show preferred mods on eval, not current mods

This commit is contained in:
Chris Danford
2008-07-03 00:06:36 +00:00
parent ee77694737
commit ae94591f8e
+1 -1
View File
@@ -325,7 +325,7 @@ void ScreenEvaluation::Init()
ActorUtil::LoadAllCommands( m_textPlayerOptions[p], m_sName );
SET_XY( m_textPlayerOptions[p] );
vector<RString> v;
PlayerOptions po = GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetCurrent();
PlayerOptions po = GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetPreferred();
if( PLAYER_OPTIONS_HIDE_FAIL_TYPE )
po.m_FailType = (PlayerOptions::FailType)0; // blank out the fail type so that it won't show in the mods list
po.GetLocalizedMods( v );