From ae94591f8e4adfc7b95fb532aa86a107cc8d7be7 Mon Sep 17 00:00:00 2001 From: Chris Danford Date: Thu, 3 Jul 2008 00:06:36 +0000 Subject: [PATCH] show preferred mods on eval, not current mods --- stepmania/src/ScreenEvaluation.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/stepmania/src/ScreenEvaluation.cpp b/stepmania/src/ScreenEvaluation.cpp index 10036dc308..5aa9512d17 100644 --- a/stepmania/src/ScreenEvaluation.cpp +++ b/stepmania/src/ScreenEvaluation.cpp @@ -325,7 +325,7 @@ void ScreenEvaluation::Init() ActorUtil::LoadAllCommands( m_textPlayerOptions[p], m_sName ); SET_XY( m_textPlayerOptions[p] ); vector 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 );