syncing changes from ssc svn, mostly.

[Course.cpp] HasTimedMods() now actually checks for timed mods (technically non-global) instead of being a clone of HasMods()
[Player.cpp] add MAX_HOLD_LIFE/[Player] MaxHoldLife metric
[ScreenGameplay] looking into places to put loading of replay data, perhaps?
[elsewhere] lots of cleanup, and I'm sure there's lots more to be done.
add a todo to ProductivityHelpers.
This commit is contained in:
AJ Kelly
2010-02-02 16:00:10 -06:00
parent 81b4011423
commit ca8f660c4f
12 changed files with 93 additions and 77 deletions
+7 -7
View File
@@ -474,7 +474,8 @@ void ScreenSelectMaster::UpdateSelectableChoices()
vector<PlayerNumber> vpns;
GetActiveElementPlayerNumbers( vpns );
if(m_bUsingTwoLists && m_iSelectedList == 1) // using two lists and on the 2nd list
// using two lists and on the 2nd list
if(m_bUsingTwoLists && m_iSelectedList == 1)
{
for( unsigned c=0; c<m_aGameCommands.size(); c++ )
{
@@ -482,13 +483,13 @@ void ScreenSelectMaster::UpdateSelectableChoices()
{
m_vsprIcon[c]->PlayCommand( "List2Enabled" );
}
FOREACH( PlayerNumber, vpns, p )
if( m_vsprScroll[*p][c].IsLoaded() )
{
m_vsprScroll[*p][c]->PlayCommand( "List2Enabled" );
}
}
}
for( unsigned c=0; c<m_aGameCommandsB.size(); c++ )
{
@@ -496,14 +497,14 @@ void ScreenSelectMaster::UpdateSelectableChoices()
{
m_vsprIconB[c]->PlayCommand( "List2Enabled" );
m_vsprIconB[c]->PlayCommand( m_aGameCommandsB[c].IsPlayable()? "Enabled":"Disabled" );
// we will make element 0 the new selection, so it will gain focus
if(c==0)
m_vsprIconB[c]->PlayCommand( "GainFocus" );
else // everything else loses focus
m_vsprIconB[c]->PlayCommand( "LoseFocus" );
}
FOREACH( PlayerNumber, vpns, p )
if( m_vsprScrollB[*p][c].IsLoaded() )
{
@@ -516,11 +517,10 @@ void ScreenSelectMaster::UpdateSelectableChoices()
m_vsprScrollB[*p][c]->PlayCommand( "LoseFocus" );
}
}
}
}
else
{
for( unsigned c=0; c<m_aGameCommands.size(); c++ )
{
if( SHOW_ICON )