more enum standardization

This commit is contained in:
Glenn Maynard
2006-10-07 04:39:48 +00:00
parent 2ce839e4eb
commit de6ca466d2
43 changed files with 110 additions and 108 deletions
+7 -7
View File
@@ -199,7 +199,7 @@ void GameState::Reset()
m_bChangedFailTypeOnScreenSongOptions = false;
FOREACH_PlayerNumber( p )
{
m_PreferredDifficulty[p].Set( DIFFICULTY_Invalid );
m_PreferredDifficulty[p].Set( Difficulty_Invalid );
m_PreferredCourseDifficulty[p].Set( DIFFICULTY_MEDIUM );
}
m_SortOrder.Set( SortOrder_Invalid );
@@ -392,9 +392,9 @@ void GameState::PlayersFinalized()
// Only set the sort order if it wasn't already set by a GameCommand (or by an earlier profile)
if( m_PreferredSortOrder == SortOrder_Invalid && pProfile->m_SortOrder != SortOrder_Invalid )
m_PreferredSortOrder = pProfile->m_SortOrder;
if( pProfile->m_LastDifficulty != DIFFICULTY_Invalid )
if( pProfile->m_LastDifficulty != Difficulty_Invalid )
m_PreferredDifficulty[pn].Set( pProfile->m_LastDifficulty );
if( pProfile->m_LastCourseDifficulty != DIFFICULTY_Invalid )
if( pProfile->m_LastCourseDifficulty != Difficulty_Invalid )
m_PreferredCourseDifficulty[pn].Set( pProfile->m_LastCourseDifficulty );
if( m_pPreferredSong == NULL )
m_pPreferredSong = pProfile->m_lastSong.ToSong();
@@ -576,9 +576,9 @@ void GameState::SaveCurrentSettingsToProfile( PlayerNumber pn )
pProfile->SetDefaultModifiers( m_pCurGame, m_pPlayerState[pn]->m_PlayerOptions.GetPreferred().GetSavedPrefsString() );
if( IsSongSort(m_PreferredSortOrder) )
pProfile->m_SortOrder = m_PreferredSortOrder;
if( m_PreferredDifficulty[pn] != DIFFICULTY_Invalid )
if( m_PreferredDifficulty[pn] != Difficulty_Invalid )
pProfile->m_LastDifficulty = m_PreferredDifficulty[pn];
if( m_PreferredCourseDifficulty[pn] != DIFFICULTY_Invalid )
if( m_PreferredCourseDifficulty[pn] != Difficulty_Invalid )
pProfile->m_LastCourseDifficulty = m_PreferredCourseDifficulty[pn];
if( m_pPreferredSong )
pProfile->m_lastSong.FromSong( m_pPreferredSong );
@@ -1203,7 +1203,7 @@ SongOptions::FailType GameState::GetPlayerFailType( const PlayerState *pPlayerSt
}
else
{
Difficulty dc = DIFFICULTY_Invalid;
Difficulty dc = Difficulty_Invalid;
if( m_pCurSteps[pn] )
dc = m_pCurSteps[pn]->GetDifficulty();
@@ -1712,7 +1712,7 @@ bool GameState::IsCourseDifficultyShown( CourseDifficulty cd )
Difficulty GameState::GetEasiestStepsDifficulty() const
{
Difficulty dc = DIFFICULTY_Invalid;
Difficulty dc = Difficulty_Invalid;
FOREACH_HumanPlayer( p )
{
if( m_pCurSteps[p] == NULL )