cleanup StepsType enum names

This commit is contained in:
Chris Danford
2008-12-21 01:53:48 +00:00
parent 01979945d3
commit e3155aec51
17 changed files with 163 additions and 161 deletions
+3 -3
View File
@@ -744,7 +744,7 @@ void Song::ReCalculateRadarValuesAndLastBeat()
// Don't set first/last beat based on lights. They often start very
// early and end very late.
if( pSteps->m_StepsType == STEPS_TYPE_LIGHTS_CABINET )
if( pSteps->m_StepsType == StepsType_lights_cabinet )
continue;
NoteData tempNoteData;
@@ -915,7 +915,7 @@ void Song::AddAutoGenNotes()
continue;
/* If m_bAutogenSteps is disabled, only autogen lights. */
if( !PREFSMAN->m_bAutogenSteps && stMissing != STEPS_TYPE_LIGHTS_CABINET )
if( !PREFSMAN->m_bAutogenSteps && stMissing != StepsType_lights_cabinet )
continue;
if( !GameManager::GetStepsTypeInfo(stMissing).bAllowAutogen )
continue;
@@ -1015,7 +1015,7 @@ bool Song::IsTutorial() const
// A Song is a tutorial song is it has only Beginner steps.
FOREACH_CONST( Steps*, m_vpSteps, s )
{
if( (*s)->m_StepsType == STEPS_TYPE_LIGHTS_CABINET )
if( (*s)->m_StepsType == StepsType_lights_cabinet )
continue; // ignore
if( (*s)->GetDifficulty() != Difficulty_Beginner )
return false;