one path for parsing and theming player options - fixes "SuperShuffle" not themed
warn in ActiveAttackList if an invalid mod is encountered don't hard code font name
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@@ -410,11 +410,12 @@ void ScreenEvaluation::Init()
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SET_XY_AND_ON_COMMAND( m_DifficultyMeter[p] );
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this->AddChild( &m_DifficultyMeter[p] );
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m_textPlayerOptions[p].LoadFromFont( THEME->GetPathF("Common","normal") );
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CString sPO = GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetThemedString();
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sPO.Replace( ", ", PLAYER_OPTIONS_SEPARATOR );
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m_textPlayerOptions[p].LoadFromFont( THEME->GetPathF(m_sName,"PlayerOptions") );
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m_textPlayerOptions[p].SetName( ssprintf("PlayerOptionsP%d",p+1) );
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SET_XY_AND_ON_COMMAND( m_textPlayerOptions[p] );
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vector<CString> v;
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GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetThemedMods( v );
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CString sPO = join( PLAYER_OPTIONS_SEPARATOR, v );
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m_textPlayerOptions[p].SetText( sPO );
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this->AddChild( &m_textPlayerOptions[p] );
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