remove DifficultyIcon, use DifficultyDisplay in gameplay, DifficultyListRow -> DifficultyDisplayListRow to make inheritance clear
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@@ -0,0 +1,34 @@
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return Def.ActorFrame {
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SetCommand=function(self,param)
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local Steps = param.Steps;
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local StepsType;
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if Steps then
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StepsType = Steps:GetStepsType();
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end
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--Trace( StepsType );
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self:GetChild("IconSingle"):visible( StepsType == "StepsType_Pump_Single" );
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self:GetChild("IconDouble"):visible( StepsType == "StepsType_Pump_Double" );
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end;
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LoadFont( "_venacti bold 26" ) .. {
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Text="XXXX";
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InitCommand=cmd(x,-110;y,-1;zoom,.5;shadowlengthx,0;shadowlengthy,2;shadowcolor,color("#00000077"););
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SetCommand=function(self,param)
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local s = DifficultyAndStepsTypeToLocalizedString( param.Difficulty, param.StepsType );
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if param.Difficulty == "Difficulty_Edit" then
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s = param.EditDescription;
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end
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s = string.upper(s); -- TODO: string.upper doesn't work correctly for French
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self:settext( s );
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local c = DifficultyAndStepsTypeToColor( param.Difficulty, param.StepsType );
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self:diffuse( c );
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end;
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};
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LoadActor( THEME:GetPathG("","_StepsType icon single") ) .. {
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Name="IconSingle";
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InitCommand=cmd(x,100;y,2;;visible,false);
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};
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LoadActor( THEME:GetPathG("","_StepsType icon double") ) .. {
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Name="IconDouble";
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InitCommand=cmd(x,100;y,2;visible,false);
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};
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};
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