diff --git a/src/OptionRow.cpp b/src/OptionRow.cpp index 4d645977ac..30fd06b91b 100644 --- a/src/OptionRow.cpp +++ b/src/OptionRow.cpp @@ -168,7 +168,7 @@ void OptionRow::ChoicesChanged( RowType type ) vbSelected[0] = true; } - // TRICKY: Insert a down arrow as the first choice in the row. + // TRICKY: Insert a down arrow as the first choice in the row. if( m_bFirstItemGoesDown ) { m_pHand->m_Def.m_vsChoices.insert( m_pHand->m_Def.m_vsChoices.begin(), NEXT_ROW_NAME ); @@ -178,7 +178,7 @@ void OptionRow::ChoicesChanged( RowType type ) InitText( type ); - /* When choices change, the old focus position is meaningless; reset it. */ + // When choices change, the old focus position is meaningless; reset it. FOREACH_PlayerNumber( p ) SetChoiceInRowWithFocus( p, 0 ); @@ -260,7 +260,7 @@ void OptionRow::InitText( RowType type ) m_ModIcons[p] = new ModIcon( m_pParentType->m_ModIcon ); m_ModIcons[p]->SetDrawOrder(-1); // under title m_ModIcons[p]->PlayCommand( "On" ); - + m_Frame.AddChild( m_ModIcons[p] ); GameCommand gc; @@ -398,7 +398,7 @@ void OptionRow::InitText( RowType type ) this->SortByDrawOrder(); } -/* After importing options, choose which item is focused. */ +// After importing options, choose which item is focused. void OptionRow::AfterImportOptions( PlayerNumber pn ) { /* We load items for both players on start, since we don't know which players @@ -604,7 +604,7 @@ void OptionRow::UpdateEnabledDisabled() FOREACH_HumanPlayer( pn ) { bRowEnabled = m_pHand->m_Def.m_vEnabledForPlayers.find(pn) != m_pHand->m_Def.m_vEnabledForPlayers.end(); - + if( !m_pHand->m_Def.m_bOneChoiceForAllPlayers ) { if( m_bRowHasFocus[pn] ) color = m_pParentType->COLOR_SELECTED;