enum name cleanup: DIFFICULTY_* -> Difficulty_*
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@@ -237,7 +237,7 @@ void GameState::Reset()
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FOREACH_PlayerNumber( p )
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{
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m_PreferredDifficulty[p].Set( Difficulty_Invalid );
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m_PreferredCourseDifficulty[p].Set( DIFFICULTY_MEDIUM );
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m_PreferredCourseDifficulty[p].Set( Difficulty_Medium );
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}
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m_SortOrder.Set( SortOrder_Invalid );
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m_PreferredSortOrder = GetDefaultSort();
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@@ -1052,8 +1052,8 @@ bool GameState::HasEarnedExtraStage() const
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FOREACH_EnabledPlayer( pn )
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{
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if( m_pCurSteps[pn]->GetDifficulty() != DIFFICULTY_HARD &&
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m_pCurSteps[pn]->GetDifficulty() != DIFFICULTY_CHALLENGE )
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if( m_pCurSteps[pn]->GetDifficulty() != Difficulty_Hard &&
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m_pCurSteps[pn]->GetDifficulty() != Difficulty_Challenge )
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continue; /* not hard enough! */
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if( (IsFinalStage() && STATSMAN->m_CurStageStats.m_player[pn].GetGrade() <= GRADE_TIER_FOR_EXTRA_1) ||
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@@ -1269,18 +1269,18 @@ SongOptions::FailType GameState::GetPlayerFailType( const PlayerState *pPlayerSt
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bool bFirstStage = !IsEventMode() && m_iCurrentStageIndex == 0;
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/* Easy and beginner are never harder than FAIL_IMMEDIATE_CONTINUE. */
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if( dc <= DIFFICULTY_EASY )
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if( dc <= Difficulty_Easy )
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setmax( ft, SongOptions::FAIL_IMMEDIATE_CONTINUE );
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if( dc <= DIFFICULTY_EASY && bFirstStage && PREFSMAN->m_bFailOffForFirstStageEasy )
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if( dc <= Difficulty_Easy && bFirstStage && PREFSMAN->m_bFailOffForFirstStageEasy )
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setmax( ft, SongOptions::FAIL_OFF );
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/* If beginner's steps were chosen, and this is the first stage,
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* turn off failure completely. */
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if( dc == DIFFICULTY_BEGINNER && bFirstStage )
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if( dc == Difficulty_Beginner && bFirstStage )
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setmax( ft, SongOptions::FAIL_OFF );
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if( dc == DIFFICULTY_BEGINNER && PREFSMAN->m_bFailOffInBeginner )
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if( dc == Difficulty_Beginner && PREFSMAN->m_bFailOffInBeginner )
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setmax( ft, SongOptions::FAIL_OFF );
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}
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@@ -1483,7 +1483,7 @@ void GameState::GetRankingFeats( PlayerNumber pn, vector<RankingFeat> &asFeatsOu
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feat.Type = RankingFeat::COURSE;
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feat.pCourse = pCourse;
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feat.Feat = ssprintf("MR #%d in %s", i+1, pCourse->GetDisplayFullTitle().c_str() );
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if( cd != DIFFICULTY_MEDIUM )
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if( cd != Difficulty_Medium )
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feat.Feat += " " + CourseDifficultyToLocalizedString(cd);
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feat.pStringToFill = hs.GetNameMutable();
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feat.grade = Grade_NoData;
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@@ -1700,7 +1700,7 @@ bool GameState::ChangePreferredDifficulty( PlayerNumber pn, int dir )
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}
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/* The user may be set to prefer a difficulty that isn't always shown; typically,
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* DIFFICULTY_EDIT. Return the closest shown difficulty <= m_PreferredDifficulty. */
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* Difficulty_Edit. Return the closest shown difficulty <= m_PreferredDifficulty. */
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Difficulty GameState::GetClosestShownDifficulty( PlayerNumber pn ) const
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{
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const vector<Difficulty> &v = CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue();
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