enum name cleanup: DIFFICULTY_* -> Difficulty_*
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@@ -376,7 +376,7 @@ void ScreenGameplay::Init()
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return; // ScreenDemonstration will move us to the next screen. We just need to survive for one update without crashing.
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/* Save settings to the profile now. Don't do this on extra stages, since the
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* user doesn't have full control; saving would force profiles to DIFFICULTY_HARD
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* user doesn't have full control; saving would force profiles to Difficulty_Hard
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* and save over their default modifiers every time someone got an extra stage.
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* Do this before course modifiers are set up. */
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if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
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@@ -1170,7 +1170,7 @@ void ScreenGameplay::LoadNextSong()
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FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
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{
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Steps *pSteps = GAMESTATE->m_pCurSteps[ pi->GetStepsAndTrailIndex() ];
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if( pSteps->GetDifficulty() == DIFFICULTY_BEGINNER )
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if( pSteps->GetDifficulty() == Difficulty_Beginner )
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m_BeginnerHelper.AddPlayer( pi->GetStepsAndTrailIndex(), pi->m_pPlayer->GetNoteData() );
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}
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}
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@@ -1262,7 +1262,7 @@ void ScreenGameplay::LoadLights()
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m_CabinetLightsNoteData.Init();
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ASSERT( GAMESTATE->m_pCurSong );
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const Steps *pSteps = SongUtil::GetClosestNotes( GAMESTATE->m_pCurSong, STEPS_TYPE_LIGHTS_CABINET, DIFFICULTY_MEDIUM );
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const Steps *pSteps = SongUtil::GetClosestNotes( GAMESTATE->m_pCurSong, STEPS_TYPE_LIGHTS_CABINET, Difficulty_Medium );
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if( pSteps != NULL )
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{
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pSteps->GetNoteData( m_CabinetLightsNoteData );
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@@ -1951,7 +1951,7 @@ void ScreenGameplay::SendCrossedMessages()
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PlayerNumber pn = PLAYER_INVALID;
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FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
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{
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if( GAMESTATE->m_pCurSteps[ pi->m_pn ]->GetDifficulty() == DIFFICULTY_BEGINNER )
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if( GAMESTATE->m_pCurSteps[ pi->m_pn ]->GetDifficulty() == Difficulty_Beginner )
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{
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pn = pi->m_pn;
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break;
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