make trail handling mimic steps handling

This commit is contained in:
Glenn Maynard
2004-06-03 20:26:51 +00:00
parent 67c929cc08
commit fe4ffc61fd
+6 -7
View File
@@ -110,17 +110,16 @@ void ScreenOptionsMaster::SetStep( OptionRowData &row, OptionRowHandler &hand )
{ {
row.bOneChoiceForAllPlayers = PREFSMAN->m_bLockCourseDifficulties; row.bOneChoiceForAllPlayers = PREFSMAN->m_bLockCourseDifficulties;
Course* pCourse = GAMESTATE->m_pCurCourse; vector<Trail*> vTrails;
StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType; GAMESTATE->m_pCurCourse->GetTrails( vTrails, GAMESTATE->GetCurrentStyleDef()->m_StepsType );
FOREACH_ShownCourseDifficulty(cd) for( unsigned i=0; i<vTrails.size(); i++ )
{ {
if( !pCourse->HasCourseDifficulty(st,cd) ) Trail* pTrail = vTrails[i];
continue; // skip
CString s = CourseDifficultyToThemedString( cd ); CString s = CourseDifficultyToThemedString( pTrail->m_CourseDifficulty );
row.choices.push_back( s ); row.choices.push_back( s );
ModeChoice mc; ModeChoice mc;
mc.m_CourseDifficulty = cd; mc.m_pTrail = pTrail;
hand.ListEntries.push_back( mc ); hand.ListEntries.push_back( mc );
} }
} }