cleanup: move ProfileLoadResult into GameConstantsAndTypes so we don't take dependencies on Profile.h for ProfileLoadResult
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@@ -939,17 +939,17 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
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Profile backup = *PROFILEMAN->GetMachineProfile();
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Profile::LoadResult lr = PROFILEMAN->GetMachineProfile()->LoadAllFromDir( sDir, PREFSMAN->m_bSignProfileData );
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ProfileLoadResult lr = PROFILEMAN->GetMachineProfile()->LoadAllFromDir( sDir, PREFSMAN->m_bSignProfileData );
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switch( lr )
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{
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case Profile::success:
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case ProfileLoadResult_Success:
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SCREENMAN->SystemMessage( ssprintf("Machine stats loaded from P%d card.",pn+1) );
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break;
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case Profile::failed_no_profile:
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case ProfileLoadResult_FailedNoProfile:
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SCREENMAN->SystemMessage( ssprintf("There is no machine profile on P%d card.",pn+1) );
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*PROFILEMAN->GetMachineProfile() = backup;
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break;
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case Profile::failed_tampered:
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case ProfileLoadResult_FailedTampered:
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SCREENMAN->SystemMessage( ssprintf("The profile on P%d card contains corrupt or tampered data.",pn+1) );
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*PROFILEMAN->GetMachineProfile() = backup;
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break;
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