- Fixed: MAPINFO is parsed before the text colors are read, so the TextColor

option for skills wouldn't work.


SVN r587 (trunk)
This commit is contained in:
Randy Heit 2007-12-08 22:57:55 +00:00
commit 282e9f5f01
4 changed files with 59 additions and 45 deletions

View file

@ -432,9 +432,9 @@ void M_StartupSkillMenu(const char *playerclass)
SkillSelectMenu[i].name = skill.MenuName;
SkillSelectMenu[i].fulltext = !skill.MenuNameIsLump;
SkillSelectMenu[i].alphaKey = skill.MenuNameIsLump? skill.shortcut : tolower(SkillSelectMenu[i].name[0]);
SkillSelectMenu[i].textcolor = skill.textcolor;
SkillSelectMenu[i].alphaKey = skill.shortcut;
SkillSelectMenu[i].alphaKey = skill.MenuNameIsLump? skill.Shortcut : tolower(SkillSelectMenu[i].name[0]);
SkillSelectMenu[i].textcolor = skill.GetTextColor();
SkillSelectMenu[i].alphaKey = skill.Shortcut;
if (playerclass != NULL)
{
@ -443,7 +443,7 @@ void M_StartupSkillMenu(const char *playerclass)
{
SkillSelectMenu[i].name = GStrings(*pmnm);
SkillSelectMenu[i].fulltext = true;
if (skill.shortcut==0)
if (skill.Shortcut == 0)
SkillSelectMenu[i].alphaKey = tolower(SkillSelectMenu[i].name[0]);
}
}