- try to encapsulate access to the player class's display name for printing purposes.

SVN r2839 (trunk)
This commit is contained in:
Christoph Oelckers 2010-09-21 09:43:54 +00:00
commit 583cbd49a6
6 changed files with 24 additions and 10 deletions

View file

@ -592,7 +592,7 @@ void DPlayerMenu::Init(DMenu *parent, FListMenuDescriptor *desc)
{
if (PlayerClasses.Size() == 1)
{
li->SetString(0, PlayerClasses[0].Type->Meta.GetMetaString (APMETA_DisplayName));
li->SetString(0, GetPrintableDisplayName(PlayerClasses[0].Type));
li->SetValue(0, 0);
}
else
@ -600,7 +600,7 @@ void DPlayerMenu::Init(DMenu *parent, FListMenuDescriptor *desc)
li->SetString(0, "Random");
for(unsigned i=0; i< PlayerClasses.Size(); i++)
{
const char *cls = PlayerClasses[i].Type->Meta.GetMetaString (APMETA_DisplayName);
const char *cls = GetPrintableDisplayName(PlayerClasses[i].Type);
li->SetString(i+1, cls);
}
li->SetValue(0, players[consoleplayer].userinfo.PlayerClass + 1);
@ -901,8 +901,7 @@ void DPlayerMenu::ClassChanged (FListMenuItem *li)
players[consoleplayer].userinfo.PlayerClass = sel-1;
PickPlayerClass();
cvar_set ("playerclass",
sel == 0 ? "Random" : PlayerClass->Type->Meta.GetMetaString (APMETA_DisplayName));
cvar_set ("playerclass", sel == 0 ? "Random" : PlayerClass->Type->TypeName);
UpdateSkins();
UpdateColorsets();