- try to encapsulate access to the player class's display name for printing purposes.
SVN r2839 (trunk)
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parent
0619a2677e
commit
583cbd49a6
6 changed files with 24 additions and 10 deletions
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@ -592,7 +592,7 @@ void DPlayerMenu::Init(DMenu *parent, FListMenuDescriptor *desc)
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{
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if (PlayerClasses.Size() == 1)
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{
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li->SetString(0, PlayerClasses[0].Type->Meta.GetMetaString (APMETA_DisplayName));
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li->SetString(0, GetPrintableDisplayName(PlayerClasses[0].Type));
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li->SetValue(0, 0);
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}
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else
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@ -600,7 +600,7 @@ void DPlayerMenu::Init(DMenu *parent, FListMenuDescriptor *desc)
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li->SetString(0, "Random");
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for(unsigned i=0; i< PlayerClasses.Size(); i++)
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{
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const char *cls = PlayerClasses[i].Type->Meta.GetMetaString (APMETA_DisplayName);
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const char *cls = GetPrintableDisplayName(PlayerClasses[i].Type);
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li->SetString(i+1, cls);
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}
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li->SetValue(0, players[consoleplayer].userinfo.PlayerClass + 1);
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@ -901,8 +901,7 @@ void DPlayerMenu::ClassChanged (FListMenuItem *li)
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players[consoleplayer].userinfo.PlayerClass = sel-1;
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PickPlayerClass();
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cvar_set ("playerclass",
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sel == 0 ? "Random" : PlayerClass->Type->Meta.GetMetaString (APMETA_DisplayName));
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cvar_set ("playerclass", sel == 0 ? "Random" : PlayerClass->Type->TypeName);
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UpdateSkins();
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UpdateColorsets();
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