(svn r13325) -Codechange: split the client-side only settings from the settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
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@@ -550,7 +550,7 @@ static void EditorTerraformClick_RockyArea(Window *w)
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static void EditorTerraformClick_DesertLightHouse(Window *w)
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{
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HandlePlacePushButton(w, ETTW_PLACE_DESERT_LIGHTHOUSE, SPR_CURSOR_LIGHTHOUSE, VHM_RECT, (_settings.game_creation.landscape == LT_TROPIC) ? PlaceProc_DesertArea : PlaceProc_LightHouse);
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HandlePlacePushButton(w, ETTW_PLACE_DESERT_LIGHTHOUSE, SPR_CURSOR_LIGHTHOUSE, VHM_RECT, (_settings_game.game_creation.landscape == LT_TROPIC) ? PlaceProc_DesertArea : PlaceProc_LightHouse);
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}
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static void EditorTerraformClick_Transmitter(Window *w)
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@@ -615,7 +615,7 @@ static void ResetLandscapeConfirmationCallback(Window *w, bool confirmed)
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struct ScenarioEditorLandscapeGenerationWindow : Window {
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ScenarioEditorLandscapeGenerationWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
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{
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this->widget[ETTW_PLACE_DESERT_LIGHTHOUSE].tooltips = (_settings.game_creation.landscape == LT_TROPIC) ? STR_028F_DEFINE_DESERT_AREA : STR_028D_PLACE_LIGHTHOUSE;
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this->widget[ETTW_PLACE_DESERT_LIGHTHOUSE].tooltips = (_settings_game.game_creation.landscape == LT_TROPIC) ? STR_028F_DEFINE_DESERT_AREA : STR_028D_PLACE_LIGHTHOUSE;
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this->FindWindowPlacementAndResize(desc);
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}
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