(svn r22198) -Codechange: make some constants name more explicit
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@@ -538,7 +538,7 @@ static void IniSaveSettings(IniFile *ini, const SettingDesc *sd, const char *grp
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/* If the setting is not saved to the configuration
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* file, just continue with the next setting */
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if (!SlIsObjectCurrentlyValid(sld->version_from, sld->version_to)) continue;
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if (sld->conv & SLF_CONFIG_NO) continue;
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if (sld->conv & SLF_NOT_IN_CONFIG) continue;
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/* XXX - wtf is this?? (group override?) */
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s = strchr(sdb->name, '.');
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@@ -1728,7 +1728,7 @@ bool SetSettingValue(uint index, int32 value, bool force_newgame)
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* (if any) to change. Also *hack*hack* we update the _newgame version
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* of settings because changing a company-based setting in a game also
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* changes its defaults. At least that is the convention we have chosen */
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if (sd->save.conv & SLF_NETWORK_NO) {
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if (sd->save.conv & SLF_NO_NETWORK_SYNC) {
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void *var = GetVariableAddress(&GetGameSettings(), &sd->save);
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Write_ValidateSetting(var, sd, value);
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@@ -1826,7 +1826,7 @@ uint GetCompanySettingIndex(const char *name)
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bool SetSettingValue(uint index, const char *value, bool force_newgame)
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{
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const SettingDesc *sd = &_settings[index];
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assert(sd->save.conv & SLF_NETWORK_NO);
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assert(sd->save.conv & SLF_NO_NETWORK_SYNC);
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if (GetVarMemType(sd->save.conv) == SLE_VAR_STRQ) {
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char **var = (char**)GetVariableAddress((_game_mode == GM_MENU || force_newgame) ? &_settings_newgame : &_settings_game, &sd->save);
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