forked from mirror/OpenTTD
(svn r2004) - Fix: [ 1149487 ] Autosave ignoring settings
- Fix: [ 1153926 ] All my settings in vain... IGNORED! - Change: I hope I got it all right. Pressing 'New Game' (either choosing random or a preset scenario) and 'Create Scenario' will start a new game with the settings and difficulty in the intro menu. Using 'Load Game' and 'Play Scenario' will take the values from the savegame/scenario itself.
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11
intro_gui.c
11
intro_gui.c
@@ -45,8 +45,8 @@ extern void HandleOnEditTextCancel(void);
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static void SelectGameWndProc(Window *w, WindowEvent *e) {
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switch(e->event) {
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case WE_PAINT:
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w->click_state = (w->click_state & ~(0xC0) & ~(0xF << 12)) | (1 << (_new_opt.landscape+12)) | (1<<6);
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SetDParam(0, STR_6801_EASY + _new_opt.diff_level);
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w->click_state = (w->click_state & ~(0xC0) & ~(0xF << 12)) | (1 << (_opt_newgame.landscape + 12)) | (1<<6);
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SetDParam(0, STR_6801_EASY + _opt_newgame.diff_level);
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DrawWindowWidgets(w);
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break;
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@@ -74,10 +74,6 @@ static void SelectGameWndProc(Window *w, WindowEvent *e) {
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DoCommandP(0, e->click.widget - 12, 0, NULL, CMD_SET_NEW_LANDSCAPE_TYPE);
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break;
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}
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case WE_KEYPRESS:
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switch(e->keypress.keycode) {
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case WKC_BACKQUOTE: IConsoleSwitch(); break;
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}
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break;
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case WE_ON_EDIT_TEXT: HandleOnEditText(e); break;
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@@ -293,8 +289,7 @@ void AskExitToGameMenu(void)
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int32 CmdSetNewLandscapeType(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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if (flags & DC_EXEC) {
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// XXX: some stuff
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_new_opt.landscape = p1;
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_opt_newgame.landscape = p1;
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InvalidateWindowClasses(WC_SELECT_GAME);
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}
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return 0;
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