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https://github.com/wesnoth/wesnoth
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SP: cleaned up a useless function argument
Seems the only purpose of this argument was to be passed around and never do anything.
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b1b378c090
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@ -27,7 +27,7 @@ static lg::log_domain log_engine("engine");
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namespace sp {
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bool enter_create_mode(CVideo& video, const config& game_config, saved_game& state, jump_to_campaign_info jump_to_campaign, bool local_players_only)
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bool enter_create_mode(CVideo& video, const config& game_config, saved_game& state, jump_to_campaign_info jump_to_campaign)
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{
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bool configure_canceled = false;
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@ -93,7 +93,7 @@ bool enter_create_mode(CVideo& video, const config& game_config, saved_game& sta
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}
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// Canceled difficulty dialog, relaunch the campaign selection dialog
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return enter_create_mode(video, game_config, state, jump_to_campaign, local_players_only);
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return enter_create_mode(video, game_config, state, jump_to_campaign);
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}
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create_eng.prepare_for_era_and_mods();
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@ -110,14 +110,14 @@ bool enter_create_mode(CVideo& video, const config& game_config, saved_game& sta
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return false;
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}
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configure_canceled = !enter_configure_mode(video, game_config_manager::get()->game_config(), state, create_eng, local_players_only);
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configure_canceled = !enter_configure_mode(video, game_config_manager::get()->game_config(), state, create_eng);
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} while (configure_canceled);
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return true;
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}
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bool enter_configure_mode(CVideo& video, const config& game_config, saved_game& state, ng::create_engine& create_eng, bool local_players_only)
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bool enter_configure_mode(CVideo& video, const config& game_config, saved_game& state, ng::create_engine& create_eng)
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{
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// We create the config engine here in order to ensure values like use_map_settings are set correctly
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// TODO: should this be passed to this function instead of created here?
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@ -133,12 +133,12 @@ bool enter_configure_mode(CVideo& video, const config& game_config, saved_game&
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create_eng.get_parameters();
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create_eng.prepare_for_new_level();
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enter_connect_mode(video, game_config, state, local_players_only);
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enter_connect_mode(video, game_config, state);
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return true;
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}
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bool enter_connect_mode(CVideo& /*video*/, const config& /*game_config*/, saved_game& state, bool /*local_players_only*/)
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bool enter_connect_mode(CVideo& /*video*/, const config& /*game_config*/, saved_game& state)
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{
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ng::connect_engine connect_eng(state, true, nullptr);
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@ -152,7 +152,7 @@ bool enter_connect_mode(CVideo& /*video*/, const config& /*game_config*/, saved_
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if(dlg.get_retval() != gui2::window::OK) {
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// TODO: enable the workflow loops from GUI1
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//return enter_create_mode(video, game_config, state, jump_to_campaign_info(false, -1, "", ""), local_players_only);
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//return enter_create_mode(video, game_config, state, jump_to_campaign_info(false, -1, "", ""));
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return false;
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}
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@ -23,13 +23,13 @@
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namespace sp {
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bool enter_create_mode(CVideo& video, const config& game_config,
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saved_game& state, jump_to_campaign_info jump_to, bool local_players_only = true);
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saved_game& state, jump_to_campaign_info jump_to);
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bool enter_configure_mode(CVideo& video, const config& game_config,
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saved_game& state, ng::create_engine& create_eng, bool local_players_only = true);
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saved_game& state, ng::create_engine& create_eng);
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bool enter_connect_mode(CVideo& video, const config& game_config,
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saved_game& state, bool local_players_only = true);
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saved_game& state);
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} // end namespace sp
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@ -717,7 +717,7 @@ bool game_launcher::new_campaign()
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play_replay_ = false;
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return sp::enter_create_mode(video(), game_config_manager::get()->game_config(),
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state_, jump_to_campaign_, true);
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state_, jump_to_campaign_);
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}
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std::string game_launcher::jump_to_campaign_id() const
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