Move AvailableMaps into ModData
This commit is contained in:
@@ -33,10 +33,10 @@ namespace OpenRA.Widgets.Delegates
|
||||
r.OpenWindow("SERVER_LOBBY");
|
||||
|
||||
// TODO: Get this from a map chooser
|
||||
string map = Game.AvailableMaps.Keys.FirstOrDefault();
|
||||
string map = Game.modData.AvailableMaps.Keys.FirstOrDefault();
|
||||
|
||||
// TODO: Get this from a mod chooser
|
||||
var mods = Game.Settings.InitialMods;
|
||||
var mods = Game.LobbyInfo.GlobalSettings.Mods;
|
||||
|
||||
Game.Settings.LastServerTitle = cs.GetWidget<TextFieldWidget>("GAME_TITLE").Text;
|
||||
Game.Settings.ListenPort = int.Parse(cs.GetWidget<TextFieldWidget>("LISTEN_PORT").Text);
|
||||
|
||||
@@ -209,7 +209,7 @@ namespace OpenRA.Widgets.Delegates
|
||||
{
|
||||
if (MapUid == Game.LobbyInfo.GlobalSettings.Map) return;
|
||||
MapUid = Game.LobbyInfo.GlobalSettings.Map;
|
||||
Map = Game.AvailableMaps[MapUid];
|
||||
Map = Game.modData.AvailableMaps[MapUid];
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -45,7 +45,7 @@ namespace OpenRA.Widgets.Delegates
|
||||
|
||||
var itemTemplate = ml.GetWidget<LabelWidget>("MAP_TEMPLATE");
|
||||
int offset = itemTemplate.Bounds.Y;
|
||||
foreach (var kv in Game.AvailableMaps)
|
||||
foreach (var kv in Game.modData.AvailableMaps)
|
||||
{
|
||||
var map = kv.Value;
|
||||
if (!map.Selectable)
|
||||
@@ -72,9 +72,9 @@ namespace OpenRA.Widgets.Delegates
|
||||
// Set the default selected map
|
||||
var uid = uidobj as string;
|
||||
if (uid != null)
|
||||
Map = Game.AvailableMaps[uid];
|
||||
Map = Game.modData.AvailableMaps[uid];
|
||||
else
|
||||
Map = Game.AvailableMaps.FirstOrDefault().Value;
|
||||
Map = Game.modData.AvailableMaps.FirstOrDefault().Value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -150,8 +150,8 @@ namespace OpenRA.Widgets.Delegates
|
||||
|
||||
MapStub CurrentMap()
|
||||
{
|
||||
return (currentServer == null || !Game.AvailableMaps.ContainsKey(currentServer.Map))
|
||||
? null : Game.AvailableMaps[currentServer.Map];
|
||||
return (currentServer == null || !Game.modData.AvailableMaps.ContainsKey(currentServer.Map))
|
||||
? null : Game.modData.AvailableMaps[currentServer.Map];
|
||||
}
|
||||
|
||||
void RefreshServerList(IEnumerable<GameServer> games)
|
||||
|
||||
Reference in New Issue
Block a user