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binaries/data/mods/public/gui/loadgame/load.js
Show First 20 Lines • Show All 107 Lines • ▼ Show 20 Lines | function selectionChanged() | ||||
Engine.GetGUIObjectByName("savedMapName").caption = translate(metadata.initAttributes.settings.Name); | Engine.GetGUIObjectByName("savedMapName").caption = translate(metadata.initAttributes.settings.Name); | ||||
let mapData = getMapDescriptionAndPreview(metadata.initAttributes.mapType, metadata.initAttributes.map); | let mapData = getMapDescriptionAndPreview(metadata.initAttributes.mapType, metadata.initAttributes.map); | ||||
setMapPreviewImage("savedInfoPreview", mapData.preview); | setMapPreviewImage("savedInfoPreview", mapData.preview); | ||||
Engine.GetGUIObjectByName("savedPlayers").caption = metadata.initAttributes.settings.PlayerData.length - 1; | Engine.GetGUIObjectByName("savedPlayers").caption = metadata.initAttributes.settings.PlayerData.length - 1; | ||||
Engine.GetGUIObjectByName("savedPlayedTime").caption = timeToString(metadata.gui.timeElapsed ? metadata.gui.timeElapsed : 0); | Engine.GetGUIObjectByName("savedPlayedTime").caption = timeToString(metadata.gui.timeElapsed ? metadata.gui.timeElapsed : 0); | ||||
Engine.GetGUIObjectByName("savedMapType").caption = translateMapType(metadata.initAttributes.mapType); | Engine.GetGUIObjectByName("savedMapType").caption = translateMapType(metadata.initAttributes.mapType); | ||||
Engine.GetGUIObjectByName("savedMapSize").caption = translateMapSize(metadata.initAttributes.settings.Size); | Engine.GetGUIObjectByName("savedMapSize").caption = translateMapSize(metadata.initAttributes.settings.Size); | ||||
Engine.GetGUIObjectByName("savedVictory").caption = translateVictoryCondition(metadata.initAttributes.settings.GameType); | Engine.GetGUIObjectByName("savedVictory").caption = metadata.initAttributes.settings.VictoryConditions.map(victoryConditionName => translateVictoryCondition(victoryConditionName)).join(translate(", ")); | ||||
elexis: same
Also wondering if the dialog will fall apart entirely when selecting an a22 savegame, in… | |||||
Not Done Inline Actionsit would I think, as the replay menu does it too (but I don't think there is a cure for that other than deleting/adapting replayfiles) bb: it would I think, as the replay menu does it too (but I don't think there is a cure for that… | |||||
Done Inline Actions(same) elexis: (same) | |||||
let caption = sprintf(translate("Mods: %(mods)s"), { "mods": modsToString(metadata.mods) }); | let caption = sprintf(translate("Mods: %(mods)s"), { "mods": modsToString(metadata.mods) }); | ||||
if (!hasSameMods(metadata.mods, Engine.GetEngineInfo().mods)) | if (!hasSameMods(metadata.mods, Engine.GetEngineInfo().mods)) | ||||
caption = coloredText(caption, "orange"); | caption = coloredText(caption, "orange"); | ||||
Engine.GetGUIObjectByName("savedMods").caption = caption; | Engine.GetGUIObjectByName("savedMods").caption = caption; | ||||
Engine.GetGUIObjectByName("savedPlayersNames").caption = formatPlayerInfo( | Engine.GetGUIObjectByName("savedPlayersNames").caption = formatPlayerInfo( | ||||
metadata.initAttributes.settings.PlayerData, | metadata.initAttributes.settings.PlayerData, | ||||
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Wildfire Games · Phabricator
same
Also wondering if the dialog will fall apart entirely when selecting an a22 savegame, in case we dont have that compatibility filter checked by default.