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CGameOptions: Make use of std::string_view where applicable

Enforces the use of valid strings in the interface. Also reduces c_str()
noise a little bit.
This commit is contained in:
Lioncash
2020-03-14 19:59:58 -04:00
parent df4487bae8
commit 659b8a43d3
5 changed files with 37 additions and 27 deletions

View File

@@ -396,12 +396,13 @@ void CScriptSpecialFunction::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId
}
case ESpecialFunction::RedundantHintSystem: {
CHintOptions& hintOptions = g_GameState->HintOptions();
if (msg == EScriptObjectMessage::Action)
hintOptions.ActivateContinueDelayHintTimer(xec_locatorName.c_str());
else if (msg == EScriptObjectMessage::Increment)
hintOptions.ActivateImmediateHintTimer(xec_locatorName.c_str());
else if (msg == EScriptObjectMessage::Decrement)
hintOptions.DelayHint(xec_locatorName.c_str());
if (msg == EScriptObjectMessage::Action) {
hintOptions.ActivateContinueDelayHintTimer(xec_locatorName);
} else if (msg == EScriptObjectMessage::Increment) {
hintOptions.ActivateImmediateHintTimer(xec_locatorName);
} else if (msg == EScriptObjectMessage::Decrement) {
hintOptions.DelayHint(xec_locatorName);
}
break;
}
case ESpecialFunction::Billboard: {