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If a trigger omits from output, player commands are now still displayed
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nickgammon committed Jan 3, 2011
1 parent f70ab9c commit dd274b9
Showing 1 changed file with 2 additions and 1 deletion.
3 changes: 2 additions & 1 deletion ProcessPreviousLine.cpp
Expand Up @@ -696,13 +696,14 @@ assemble the full text of the original line.
m_pLinePositions [m_LineList.GetCount () / JUMP_SIZE] = NULL;

// version 4.54 - keep notes, even if omitted from output ;)
// version 4.72 - also player input

// we have to push_front because we are going through the lines backwards
// this means the newline goes first. Also we process the styles in reverse order.

CLine* pLine = m_LineList.GetTail ();

if (pLine->flags & COMMENT)
if (pLine->flags & NOTE_OR_COMMAND)
{
CString strLine = CString (pLine->text, pLine->len);
int iCol = 0;
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