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if pressed then
return BSTATE_PRESSED
else
return BSTATE_DISABLED_PRESSED
end
else
return BSTATE_NORMAL
else
return BSTATE_DISABLED
end
end
end
if self . hasControlOfDifficulty then
--Normal mode button
local normalButtonPressed = not isVeteranDifficulty
local normalButtonEnabled = true
local normalButtonLocked = normalButtonPressed --enforce a button always being selected by locking down the pressed one
--Veteran mode button
local veteranButtonPressed = isVeteranDifficulty
local veteranButtonEnabled = isChampion
local veteranButtonLocked = veteranButtonPressed --enforce a button always being selected by locking down the pressed one
else
end
end
if isVeteranDifficulty == nil then
end
end
if ( unitTag == nil or unitTag == "player" ) then
end
end
-- NOTE: There appears to be a bug in the event manager code that is preventing the same function to be registered from the same control for different events...
-- until that's fixed, split up the handlers.
end
end
end
end
end
end
end
end
end
end
end
end
end
-- Pre-emptive update based on mostly current state, and the desired difficulty setting.
end
local r , g , b
local SET_TO_FULL_SIZE = true
if not difficultyContainer . hasControlOfDifficulty then
else
end
InformationTooltip : AddLine ( GetString ( "SI_GROUPDIFFICULTYCHANGEREASON" , difficultyContainer . difficultyControlReason ) , "" , r , g , b , TOPLEFT , MODIFY_TEXT_TYPE_NONE , TEXT_ALIGN_LEFT , SET_TO_FULL_SIZE )
InformationTooltip : AddLine ( GetString ( SI_DUNGEON_DIFFICULTY_HELP_TOOLTIP ) , "" , r , g , b , TOPLEFT , MODIFY_TEXT_TYPE_NONE , TEXT_ALIGN_LEFT , SET_TO_FULL_SIZE )
end
end |