set Missing Achievements OFF to the first label
the switch statements make the coding much more easy to understand dont they?
This commit is contained in:
16
src/Disp.js
16
src/Disp.js
@@ -1259,10 +1259,10 @@ CM.Disp.ReplaceCrateTooltipAchievements = function() {
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if (me.type === 'achievement') {
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let options = {normal: false, shadow: false};
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switch (CM.Options.MissingAchievements) {
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case 0: options.normal = true; options.shadow = false; break;
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case 1: options.normal = false; options.shadow = true; break;
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case 2: options.normal = true; options.shadow = true; break;
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case 3: options.normal = false; options.shadow = false; break;
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case 0: options.normal = false; options.shadow = false; break;
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case 1: options.normal = true; options.shadow = false; break;
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case 2: options.normal = false; options.shadow = true; break;
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case 3: options.normal = true; options.shadow = true; break;
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}
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let icon = me.icon;
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if (options.shadow && me.pool === 'shadow') {
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@@ -1285,10 +1285,10 @@ CM.Disp.ReplaceCrateTooltipAchievements = function() {
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if (me.type === 'achievement') {
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let options = {normal: false, shadow: false};
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switch (CM.Options.MissingAchievements) {
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case 0: options.normal = true; options.shadow = false; break;
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case 1: options.normal = false; options.shadow = true; break;
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case 2: options.normal = true; options.shadow = true; break;
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case 3: options.normal = false; options.shadow = false; break;
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case 0: options.normal = false; options.shadow = false; break;
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case 1: options.normal = true; options.shadow = false; break;
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case 2: options.normal = false; options.shadow = true; break;
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case 3: options.normal = true; options.shadow = true; break;
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}
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output = CM.Disp.CrateTooltipAchievementsBackup[1](me,context);
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if (options.normal && me.pool === 'normal') {
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