[12:28] <geoo> l.get_good returns true if the contained level is valid, and false if it's not or doesn't exist, right?
[12:29] <SimonN> right, not exist implies not good
[12:29] <geoo> so basically, when I hold the key I want the same to happen as in the !get_good case, right?
[12:29] <SimonN> right
[12:30] <geoo> except that it doesn't work
Later:
[12:34] <SimonN> the gameplay will again decide which level to load, what a mess
[12:36] <geoo> so it must be possible for levels to be both good and not good...oh wait nvm you're overwriting l
[12:37] <SimonN> the magic doesn't happen in this file
[12:37] <SimonN> gameplay/gameplay.cpp:106, determine_filename
[12:38] <geoo> haha, so is the function even used?
[12:38] <SimonN> which function?
[12:38] <geoo> ReplayBrowser::on_file_select
[12:38] <SimonN> it is used, but only to check whether the level is good
[12:38] <SimonN> if it's good, we go into the game, and the game again decides which level to use
[12:39] <SimonN> it so happens to come to the same conclusion as the browser
[12:39] <geoo> that's terrible redundancy
[12:39] <SimonN> this is extremely dumb code
[12:39] <SimonN> yes
[12:39] <SimonN> also, gameplay.cpp:109 the comment is wrong, but the code is right
[12:40] <SimonN> the comment should be "always use pointed-to level"
[12:41] <geoo> ok it works now
-- Simon