public void btnSaveSettings_Click(object sender, EventArgs e) { //music if (optMOn.Checked == true) { C_Types.Options.Music = (byte)1; // start music playing C_Sound.PlayMusic(C_Maps.Map.Music.Trim()); } else { C_Types.Options.Music = (byte)0; // stop music playing C_Sound.StopMusic(); C_Sound.CurMusic = ""; } //sound if (optSOn.Checked == true) { C_Types.Options.Sound = (byte)1; } else { C_Types.Options.Sound = (byte)0; C_Sound.StopSound(); } //screensize C_Types.Options.ScreenSize = System.Convert.ToByte(cmbScreenSize.SelectedIndex); if (chkHighEnd.Checked) { C_Types.Options.HighEnd = (byte)1; } else { C_Types.Options.HighEnd = (byte)0; } if (chkNpcBars.Checked) { C_Types.Options.ShowNpcBar = (byte)1; } else { C_Types.Options.ShowNpcBar = (byte)0; } // save to config.ini C_DataBase.SaveOptions(); //reload options C_DataBase.LoadOptions(); C_General.RePositionGui(); this.Visible = false; }
public static void GameInit() { C_UpdateUI.Pnlloadvisible = false; // Set the focus //This is sometimes called on a differant thread than picscreen was created on, so gotta do some more complicated stuffsss FrmGame.Default.picscreen.Invoke(new Action(() => FrmGame.Default.picscreen.Focus())); //stop the song playing C_Sound.StopMusic(); }
public static void GameInit() { C_UpdateUI.Pnlloadvisible = false; C_Discord.SetPresence(C_Constants.GameName, "In-Game"); // We can safely call this anywhere in the code, Even if it gets called every frame // Set the focus //This is sometimes called on a differant thread than picscreen was created on, so gotta do some more complicated stuffsss FrmGame.Default.picscreen.Invoke(new Action(() => FrmGame.Default.picscreen.Focus())); //stop the song playing C_Sound.StopMusic(); }