allow access to individual BroadcastOnChangePtrs within BroadcastOnChangePtr1D
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@@ -113,7 +113,7 @@ bool GameCommand::DescribesCurrentMode( PlayerNumber pn ) const
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if( m_pSong && GAMESTATE->m_pCurSong.Get() != m_pSong )
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return false;
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if( m_pSteps && GAMESTATE->m_pCurSteps[pn] != m_pSteps )
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if( m_pSteps && GAMESTATE->m_pCurSteps[pn].Get() != m_pSteps )
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return false;
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if( m_pCharacter && GAMESTATE->m_pCurCharacters[pn] != m_pCharacter )
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return false;
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@@ -641,7 +641,7 @@ void GameCommand::Apply( const vector<PlayerNumber> &vpns ) const
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}
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if( m_pSteps )
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FOREACH_CONST( PlayerNumber, vpns, pn )
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GAMESTATE->m_pCurSteps.Set( *pn, m_pSteps );
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GAMESTATE->m_pCurSteps[*pn].Set( m_pSteps );
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if( m_pCourse )
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{
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GAMESTATE->m_pCurCourse = m_pCourse;
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