allow access to individual BroadcastOnChangePtrs within BroadcastOnChangePtr1D

This commit is contained in:
Chris Danford
2005-02-25 18:17:26 +00:00
parent 03e3ba7609
commit 071f02a862
17 changed files with 43 additions and 37 deletions
+4 -4
View File
@@ -159,7 +159,7 @@ void GameState::Reset()
m_pCurSong.Set( NULL );
m_pPreferredSong = NULL;
FOREACH_PlayerNumber( p )
m_pCurSteps.Set( p, NULL );
m_pCurSteps[p].Set( NULL );
m_pCurCourse = NULL;
m_pPreferredCourse = NULL;
FOREACH_PlayerNumber( p )
@@ -1846,8 +1846,8 @@ public:
static int SetCurrentSteps( T* p, lua_State *L )
{
PlayerNumber pn = (PlayerNumber)IArg(1);
if( lua_isnil(L,2) ) { p->m_pCurSteps.Set( pn, NULL ); }
else { Steps *pS = Luna<Steps>::check(L,2); p->m_pCurSteps.Set( pn, pS ); }
if( lua_isnil(L,2) ) { p->m_pCurSteps[pn].Set( NULL ); }
else { Steps *pS = Luna<Steps>::check(L,2); p->m_pCurSteps[pn].Set( pS ); }
MESSAGEMAN->Broadcast( ssprintf("CurrentStepsP%dChanged",pn+1) );
return 0;
}
@@ -1940,7 +1940,7 @@ LuaFunction_StrStr( SetEnv, GAMESTATE->m_mapEnv[str1] = str2 )
/* Return an integer into SONGMAN->m_pSongs. This lets us do input checking, which we
* can't easily do if we return pointers. */
LuaFunction_NoArgs( CurSong, (void *) GAMESTATE->m_pCurSong )
LuaFunction_PlayerNumber( CurSteps, GAMESTATE->m_pCurSteps[pn] )
LuaFunction_PlayerNumber( CurSteps, (Steps*)GAMESTATE->m_pCurSteps[pn].Get() )
bool PlayerIsUsingModifier( PlayerNumber pn, const CString sModifier )
{