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
+2 -2
View File
@@ -154,7 +154,7 @@ void ScreenGameplay::Init()
// fill in difficulty of CPU players with that of the first human player
FOREACH_PotentialCpuPlayer(p)
GAMESTATE->m_pCurSteps.Set( p, GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ] );
GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ] );
switch( GAMESTATE->m_PlayMode )
{
@@ -804,7 +804,7 @@ void ScreenGameplay::SetupSong( PlayerNumber p, int iSongIndex )
/* This is the first beat that can be changed without it being visible. Until
* we draw for the first time, any beat can be changed. */
GAMESTATE->m_pPlayerState[p]->m_fLastDrawnBeat = -100;
GAMESTATE->m_pCurSteps.Set( p, m_vpStepsQueue[p][iSongIndex] );
GAMESTATE->m_pCurSteps[p].Set( m_vpStepsQueue[p][iSongIndex] );
/* Load new NoteData into Player. Do this before
* RebuildPlayerOptionsFromActiveAttacks or else transform mods will get