Some respect for OOP. (MasterPlayerNumber)
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@@ -68,7 +68,7 @@ void ScreenSelectMusic::Init()
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->SetCurrentStyle( GAMEMAN->GameAndStringToStyle(GAMEMAN->GetDefaultGame(),"versus") );
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GAMESTATE->JoinPlayer( PLAYER_1 );
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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GAMESTATE->SetMasterPlayerNumber(PLAYER_1);
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}
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SAMPLE_MUSIC_DELAY_INIT.Load( m_sName, "SampleMusicDelayInit" );
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@@ -1020,7 +1020,7 @@ void ScreenSelectMusic::HandleMessage( const Message &msg )
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// TODO: Invalidate the CurSteps only if they are no longer playable.
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// That way, after music change will clamp to the nearest in the StepsDisplayList.
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GAMESTATE->m_pCurSteps[GAMESTATE->m_MasterPlayerNumber].SetWithoutBroadcast( NULL );
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GAMESTATE->m_pCurSteps[GAMESTATE->GetMasterPlayerNumber()].SetWithoutBroadcast( NULL );
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FOREACH_ENUM( PlayerNumber, p )
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GAMESTATE->m_pCurSteps[p].SetWithoutBroadcast( NULL );
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@@ -1392,7 +1392,7 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
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if( pStyle == NULL )
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{
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StepsType stCurrent;
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PlayerNumber pn = GAMESTATE->m_MasterPlayerNumber;
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PlayerNumber pn = GAMESTATE->GetMasterPlayerNumber();
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if( GAMESTATE->IsCourseMode() )
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{
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ASSERT( GAMESTATE->m_pCurTrail[pn] );
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@@ -1615,7 +1615,7 @@ void ScreenSelectMusic::SwitchToPreferredDifficulty()
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if( GAMESTATE->DifficultiesLocked() )
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{
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FOREACH_HumanPlayer( p )
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m_iSelection[p] = m_iSelection[GAMESTATE->m_MasterPlayerNumber];
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m_iSelection[p] = m_iSelection[GAMESTATE->GetMasterPlayerNumber()];
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}
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}
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