Sorry, I figured out what they were doing and why it didn't work

I made it work. in VC++
This commit is contained in:
Charles Lohr
2004-04-05 21:15:54 +00:00
parent 5580bac586
commit 12e48f9ce2
+10 -12
View File
@@ -1412,20 +1412,18 @@ void ScreenGameplay::Update( float fDeltaTime )
CLAMP( fPercentPositionSong, 0, 1 );
m_meterSongPosition.SetPercent( fPercentPositionSong );
//Will not compile
//This causes compile error for me
//Someone edited it to read: FOREACH_EnabledPlayer( pn )
//I edited it back.
//IT looks like it would cause problems as it was
//but by updating the life, it does not effect it.
//For non-enabled players, the life will not get sent.
//FOREACH_EnabledPlayer( pn )
//If you do not like my fix, please message me.
for (pn = 0;pn<NUM_PLAYERS;pn++);
//FIXED!!!!
//I figured it out!
//The problem was the pn is already taken.
//Sorry, I wasn't too smart about the way I handled it.
FOREACH_EnabledPlayer( pn2 )
{
if( m_pLifeMeter[pn] )
NSMAN->m_playerLife[pn] = int(m_pLifeMeter[pn]->GetLife()*10000);
if( m_pLifeMeter[pn2] )
NSMAN->m_playerLife[pn2] = int(m_pLifeMeter[pn2]->GetLife()*10000);
}
}
/* Set g_CurStageStats.bFailed for failed players. In, FAIL_ARCADE, send