Fix crashes when using the second player.
Use the master player number for everything except setting the current trail which needs to be PLAYER_1 because there are different messages for each player's trail changing. Perhaps that should change at some point.
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@@ -247,12 +247,11 @@ void ScreenOptionsEditCourseEntry::HandleScreenMessage( const ScreenMessage SM )
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void ScreenOptionsEditCourseEntry::AfterChangeValueInRow( int iRow, PlayerNumber pn )
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{
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PlayerNumber mpn = GAMESTATE->m_MasterPlayerNumber;
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ScreenOptions::AfterChangeValueInRow( iRow, pn );
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Course *pCourse = GAMESTATE->m_pCurCourse;
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GAMESTATE->m_pCurTrail[mpn].Set( NULL );
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Trail *pTrail = pCourse->GetTrailForceRegenCache( GAMESTATE->m_stEdit, GAMESTATE->m_PreferredCourseDifficulty[mpn] );
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GAMESTATE->m_pCurTrail[PLAYER_1].Set( NULL );
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Trail *pTrail = pCourse->GetTrailForceRegenCache( GAMESTATE->m_stEdit, GAMESTATE->m_cdEdit );
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int iEntryIndex = GAMESTATE->m_iEditCourseEntryIndex;
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ASSERT( iEntryIndex >= 0 && iEntryIndex < (int) pCourse->m_vEntries.size() );
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CourseEntry &ce = pCourse->m_vEntries[ iEntryIndex ];
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@@ -263,7 +262,7 @@ void ScreenOptionsEditCourseEntry::AfterChangeValueInRow( int iRow, PlayerNumber
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// refresh songs
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{
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vector<PlayerNumber> vpns;
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vpns.push_back( mpn );
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vpns.push_back( pn );
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ExportOptions( ROW_SONG_GROUP, vpns );
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m_pSongHandler->m_sSongGroup = ce.sSongGroup;
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@@ -271,7 +270,7 @@ void ScreenOptionsEditCourseEntry::AfterChangeValueInRow( int iRow, PlayerNumber
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OptionRow &row = *m_pRows[ROW_SONG];
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row.Reload();
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ImportOptions( ROW_SONG, vpns );
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row.AfterImportOptions( mpn );
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row.AfterImportOptions( pn );
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break;
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}
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}
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@@ -279,7 +278,7 @@ void ScreenOptionsEditCourseEntry::AfterChangeValueInRow( int iRow, PlayerNumber
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// cause overlay elements to refresh by changing the course
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GAMESTATE->m_pCurCourse.Set( pCourse );
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GAMESTATE->m_pCurTrail[mpn].Set( pTrail );
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GAMESTATE->m_pCurTrail[PLAYER_1].Set( pTrail );
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}
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