Set the master player number. (Maybe this should just be reverted to use PLAYER_1.)

This commit is contained in:
Steve Checkoway
2006-02-21 12:35:17 +00:00
parent 9b76b934d2
commit 3996629264
+5 -1
View File
@@ -52,6 +52,9 @@ static void SetNextCombination()
GAMESTATE->m_stEdit.Set( curVal.st );
GAMESTATE->m_cdEdit.Set( curVal.cd );
// XXX Testing.
SCREENMAN->SystemMessage( ssprintf("%s, %s", GAMEMAN->StepsTypeToString(curVal.st).c_str(),
CourseDifficultyToString(curVal.cd).c_str()) );
RefreshTrail();
}
@@ -131,6 +134,7 @@ void ScreenOptionsManageCourses::Init()
ScreenOptionsEditCourseSubMenu::Init();
EDIT_MODE.Load( m_sName,"EditMode" );
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
}
void ScreenOptionsManageCourses::BeginScreen()
@@ -322,7 +326,7 @@ void ScreenOptionsManageCourses::HandleScreenMessage( const ScreenMessage SM )
void ScreenOptionsManageCourses::AfterChangeRow( PlayerNumber pn )
{
Course *pCourse = GetCourseWithFocus();
Trail *pTrail = pCourse ? pCourse->GetTrail( STEPS_TYPE_DANCE_SINGLE ) : NULL;
Trail *pTrail = pCourse ? pCourse->GetTrail( GAMESTATE->m_stEdit, GAMESTATE->m_cdEdit ) : NULL;
GAMESTATE->m_pCurCourse.Set( pCourse );
GAMESTATE->m_pCurTrail[GAMESTATE->m_MasterPlayerNumber].Set( pTrail );