use BroadcastOnChange wrappers

This commit is contained in:
Chris Danford
2005-02-25 05:27:28 +00:00
parent 15b4f310a6
commit 4104edcad9
16 changed files with 57 additions and 34 deletions
+5 -3
View File
@@ -1148,7 +1148,8 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
}
pSteps = *it;
GAMESTATE->m_pCurSteps[PLAYER_1] = m_pSteps = pSteps;
GAMESTATE->m_pCurSteps.Set( PLAYER_1, pSteps );
m_pSteps = pSteps;
pSteps->GetNoteData( m_NoteDataEdit );
SCREENMAN->SystemMessage( ssprintf(
"Switched to %s %s '%s'",
@@ -1592,7 +1593,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
StepsID id;
id.FromSteps( m_pSteps );
GAMESTATE->m_pCurSteps[PLAYER_1] = NULL; /* make RevertFromDisk not try to reset it */
GAMESTATE->m_pCurSteps.Set( PLAYER_1, NULL ); /* make RevertFromDisk not try to reset it */
SONGMAN->RevertFromDisk( GAMESTATE->m_pCurSong );
CString sMessage = "Reloaded from disk.";
@@ -1623,7 +1624,8 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
SCREENMAN->SystemMessage( sMessage );
m_pSteps = GAMESTATE->m_pCurSteps[PLAYER_1] = pSteps;
m_pSteps = pSteps;
GAMESTATE->m_pCurSteps.Set( PLAYER_1, pSteps );
m_pSteps->GetNoteData( m_NoteDataEdit );
break;