use BroadcastOnChange wrappers
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@@ -1148,7 +1148,8 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
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}
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pSteps = *it;
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GAMESTATE->m_pCurSteps[PLAYER_1] = m_pSteps = pSteps;
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GAMESTATE->m_pCurSteps.Set( PLAYER_1, pSteps );
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m_pSteps = pSteps;
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pSteps->GetNoteData( m_NoteDataEdit );
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SCREENMAN->SystemMessage( ssprintf(
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"Switched to %s %s '%s'",
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@@ -1592,7 +1593,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
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StepsID id;
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id.FromSteps( m_pSteps );
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GAMESTATE->m_pCurSteps[PLAYER_1] = NULL; /* make RevertFromDisk not try to reset it */
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GAMESTATE->m_pCurSteps.Set( PLAYER_1, NULL ); /* make RevertFromDisk not try to reset it */
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SONGMAN->RevertFromDisk( GAMESTATE->m_pCurSong );
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CString sMessage = "Reloaded from disk.";
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@@ -1623,7 +1624,8 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
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SCREENMAN->SystemMessage( sMessage );
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m_pSteps = GAMESTATE->m_pCurSteps[PLAYER_1] = pSteps;
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m_pSteps = pSteps;
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GAMESTATE->m_pCurSteps.Set( PLAYER_1, pSteps );
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m_pSteps->GetNoteData( m_NoteDataEdit );
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break;
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