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
+2 -2
View File
@@ -154,7 +154,7 @@ void ScreenGameplay::Init()
// fill in difficulty of CPU players with that of the first human player
FOREACH_PotentialCpuPlayer(p)
GAMESTATE->m_pCurSteps[p] = GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ];
GAMESTATE->m_pCurSteps.Set( p, GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ] );
switch( GAMESTATE->m_PlayMode )
{
@@ -804,7 +804,7 @@ void ScreenGameplay::SetupSong( PlayerNumber p, int iSongIndex )
/* This is the first beat that can be changed without it being visible. Until
* we draw for the first time, any beat can be changed. */
GAMESTATE->m_pPlayerState[p]->m_fLastDrawnBeat = -100;
GAMESTATE->m_pCurSteps[p] = m_vpStepsQueue[p][iSongIndex];
GAMESTATE->m_pCurSteps.Set( p, m_vpStepsQueue[p][iSongIndex] );
/* Load new NoteData into Player. Do this before
* RebuildPlayerOptionsFromActiveAttacks or else transform mods will get