use BroadcastOnChange wrappers
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@@ -90,7 +90,7 @@ void ScreenGameplayMultiplayer::Init()
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// fill in difficulty of CPU players with that of the first human player
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FOREACH_PotentialCpuPlayer(p)
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GAMESTATE->m_pCurSteps[p] = GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ];
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GAMESTATE->m_pCurSteps.Set( p, GAMESTATE->m_pCurSteps[ GAMESTATE->GetFirstHumanPlayer() ] );
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@@ -289,7 +289,7 @@ void ScreenGameplayMultiplayer::SetupSong( MultiPlayer p, int iSongIndex )
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/* This is the first beat that can be changed without it being visible. Until
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* we draw for the first time, any beat can be changed. */
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GAMESTATE->m_pPlayerState[GAMESTATE->m_MasterPlayerNumber]->m_fLastDrawnBeat = -100;
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GAMESTATE->m_pCurSteps[GAMESTATE->m_MasterPlayerNumber] = m_vpStepsQueue[iSongIndex];
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GAMESTATE->m_pCurSteps.Set( GAMESTATE->m_MasterPlayerNumber, m_vpStepsQueue[iSongIndex] );
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/* Load new NoteData into Player. Do this before
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* RebuildPlayerOptionsFromActiveAttacks or else transform mods will get
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