save Preferred, Stage, Song, and Current modifiers separately. This eliminates the fragile mods store/restore.

This commit is contained in:
Chris Danford
2006-08-05 02:38:05 +00:00
parent 5440a7b613
commit 7ac45c24e4
47 changed files with 389 additions and 363 deletions
+3 -3
View File
@@ -442,13 +442,13 @@ void NetworkSyncManager::StartRequest(short position)
m_packet.WriteNT(RString(""));
//Send Player (and song) Options
m_packet.WriteNT(GAMESTATE->m_SongOptions.GetString());
m_packet.WriteNT( GAMESTATE->m_SongOptions.GetCurrent().GetString() );
int players=0;
FOREACH_PlayerNumber (p)
{
++players;
m_packet.WriteNT(GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetString());
m_packet.WriteNT(GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetCurrent().GetString());
}
for (int i=0; i<2-players; ++i)
m_packet.WriteNT(""); //Write a NULL if no player
@@ -785,7 +785,7 @@ void NetworkSyncManager::ReportPlayerOptions()
m_packet.ClearPacket();
m_packet.Write1( NSCUPOpts );
FOREACH_PlayerNumber (pn)
m_packet.WriteNT( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetString() );
m_packet.WriteNT( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetCurrent().GetString() );
NetPlayerClient->SendPack((char*)&m_packet.Data, m_packet.Position);
}