try to avoid messing with the player's preferred difficulty when locking

This commit is contained in:
Glenn Maynard
2006-08-17 01:28:56 +00:00
parent e8af5e9d52
commit 8c74e5998d
+6 -11
View File
@@ -961,6 +961,12 @@ void ScreenSelectMusic::SwitchToPreferredDifficulty()
CLAMP( iSelection, 0, m_vpTrails.size()-1 );
}
}
if( GAMESTATE->DifficultiesLocked() )
{
FOREACH_HumanPlayer( p )
m_iSelection[p] = m_iSelection[GAMESTATE->m_MasterPlayerNumber];
}
}
template<class T>
@@ -991,17 +997,6 @@ void ScreenSelectMusic::AfterMusicChange()
if( !m_MusicWheel.IsRouletting() )
m_MenuTimer->Stall();
// lock difficulties. When switching from arcade to rave, we need to
// enforce that all players are at the same difficulty.
if( GAMESTATE->DifficultiesLocked() )
{
FOREACH_HumanPlayer( p )
{
m_iSelection[p] = m_iSelection[0];
GAMESTATE->m_PreferredDifficulty[p] = GAMESTATE->m_PreferredDifficulty[0];
}
}
Song* pSong = m_MusicWheel.GetSelectedSong();
GAMESTATE->m_pCurSong.Set( pSong );
if( pSong )