From 8c74e5998d3d00520d8527dec41a854a8cd774ed Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Thu, 17 Aug 2006 01:28:56 +0000 Subject: [PATCH] try to avoid messing with the player's preferred difficulty when locking --- stepmania/src/ScreenSelectMusic.cpp | 17 ++++++----------- 1 file changed, 6 insertions(+), 11 deletions(-) diff --git a/stepmania/src/ScreenSelectMusic.cpp b/stepmania/src/ScreenSelectMusic.cpp index ca5fcd6fe1..6f3d7b5445 100644 --- a/stepmania/src/ScreenSelectMusic.cpp +++ b/stepmania/src/ScreenSelectMusic.cpp @@ -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 @@ -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 )