fix AV on switch from arcade to nonstop
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@@ -58,17 +58,13 @@ void CourseContentsList::SetFromGameState()
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return;
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}
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Trail* pTrail[NUM_PLAYERS];
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FOREACH_PlayerNumber(pn)
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{
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pTrail[pn] = GAMESTATE->m_pCurTrail[pn];
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}
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// FIXME: Is there a better way to handle when players don't have
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// the same number of TrailEntries?
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// They have to have the same number, and of the same songs, or gameplay
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// isn't going to line up.
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Trail* pMasterTrail = pTrail[GAMESTATE->m_MasterPlayerNumber];
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Trail* pMasterTrail = GAMESTATE->m_pCurTrail[GAMESTATE->m_MasterPlayerNumber];
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if( pMasterTrail == NULL )
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return;
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int iNumEntriesToShow = min((int)pMasterTrail->m_vEntries.size(), MAX_TOTAL_CONTENTS);
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m_iNumContents = 0;
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@@ -76,10 +72,13 @@ void CourseContentsList::SetFromGameState()
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for( int i=0; i<iNumEntriesToShow; i++ )
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{
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CourseEntryDisplay& display = m_CourseContentDisplays[m_iNumContents];
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const TrailEntry* pte[NUM_PLAYERS];
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FOREACH_EnabledPlayer(pn)
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pte[pn] = &pTrail[pn]->m_vEntries[i];
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{
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Trail* pTrail = GAMESTATE->m_pCurTrail[pn];
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pte[pn] = &pTrail->m_vEntries[i];
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}
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display.LoadFromTrailEntry( m_iNumContents+1, pte );
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m_iNumContents++;
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