have gameplay objects access PlayerStageStats though a member pointer and not directly access g_CurStageStats.

This commit is contained in:
Chris Danford
2004-12-22 07:31:27 +00:00
parent 7d285a5731
commit a1340dd1c0
10 changed files with 141 additions and 94 deletions
+12 -2
View File
@@ -443,7 +443,17 @@ ScreenEdit::ScreenEdit( CString sName ) : Screen( sName )
/* XXX: Do we actually have to send real note data here, and to m_NoteFieldRecord?
* (We load again on play/record.) */
m_Player.Load( GAMESTATE->m_pPlayerState[PLAYER_1], noteData, NULL, NULL, NULL, NULL, NULL, NULL, NULL );
m_Player.Load(
GAMESTATE->m_pPlayerState[PLAYER_1],
noteData,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL );
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_HUMAN;
m_Player.SetXY( PLAYER_X, PLAYER_Y );
@@ -2095,7 +2105,7 @@ void ScreenEdit::HandleAreaMenuChoice( AreaMenuChoice c, int* iAnswers )
SetupCourseAttacks();
m_Player.Load( GAMESTATE->m_pPlayerState[PLAYER_1], m_NoteFieldEdit, NULL, NULL, NULL, NULL, NULL, NULL, NULL );
m_Player.Load( GAMESTATE->m_pPlayerState[PLAYER_1], m_NoteFieldEdit, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL );
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PREFSMAN->m_bAutoPlay?PC_AUTOPLAY:PC_HUMAN;
m_rectRecordBack.StopTweening();