From a858eca8b094ce5aabad3133fe2f72302dcd6d02 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Thu, 21 Jul 2005 01:59:13 +0000 Subject: [PATCH] edit state has its own PlayerState; reset options here --- stepmania/src/ScreenEdit.cpp | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/stepmania/src/ScreenEdit.cpp b/stepmania/src/ScreenEdit.cpp index 83f081ad22..826d22a533 100644 --- a/stepmania/src/ScreenEdit.cpp +++ b/stepmania/src/ScreenEdit.cpp @@ -1786,8 +1786,6 @@ void ScreenEdit::TransitionEditState( EditState em ) * make sure we don't stay there if we escaped out early. */ GAMESTATE->m_fSongBeat = max( GAMESTATE->m_fSongBeat, 0 ); - GAMESTATE->m_pPlayerState[PLAYER_1]->m_CurrentPlayerOptions = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions; - if( old == STATE_RECORDING ) { SaveUndo(); @@ -1816,9 +1814,10 @@ void ScreenEdit::TransitionEditState( EditState em ) case STATE_RECORDING: /* Stop displaying course attacks, if any, and return to the player's defaults. */ GAMESTATE->RemoveAllActiveAttacks(); + GAMESTATE->m_pPlayerState[PLAYER_1]->RebuildPlayerOptionsFromActiveAttacks(); /* Snap to current options. */ - GAMESTATE->m_pPlayerState[PLAYER_1]->RebuildPlayerOptionsFromActiveAttacks(); + GAMESTATE->m_pPlayerState[PLAYER_1]->m_CurrentPlayerOptions = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions; /* Give a 1 secord lead-in. If we're loading Player, this must be done first. */ float fSeconds = m_pSong->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_iStartPlayingAt) ) - 1;