enforce that changed message is broadcast whenever value changes

This commit is contained in:
Chris Danford
2005-02-24 12:27:30 +00:00
parent 94743864e6
commit ab22e629d4
19 changed files with 54 additions and 26 deletions
+3 -3
View File
@@ -903,7 +903,7 @@ void ScreenGameplay::LoadNextSong()
int iPlaySongIndex = GAMESTATE->GetCourseSongIndex();
iPlaySongIndex %= m_apSongsQueue.size();
GAMESTATE->m_pCurSong = m_apSongsQueue[iPlaySongIndex];
GAMESTATE->m_pCurSong.Set( m_apSongsQueue[iPlaySongIndex] );
STATSMAN->m_CurStageStats.vpSongs.push_back( GAMESTATE->m_pCurSong );
// No need to do this here. We do it in SongFinished().
@@ -2162,10 +2162,10 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
int iPlaySongIndex = GAMESTATE->GetCourseSongIndex()+1;
iPlaySongIndex %= m_apSongsQueue.size();
GAMESTATE->m_pCurSong = m_apSongsQueue[iPlaySongIndex];
GAMESTATE->m_pCurSong.Set( m_apSongsQueue[iPlaySongIndex] );
m_NextSongOut.Load( THEME->GetPathB(m_sName,"next song out") );
GAMESTATE->m_pCurSong = pCurSong;
GAMESTATE->m_pCurSong.Set( pCurSong );
m_NextSongOut.StartTransitioning( SM_LoadNextSong );
LoadCourseSongNumber( GetMaxSongsPlayed()+1 );