enforce that changed message is broadcast whenever value changes
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@@ -903,7 +903,7 @@ void ScreenGameplay::LoadNextSong()
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int iPlaySongIndex = GAMESTATE->GetCourseSongIndex();
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iPlaySongIndex %= m_apSongsQueue.size();
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GAMESTATE->m_pCurSong = m_apSongsQueue[iPlaySongIndex];
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GAMESTATE->m_pCurSong.Set( m_apSongsQueue[iPlaySongIndex] );
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STATSMAN->m_CurStageStats.vpSongs.push_back( GAMESTATE->m_pCurSong );
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// No need to do this here. We do it in SongFinished().
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@@ -2162,10 +2162,10 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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int iPlaySongIndex = GAMESTATE->GetCourseSongIndex()+1;
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iPlaySongIndex %= m_apSongsQueue.size();
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GAMESTATE->m_pCurSong = m_apSongsQueue[iPlaySongIndex];
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GAMESTATE->m_pCurSong.Set( m_apSongsQueue[iPlaySongIndex] );
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m_NextSongOut.Load( THEME->GetPathB(m_sName,"next song out") );
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GAMESTATE->m_pCurSong = pCurSong;
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GAMESTATE->m_pCurSong.Set( pCurSong );
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m_NextSongOut.StartTransitioning( SM_LoadNextSong );
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LoadCourseSongNumber( GetMaxSongsPlayed()+1 );
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