Add and use accessors for most of Notes.

Don't autogen data until it's needed.
This commit is contained in:
Glenn Maynard
2003-01-02 22:10:51 +00:00
parent b797141aa3
commit bb8940adad
23 changed files with 231 additions and 164 deletions
+3 -3
View File
@@ -262,7 +262,7 @@ void ScreenEz2SelectMusic::EasierDifficulty( PlayerNumber pn )
m_iSelection[pn]--;
// the user explicity switched difficulties. Update the preferred difficulty
GAMESTATE->m_PreferredDifficulty[pn] = m_arrayNotes[pn][ m_iSelection[pn] ]->m_Difficulty;
GAMESTATE->m_PreferredDifficulty[pn] = m_arrayNotes[pn][ m_iSelection[pn] ]->GetDifficulty();
// m_soundChangeNotes.Play();
@@ -282,7 +282,7 @@ void ScreenEz2SelectMusic::HarderDifficulty( PlayerNumber pn )
m_iSelection[pn]++;
// the user explicity switched difficulties. Update the preferred difficulty
GAMESTATE->m_PreferredDifficulty[pn] = m_arrayNotes[pn][ m_iSelection[pn] ]->m_Difficulty;
GAMESTATE->m_PreferredDifficulty[pn] = m_arrayNotes[pn][ m_iSelection[pn] ]->GetDifficulty();
// m_soundChangeNotes.Play();
@@ -320,7 +320,7 @@ void ScreenEz2SelectMusic::AfterNotesChange( PlayerNumber pn )
Notes* pNotes = m_arrayNotes[pn].empty()? NULL: m_arrayNotes[pn][m_iSelection[pn]];
if( pNotes != NULL )
m_PumpDifficultyRating.SetText(ssprintf("Lv.%d",pNotes->m_iMeter));
m_PumpDifficultyRating.SetText(ssprintf("Lv.%d",pNotes->GetMeter()));
GAMESTATE->m_pCurNotes[pn] = pNotes;