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
+4 -4
View File
@@ -494,7 +494,7 @@ void ScreenSelectMusic::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();
@@ -514,7 +514,7 @@ void ScreenSelectMusic::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();
@@ -620,7 +620,7 @@ void ScreenSelectMusic::MenuStart( PlayerNumber pn )
{
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
if( GAMESTATE->m_pCurNotes[p] && GAMESTATE->m_pCurNotes[p]->m_iMeter >= 10 )
if( GAMESTATE->m_pCurNotes[p] && GAMESTATE->m_pCurNotes[p]->GetMeter() >= 10 )
bIsHard = true;
}
@@ -765,7 +765,7 @@ void ScreenSelectMusic::AfterMusicChange()
continue;
for( unsigned i=0; i<m_arrayNotes[p].size(); i++ )
{
if( m_arrayNotes[p][i]->m_Difficulty == GAMESTATE->m_PreferredDifficulty[p] )
if( m_arrayNotes[p][i]->GetDifficulty() == GAMESTATE->m_PreferredDifficulty[p] )
{
m_iSelection[p] = i;
break;