Bring shadowed variables back from the dark side.
Alright Colby, happy now?
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@@ -106,10 +106,10 @@ void ScreenJukebox::SetSong()
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SONGMAN->GetAllCourses( apCourses, false );
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vector<const CourseEntry *> apOptions;
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vector<Course*> apPossibleCourses;
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for( unsigned i = 0; i < apCourses.size(); ++i )
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for( unsigned j = 0; j < apCourses.size(); ++j )
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{
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Course *pCourse = apCourses[i];
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const CourseEntry *pEntry = pCourse->FindFixedSong( pSong );
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Course *lCourse = apCourses[j];
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const CourseEntry *pEntry = lCourse->FindFixedSong( pSong );
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if( pEntry == NULL || pEntry->attacks.size() == 0 )
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continue;
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@@ -144,14 +144,14 @@ void ScreenJukebox::SetSong()
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{
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int iIndex = RandomInt( apOptions.size() );
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m_pCourseEntry = apOptions[iIndex];
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Course *pCourse = apPossibleCourses[iIndex];
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Course *lCourse = apPossibleCourses[iIndex];
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PlayMode pm = CourseTypeToPlayMode( pCourse->GetCourseType() );
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PlayMode pm = CourseTypeToPlayMode( lCourse->GetCourseType() );
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GAMESTATE->m_PlayMode.Set( pm );
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GAMESTATE->m_pCurCourse.Set( pCourse );
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GAMESTATE->m_pCurCourse.Set( lCourse );
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FOREACH_PlayerNumber( p )
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{
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GAMESTATE->m_pCurTrail[p].Set( pCourse->GetTrail( GAMESTATE->GetCurrentStyle()->m_StepsType ) );
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GAMESTATE->m_pCurTrail[p].Set( lCourse->GetTrail( GAMESTATE->GetCurrentStyle()->m_StepsType ) );
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ASSERT( GAMESTATE->m_pCurTrail[p] );
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}
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}
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