avoid accessing m_PlayerStateEdit directly

This commit is contained in:
Glenn Maynard
2005-07-21 01:04:54 +00:00
parent 7570946554
commit f0e4bff570
+3 -2
View File
@@ -839,7 +839,7 @@ void ScreenEdit::Update( float fDeltaTime )
float fDelta = GAMESTATE->m_fSongBeat - m_fTrailingBeat;
if( fabsf(fDelta) < 10 )
fapproach( m_fTrailingBeat, GAMESTATE->m_fSongBeat,
fDeltaTime*40 / m_PlayerStateEdit.m_CurrentPlayerOptions.m_fScrollSpeed );
fDeltaTime*40 / m_NoteFieldEdit.GetPlayerState()->m_CurrentPlayerOptions.m_fScrollSpeed );
else
fapproach( m_fTrailingBeat, GAMESTATE->m_fSongBeat,
fabsf(fDelta) * fDeltaTime*5 );
@@ -1056,7 +1056,8 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
case EDIT_BUTTON_SCROLL_SPEED_UP:
case EDIT_BUTTON_SCROLL_SPEED_DOWN:
{
float& fScrollSpeed = m_PlayerStateEdit.m_PlayerOptions.m_fScrollSpeed;
PlayerState *pPlayerState = const_cast<PlayerState *> (m_NoteFieldEdit.GetPlayerState());
float& fScrollSpeed = pPlayerState->m_PlayerOptions.m_fScrollSpeed;
float fNewScrollSpeed = fScrollSpeed;
if( EditB == EDIT_BUTTON_SCROLL_SPEED_DOWN )