Move some player-specific data out of the bloated GameState class.

Have gameplay objects hold a PlayerState pointer instead of a PlayerNumber and indexing back into GameState.
This will simplify off-screen players (e.g. CPU ghosts, network replicated human players, >2 players using one NoteField)
This commit is contained in:
Chris Danford
2004-12-20 06:25:59 +00:00
parent 52545966e6
commit f840c014a9
70 changed files with 977 additions and 655 deletions
+2 -1
View File
@@ -17,6 +17,7 @@
#include "MenuTimer.h"
#include "StepsUtil.h"
#include "ScreenDimensions.h"
#include "PlayerState.h"
#define SCROLLING_LIST_X THEME->GetMetricF("ScreenEz2SelectMusic","ScrollingListX")
#define SCROLLING_LIST_Y THEME->GetMetricF("ScreenEz2SelectMusic","ScrollingListY")
@@ -309,7 +310,7 @@ void ScreenEz2SelectMusic::Input( const DeviceInput& DeviceI, const InputEventTy
void ScreenEz2SelectMusic::UpdateOptions(PlayerNumber pn, int nosound)
{
sOptions = GAMESTATE->m_PlayerOptions[pn].GetString();
sOptions = GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetString();
#ifdef DEBUG
m_debugtext.SetText( "DEBUG: " + sOptions );