Skip to content

Commit

Permalink
Fix compile
Browse files Browse the repository at this point in the history
  • Loading branch information
poco0317 committed Feb 8, 2019
1 parent 6e80f97 commit 64963b7
Show file tree
Hide file tree
Showing 4 changed files with 11 additions and 11 deletions.
10 changes: 5 additions & 5 deletions src/ScreenGameplay.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -351,14 +351,14 @@ ScreenGameplay::Init()
m_fReplayBookmarkSeconds = 0.f;

// Force FailOff in Practice Mode
if (GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetCurrent().m_bPractice) {
GAMESTATE->m_pPlayerState[PLAYER_1]
if (GAMESTATE->m_pPlayerState->m_PlayerOptions.GetCurrent().m_bPractice) {
GAMESTATE->m_pPlayerState
->m_PlayerOptions.GetCurrent()
.m_FailType = FailType_Off;
GAMESTATE->m_pPlayerState[PLAYER_1]
GAMESTATE->m_pPlayerState
->m_PlayerOptions.GetSong()
.m_FailType = FailType_Off;
GAMESTATE->m_pPlayerState[PLAYER_1]
GAMESTATE->m_pPlayerState
->m_PlayerOptions.GetPreferred()
.m_FailType = FailType_Off;
}
Expand Down Expand Up @@ -2000,7 +2000,7 @@ ScreenGameplay::StageFinished(bool bBackedOut)

STATSMAN->m_CurStageStats.FinalizeScores(false);
if (GamePreferences::m_AutoPlay == PC_HUMAN &&
GAMESTATE->m_pPlayerState[PLAYER_1]
GAMESTATE->m_pPlayerState
->m_PlayerOptions.GetCurrent()
.m_bPractice)
GAMESTATE->CommitStageStats();
Expand Down
2 changes: 1 addition & 1 deletion src/ScreenNetSelectMusic.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -53,7 +53,7 @@ ScreenNetSelectMusic::Init()
if (NSMAN->song != nullptr)
GAMESTATE->m_pCurSong.Set(NSMAN->song);
if (NSMAN->steps != nullptr)
GAMESTATE->m_pCurSteps[PLAYER_1].Set(NSMAN->steps);
GAMESTATE->m_pCurSteps.Set(NSMAN->steps);
ScreenSelectMusic::Init();
GAMESTATE->m_bPlayingMulti = true;
// Load SFX and music
Expand Down
8 changes: 4 additions & 4 deletions src/ScreenSelectMusic.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -93,16 +93,16 @@ ScreenSelectMusic::Init()
GAMESTATE->m_pPlayerState->m_PlayerController = PC_HUMAN;

// Remove failOff if we enter SSM with Practice Mode on so if the player turns it back off when entering a song, we don't have to worry about it
if (GAMESTATE->m_pPlayerState[PLAYER_1]
if (GAMESTATE->m_pPlayerState
->m_PlayerOptions.GetCurrent()
.m_bPractice) {
GAMESTATE->m_pPlayerState[PLAYER_1]
GAMESTATE->m_pPlayerState
->m_PlayerOptions.GetPreferred()
.m_FailType = FailType_Immediate;
GAMESTATE->m_pPlayerState[PLAYER_1]
GAMESTATE->m_pPlayerState
->m_PlayerOptions.GetSong()
.m_FailType = FailType_Immediate;
GAMESTATE->m_pPlayerState[PLAYER_1]
GAMESTATE->m_pPlayerState
->m_PlayerOptions.GetCurrent()
.m_FailType = FailType_Immediate;
}
Expand Down
2 changes: 1 addition & 1 deletion src/StageStats.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -611,7 +611,7 @@ StageStats::FinalizeScores(bool bSummary)
// don't save scores if the player chose not to
// also don't save if in practice mode
if (!GAMESTATE->m_SongOptions.GetCurrent().m_bSaveScore ||
GAMESTATE->m_pPlayerState[PLAYER_1]
GAMESTATE->m_pPlayerState
->m_PlayerOptions.GetCurrent()
.m_bPractice)
return;
Expand Down

0 comments on commit 64963b7

Please sign in to comment.