void DifficultyMeter::SetFromGameState( PlayerNumber pn ) { if( GAMESTATE->IsCourseMode() ) { const Trail* pTrail = GAMESTATE->m_pCurTrail[pn]; if( pTrail ) SetFromTrail( pTrail ); else SetFromMeterAndCourseDifficulty( 0, GAMESTATE->m_PreferredCourseDifficulty[pn] ); } else { const Steps* pSteps = GAMESTATE->m_pCurSteps[pn]; if( pSteps ) SetFromSteps( pSteps ); else SetFromMeterAndDifficulty( 0, GAMESTATE->m_PreferredDifficulty[pn] ); } }
void StepsDisplay::SetFromGameState( PlayerNumber pn ) { if( GAMESTATE->IsCourseMode() ) { // figure out what course type is selected somehow. const Trail* pTrail = GAMESTATE->m_pCurTrail[pn]; if( pTrail ) SetFromTrail( pTrail ); else SetFromStepsTypeAndMeterAndDifficultyAndCourseType( StepsType_Invalid, 0, GAMESTATE->m_PreferredCourseDifficulty[pn], CourseType_Invalid ); } else { const Steps* pSteps = GAMESTATE->m_pCurSteps[pn]; if( pSteps ) SetFromSteps( pSteps ); else SetFromStepsTypeAndMeterAndDifficultyAndCourseType( StepsType_Invalid, 0, GAMESTATE->m_PreferredDifficulty[pn], CourseType_Invalid ); } }
void GrooveRadar::SetEmpty( PlayerNumber pn ) { SetFromSteps( pn, NULL ); }