Made the call event function more reliable

I have no idea why the function was set up the way it was before but it should be fine now.
This commit is contained in:
Slaith
2022-02-27 10:49:06 -08:00
parent c50bb43cfa
commit 8501e4805c
2 changed files with 9 additions and 8 deletions

View File

@ -162,7 +162,7 @@ namespace RhythmHeavenMania
// FX entities should ALWAYS execute before gameplay entities
for (int i = 0; i < fxEntities.Count; i++)
{
eventCaller.CallEvent(fxEntities[i].datamodel);
eventCaller.CallEvent(fxEntities[i]);
currentEvent++;
}
@ -174,7 +174,7 @@ namespace RhythmHeavenMania
{
PreloadGame(entitesAtSameBeat[i].datamodel.Split('/')[0]);
}
eventCaller.CallEvent(entitesAtSameBeat[i].datamodel);
eventCaller.CallEvent(entitesAtSameBeat[i]);
// Thank you to @shshwdr for bring this to my attention
currentEvent++;