GAMEMAN-> to GameManager::
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@@ -352,7 +352,7 @@ void GameState::JoinPlayer( PlayerNumber pn )
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// Set the current style to something appropriate for the new number of joined players.
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if( ALLOW_LATE_JOIN && m_pCurStyle != NULL )
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{
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const Style *pStyle = GAMEMAN->GetFirstCompatibleStyle( m_pCurGame, GetNumSidesJoined(), m_pCurStyle->m_StepsType );
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const Style *pStyle = GameManager::GetFirstCompatibleStyle( m_pCurGame, GetNumSidesJoined(), m_pCurStyle->m_StepsType );
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m_pCurStyle.Set( pStyle );
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}
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@@ -591,7 +591,7 @@ int GameState::GetNumStagesForCurrentSongAndStepsOrCourse() const
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{
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/* If a style isn't set, use the style of the selected steps. */
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StepsType st = pSteps->m_StepsType;
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pStyle = GAMEMAN->GetFirstCompatibleStyle( m_pCurGame, GetNumSidesJoined(), st );
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pStyle = GameManager::GetFirstCompatibleStyle( m_pCurGame, GetNumSidesJoined(), st );
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}
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else
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{
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@@ -599,7 +599,7 @@ int GameState::GetNumStagesForCurrentSongAndStepsOrCourse() const
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* joined players, or one player if no players are joined. */
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vector<const Style*> vpStyles;
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int iJoined = max( GetNumSidesJoined(), 1 );
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GAMEMAN->GetCompatibleStyles( m_pCurGame, iJoined, vpStyles );
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GameManager::GetCompatibleStyles( m_pCurGame, iJoined, vpStyles );
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ASSERT( !vpStyles.empty() );
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pStyle = vpStyles[0];
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}
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