GAMEMAN->GetStepsTypeInfo -> GameManager::GetStepsTypeInfo to allow Lua to call before GameManager singleton is initialized
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@@ -83,7 +83,7 @@ void CatalogXml::Save( LoadingWindow *loading_window )
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FOREACH_CONST( StepsType, vStepsTypesToShow, st )
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{
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XNode* p3 = p2->AppendChild( "StepsType" );
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p3->AppendAttr( "StepsType", GAMEMAN->GetStepsTypeInfo(*st).szName );
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p3->AppendAttr( "StepsType", GameManager::GetStepsTypeInfo(*st).szName );
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int iNumStepsInGroupAndStepsType[NUM_Difficulty];
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ZERO( iNumStepsInGroupAndStepsType );
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@@ -297,8 +297,8 @@ void CatalogXml::Save( LoadingWindow *loading_window )
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XNode* pNode2 = pNode->AppendChild( "StepsType" );
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FOREACH_CONST( StepsType, vStepsTypesToShow, iter )
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{
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XNode* pNode3 = pNode2->AppendChild( "StepsType", GAMEMAN->GetStepsTypeInfo(*iter).szName );
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pNode3->AppendAttr( "DisplayAs", GAMEMAN->GetStepsTypeInfo(*iter).GetLocalizedString() );
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XNode* pNode3 = pNode2->AppendChild( "StepsType", GameManager::GetStepsTypeInfo(*iter).szName );
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pNode3->AppendAttr( "DisplayAs", GameManager::GetStepsTypeInfo(*iter).GetLocalizedString() );
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}
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}
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