GAMEMAN->GetStepsTypeInfo -> GameManager::GetStepsTypeInfo to allow Lua to call before GameManager singleton is initialized

This commit is contained in:
Chris Danford
2008-03-24 08:53:05 +00:00
parent f714e46b13
commit defedc2c62
17 changed files with 31 additions and 31 deletions
+3 -3
View File
@@ -83,7 +83,7 @@ void CatalogXml::Save( LoadingWindow *loading_window )
FOREACH_CONST( StepsType, vStepsTypesToShow, st )
{
XNode* p3 = p2->AppendChild( "StepsType" );
p3->AppendAttr( "StepsType", GAMEMAN->GetStepsTypeInfo(*st).szName );
p3->AppendAttr( "StepsType", GameManager::GetStepsTypeInfo(*st).szName );
int iNumStepsInGroupAndStepsType[NUM_Difficulty];
ZERO( iNumStepsInGroupAndStepsType );
@@ -297,8 +297,8 @@ void CatalogXml::Save( LoadingWindow *loading_window )
XNode* pNode2 = pNode->AppendChild( "StepsType" );
FOREACH_CONST( StepsType, vStepsTypesToShow, iter )
{
XNode* pNode3 = pNode2->AppendChild( "StepsType", GAMEMAN->GetStepsTypeInfo(*iter).szName );
pNode3->AppendAttr( "DisplayAs", GAMEMAN->GetStepsTypeInfo(*iter).GetLocalizedString() );
XNode* pNode3 = pNode2->AppendChild( "StepsType", GameManager::GetStepsTypeInfo(*iter).szName );
pNode3->AppendAttr( "DisplayAs", GameManager::GetStepsTypeInfo(*iter).GetLocalizedString() );
}
}