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
+2 -2
View File
@@ -387,7 +387,7 @@ void EditMenu::OnRowValueChanged( EditMenuRow row )
// fall through
case ROW_STEPS_TYPE:
m_textValue[ROW_STEPS_TYPE].SetText( GAMEMAN->GetStepsTypeInfo(GetSelectedStepsType()).GetLocalizedString() );
m_textValue[ROW_STEPS_TYPE].SetText( GameManager::GetStepsTypeInfo(GetSelectedStepsType()).GetLocalizedString() );
{
Difficulty dcOld = Difficulty_Invalid;
@@ -501,7 +501,7 @@ void EditMenu::OnRowValueChanged( EditMenuRow row )
case ROW_SOURCE_STEPS_TYPE:
m_textLabel[ROW_SOURCE_STEPS_TYPE].SetVisible( GetSelectedSteps() ? false : true );
m_textValue[ROW_SOURCE_STEPS_TYPE].SetVisible( GetSelectedSteps() ? false : true );
m_textValue[ROW_SOURCE_STEPS_TYPE].SetText( GAMEMAN->GetStepsTypeInfo(GetSelectedSourceStepsType()).GetLocalizedString() );
m_textValue[ROW_SOURCE_STEPS_TYPE].SetText( GameManager::GetStepsTypeInfo(GetSelectedSourceStepsType()).GetLocalizedString() );
m_vpSourceSteps.clear();
m_vpSourceSteps.push_back( StepsAndDifficulty(NULL,Difficulty_Invalid) ); // "blank"