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