GAMEMAN->GetStepsTypeInfo -> GameManager::GetStepsTypeInfo to allow Lua to call before GameManager singleton is initialized
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@@ -190,9 +190,9 @@ static RString GetSMNotesTag( const Song &song, const Steps &in, bool bSavingCac
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lines.push_back( "" );
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// Escape to prevent some clown from making a comment of "\r\n;"
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lines.push_back( ssprintf("//---------------%s - %s----------------",
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GAMEMAN->GetStepsTypeInfo(in.m_StepsType).szName, SmEscape(in.GetDescription()).c_str()) );
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GameManager::GetStepsTypeInfo(in.m_StepsType).szName, SmEscape(in.GetDescription()).c_str()) );
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lines.push_back( song.m_vsKeysoundFile.empty() ? "#NOTES:" : "#NOTES2:" );
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lines.push_back( ssprintf( " %s:", GAMEMAN->GetStepsTypeInfo(in.m_StepsType).szName ) );
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lines.push_back( ssprintf( " %s:", GameManager::GetStepsTypeInfo(in.m_StepsType).szName ) );
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lines.push_back( ssprintf( " %s:", SmEscape(in.GetDescription()).c_str() ) );
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lines.push_back( ssprintf( " %s:", DifficultyToString(in.GetDifficulty()).c_str() ) );
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lines.push_back( ssprintf( " %d:", in.GetMeter() ) );
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