GAMEMAN->GetStepsTypeInfo -> GameManager::GetStepsTypeInfo to allow Lua to call before GameManager singleton is initialized
This commit is contained in:
@@ -1494,7 +1494,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
|
||||
|
||||
RString s = ssprintf(
|
||||
SWITCHED_TO.GetValue() + " %s %s '%s' (%d of %d)",
|
||||
GAMEMAN->GetStepsTypeInfo( pSteps->m_StepsType ).szName,
|
||||
GameManager::GetStepsTypeInfo( pSteps->m_StepsType ).szName,
|
||||
DifficultyToString( pSteps->GetDifficulty() ).c_str(),
|
||||
pSteps->GetDescription().c_str(),
|
||||
it - vSteps.begin() + 1,
|
||||
|
||||
Reference in New Issue
Block a user