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
+6 -6
View File
@@ -63,7 +63,7 @@ unsigned Steps::GetHash() const
void Steps::SetNoteData( const NoteData& noteDataNew )
{
ASSERT( noteDataNew.GetNumTracks() == GAMEMAN->GetStepsTypeInfo(m_StepsType).iNumTracks );
ASSERT( noteDataNew.GetNumTracks() == GameManager::GetStepsTypeInfo(m_StepsType).iNumTracks );
DeAutogen( false );
@@ -86,7 +86,7 @@ void Steps::GetNoteData( NoteData& noteDataOut ) const
else
{
noteDataOut.ClearAll();
noteDataOut.SetNumTracks( GAMEMAN->GetStepsTypeInfo(m_StepsType).iNumTracks );
noteDataOut.SetNumTracks( GameManager::GetStepsTypeInfo(m_StepsType).iNumTracks );
}
}
@@ -214,7 +214,7 @@ void Steps::Decompress() const
m_bNoteDataIsFilled = true;
int iNewTracks = GAMEMAN->GetStepsTypeInfo(m_StepsType).iNumTracks;
int iNewTracks = GameManager::GetStepsTypeInfo(m_StepsType).iNumTracks;
if( this->m_StepsType == STEPS_TYPE_LIGHTS_CABINET )
{
@@ -267,7 +267,7 @@ void Steps::Decompress() const
// load from compressed
bool bComposite = m_StepsType == STEPS_TYPE_DANCE_ROUTINE;
m_bNoteDataIsFilled = true;
m_pNoteData->SetNumTracks( GAMEMAN->GetStepsTypeInfo(m_StepsType).iNumTracks );
m_pNoteData->SetNumTracks( GameManager::GetStepsTypeInfo(m_StepsType).iNumTracks );
NoteDataUtil::LoadFromSMNoteDataString( *m_pNoteData, m_sNoteDataCompressed, bComposite );
}
@@ -352,7 +352,7 @@ void Steps::CopyFrom( Steps* pSource, StepsType ntTo, float fMusicLengthSeconds
m_StepsType = ntTo;
NoteData noteData;
pSource->GetNoteData( noteData );
noteData.SetNumTracks( GAMEMAN->GetStepsTypeInfo(ntTo).iNumTracks );
noteData.SetNumTracks( GameManager::GetStepsTypeInfo(ntTo).iNumTracks );
parent = NULL;
this->SetNoteData( noteData );
this->SetDescription( pSource->GetDescription() );
@@ -365,7 +365,7 @@ void Steps::CreateBlank( StepsType ntTo )
{
m_StepsType = ntTo;
NoteData noteData;
noteData.SetNumTracks( GAMEMAN->GetStepsTypeInfo(ntTo).iNumTracks );
noteData.SetNumTracks( GameManager::GetStepsTypeInfo(ntTo).iNumTracks );
this->SetNoteData( noteData );
}