GAMEMAN->GetStepsTypeInfo -> GameManager::GetStepsTypeInfo to allow Lua to call before GameManager singleton is initialized
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@@ -280,7 +280,7 @@ XNode* StepsID::CreateNode() const
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{
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XNode* pNode = new XNode( "Steps" );
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pNode->AppendAttr( "StepsType", GAMEMAN->GetStepsTypeInfo(st).szName );
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pNode->AppendAttr( "StepsType", GameManager::GetStepsTypeInfo(st).szName );
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pNode->AppendAttr( "Difficulty", DifficultyToString(dc) );
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if( dc == Difficulty_Edit )
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{
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@@ -319,7 +319,7 @@ void StepsID::LoadFromNode( const XNode* pNode )
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RString StepsID::ToString() const
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{
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RString s = GAMEMAN->GetStepsTypeInfo( st ).szName;
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RString s = GameManager::GetStepsTypeInfo( st ).szName;
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s += " " + DifficultyToString( dc );
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if( dc == Difficulty_Edit )
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{
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