GAMEMAN->GetStepsTypeInfo -> GameManager::GetStepsTypeInfo to allow Lua to call before GameManager singleton is initialized, remove para-versus
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@@ -42,7 +42,7 @@ RString StepsTypeInfo::GetLocalizedString() const
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return szName;
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}
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static const StepsTypeInfo g_StepsTypeInfos[NUM_StepsType] = {
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static const StepsTypeInfo g_StepsTypeInfos[] = {
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{ "dance-single", 4, true, StepsTypeCategory_Single },
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{ "dance-double", 8, true, StepsTypeCategory_Double },
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{ "dance-couple", 8, true, StepsTypeCategory_Couple },
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@@ -1093,7 +1093,7 @@ static const Style g_Style_Para_Versus =
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true, // m_bUsedForDemonstration
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true, // m_bUsedForHowToPlay
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"versus", // m_szName
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STEPS_TYPE_PARA_VERSUS, // m_StepsType
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STEPS_TYPE_PARA_SINGLE, // m_StepsType
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StyleType_TwoPlayersTwoSides, // m_StyleType
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5, // m_iColsPerPlayer
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{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
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@@ -2652,8 +2652,10 @@ bool GameManager::IsGameEnabled( const Game *pGame ) const
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return NOTESKIN->DoNoteSkinsExistForGame( pGame );
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}
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const StepsTypeInfo &GameManager::GetStepsTypeInfo( StepsType st ) const
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const StepsTypeInfo &GameManager::GetStepsTypeInfo( StepsType st )
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{
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ASSERT( ARRAYLEN(g_StepsTypeInfos) == NUM_StepsType );
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ASSERT_M( st < NUM_StepsType, ssprintf("%i", st) );
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ASSERT_M( st < NUM_StepsType, ssprintf("%i", st) );
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return g_StepsTypeInfos[st];
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}
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