GAMEMAN->GetStepsTypeInfo -> GameManager::GetStepsTypeInfo to allow Lua to call before GameManager singleton is initialized, remove para-versus

This commit is contained in:
Chris Danford
2008-03-24 08:40:06 +00:00
parent 7f700deea2
commit f714e46b13
+5 -3
View File
@@ -42,7 +42,7 @@ RString StepsTypeInfo::GetLocalizedString() const
return szName;
}
static const StepsTypeInfo g_StepsTypeInfos[NUM_StepsType] = {
static const StepsTypeInfo g_StepsTypeInfos[] = {
{ "dance-single", 4, true, StepsTypeCategory_Single },
{ "dance-double", 8, true, StepsTypeCategory_Double },
{ "dance-couple", 8, true, StepsTypeCategory_Couple },
@@ -1093,7 +1093,7 @@ static const Style g_Style_Para_Versus =
true, // m_bUsedForDemonstration
true, // m_bUsedForHowToPlay
"versus", // m_szName
STEPS_TYPE_PARA_VERSUS, // m_StepsType
STEPS_TYPE_PARA_SINGLE, // m_StepsType
StyleType_TwoPlayersTwoSides, // m_StyleType
5, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
@@ -2652,8 +2652,10 @@ bool GameManager::IsGameEnabled( const Game *pGame ) const
return NOTESKIN->DoNoteSkinsExistForGame( pGame );
}
const StepsTypeInfo &GameManager::GetStepsTypeInfo( StepsType st ) const
const StepsTypeInfo &GameManager::GetStepsTypeInfo( StepsType st )
{
ASSERT( ARRAYLEN(g_StepsTypeInfos) == NUM_StepsType );
ASSERT_M( st < NUM_StepsType, ssprintf("%i", st) );
ASSERT_M( st < NUM_StepsType, ssprintf("%i", st) );
return g_StepsTypeInfos[st];
}