Another change that looks bigger than it is: changed out the global extern WResourceManager to a real singleton. This means that it's no longer being init'ed at static initialization time, and we can debug construction/destruction properly; it's also safer in a multithreaded context.
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@@ -7,7 +7,7 @@ MTGGamePhase::MTGGamePhase(int id) :
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{
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animation = 0;
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currentState = -1;
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mFont = resources.GetWFont(Fonts::MAIN_FONT);
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mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT);
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mFont->SetBase(0); // using 2nd font
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}
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