odn't special case Transitions; send them an OnCommand from
BeginScreen, just like everything else
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@@ -456,6 +456,7 @@ void ScreenGameplay::Init()
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if( !GAMESTATE->m_bDemonstrationOrJukebox ) // only load if we're going to use it
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{
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m_Toasty.Load( THEME->GetPathB(m_sName,"toasty") );
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m_Toasty.PlayCommand("On");
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this->AddChild( &m_Toasty );
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}
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@@ -487,10 +488,12 @@ void ScreenGameplay::Init()
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m_NextSong.Load( THEME->GetPathB(m_sName,"next course song") );
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m_NextSong.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
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m_NextSong.PlayCommand("On");
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this->AddChild( &m_NextSong );
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m_SongFinished.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
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m_SongFinished.Load( THEME->GetPathB(m_sName,"song finished") );
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m_SongFinished.PlayCommand("On");
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this->AddChild( &m_SongFinished );
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@@ -694,13 +697,16 @@ void ScreenGameplay::Init()
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if( !GAMESTATE->m_bDemonstrationOrJukebox ) // only load if we're going to use it
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{
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m_Ready.Load( THEME->GetPathB(m_sName,"ready") );
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m_Ready.PlayCommand("On");
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this->AddChild( &m_Ready );
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m_Go.Load( THEME->GetPathB(m_sName,"go") );
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m_Go.PlayCommand("On");
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this->AddChild( &m_Go );
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m_Failed.Load( THEME->GetPathB(m_sName,"failed") );
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m_Failed.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 ); // on top of everything else
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m_Failed.PlayCommand("On");
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this->AddChild( &m_Failed );
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m_textDebug.LoadFromFont( THEME->GetPathF("Common","normal") );
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