set PreviousScreen during BeginScreen
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@@ -103,6 +103,7 @@ namespace ScreenManagerUtil
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};
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};
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Actor *g_pSharedBGA; // BGA object that's persistent between screens
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Actor *g_pSharedBGA; // BGA object that's persistent between screens
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RString m_sPreviousTopScreen;
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vector<LoadedScreen> g_ScreenStack; // bottommost to topmost
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vector<LoadedScreen> g_ScreenStack; // bottommost to topmost
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vector<Screen*> g_OverlayScreens;
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vector<Screen*> g_OverlayScreens;
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set<RString> g_setGroupedScreens;
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set<RString> g_setGroupedScreens;
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@@ -120,10 +121,15 @@ namespace ScreenManagerUtil
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/* Set the name of the loading screen. */
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/* Set the name of the loading screen. */
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{
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{
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LuaThreadVariable var( "LoadingScreen", ls.m_pScreen->GetName() );
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LuaThreadVariable var1( "PreviousScreen", m_sPreviousTopScreen );
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LuaThreadVariable var2( "LoadingScreen", ls.m_pScreen->GetName() );
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ls.m_pScreen->BeginScreen();
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ls.m_pScreen->BeginScreen();
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}
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}
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/* If this is the new top screen, save the name. */
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if( g_ScreenStack.size() == 1 )
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m_sPreviousTopScreen = ls.m_pScreen->GetName();
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SCREENMAN->RefreshCreditsMessages();
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SCREENMAN->RefreshCreditsMessages();
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SCREENMAN->PostMessageToTopScreen( SM_GainFocus, 0 );
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SCREENMAN->PostMessageToTopScreen( SM_GainFocus, 0 );
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