m_bPastHereWeGo -> !m_bGameplayLeadIn, default false. This is more natural;
!m_bPastHereWeGo was the usual case.
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@@ -969,7 +969,7 @@ void BrightnessOverlay::Update( float fDeltaTime )
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ActorFrame::Update( fDeltaTime );
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/* If we're actually playing, then we're past fades, etc; update the background
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* brightness to follow Cover. */
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if( GAMESTATE->m_bPastHereWeGo )
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if( !GAMESTATE->m_bGameplayLeadIn )
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SetActualBrightness();
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}
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