fix ScreenEvaluationCourse glitches
Change ScreenManager message sending methods for more precise control: - SendMessageToTopScreen: handle the message immediately - PostMessageToTopScreen: post message to queue for processing next update
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@@ -144,7 +144,7 @@ void ScreenSelectDifficulty::HandleScreenMessage( const ScreenMessage SM )
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{
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case SM_BeginFadingOut:
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TweenOffScreen();
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SCREENMAN->SendMessageToTopScreen( SM_AllDoneChoosing, SLEEP_AFTER_TWEEN_OFF_SECONDS ); // nofify parent that we're finished
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SCREENMAN->PostMessageToTopScreen( SM_AllDoneChoosing, SLEEP_AFTER_TWEEN_OFF_SECONDS ); // nofify parent that we're finished
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m_Menu.m_MenuTimer.Stop();
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break;
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}
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@@ -335,7 +335,7 @@ void ScreenSelectDifficulty::MenuStart( PlayerNumber pn )
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if( GAMESTATE->IsPlayerEnabled((PlayerNumber)p) && m_bChosen[p] == false )
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return;
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}
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this->SendScreenMessage( SM_BeginFadingOut, SLEEP_AFTER_CHOICE_SECONDS ); // tell our owner it's time to move on
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this->PostScreenMessage( SM_BeginFadingOut, SLEEP_AFTER_CHOICE_SECONDS ); // tell our owner it's time to move on
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}
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// Err, this breaks back ...
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