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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@@ -72,7 +72,7 @@ ScreenStage::ScreenStage()
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/* Prep the new screen once the animation is complete. This way, we
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* start loading the gameplay screen as soon as possible. */
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this->SendScreenMessage( SM_PrepScreen, m_Background.GetLengthSeconds() );
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this->PostScreenMessage( SM_PrepScreen, m_Background.GetLengthSeconds() );
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/* Start fading out after m_In is complete, minus the length of m_Out. This
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* essentially makes m_In a timer to pad the length, so we always wait a minimum
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@@ -83,7 +83,7 @@ ScreenStage::ScreenStage()
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/* Never do this before we send SM_PrepScreen--we havn't loaded the screen yet. */
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fStartFadingOutSeconds = max(fStartFadingOutSeconds, m_Background.GetLengthSeconds());
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this->SendScreenMessage( SM_BeginFadingOut, fStartFadingOutSeconds );
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this->PostScreenMessage( SM_BeginFadingOut, fStartFadingOutSeconds );
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//g_StageType = (StageType)STAGE_TYPE;
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@@ -557,8 +557,8 @@ ScreenStage::ScreenStage()
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// m_Fade.SetOpened();
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//*/
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//this->SendScreenMessage( SM_DoneFadingIn, 1.0f );
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//this->SendScreenMessage( SM_StartFadingOut, 4.0f );
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//this->PostScreenMessage( SM_DoneFadingIn, 1.0f );
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//this->PostScreenMessage( SM_StartFadingOut, 4.0f );
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}
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void ScreenStage::Update( float fDeltaTime )
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