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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@@ -132,7 +132,7 @@ ScreenTitleMenu::ScreenTitleMenu()
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SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","ScreenTitleMenu music") );
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this->SendScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS);
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this->PostScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS);
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this->MoveToTail( &m_In ); // put it in the back so it covers up the stuff we just added
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this->MoveToTail( &m_Out ); // put it in the back so it covers up the stuff we just added
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@@ -227,7 +227,7 @@ void ScreenTitleMenu::Update( float fDelta )
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{
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if(TimeToDemonstration.PeekDeltaTime() >= SECONDS_BEFORE_ATTRACT)
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{
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this->SendScreenMessage( SM_GoToAttractLoop, 0 );
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this->PostScreenMessage( SM_GoToAttractLoop, 0 );
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TimeToDemonstration.GetDeltaTime();
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}
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Screen::Update(fDelta);
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@@ -240,7 +240,7 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
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{
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case SM_PlayComment:
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m_soundAttract.PlayRandom();
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this->SendScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS );
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this->PostScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS );
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break;
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case SM_GoToNextScreen:
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switch( m_Choice )
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