[loading window] Now it uses the correct instance. I hate stupid errors like this.
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@@ -21,11 +21,11 @@ void ScreenReloadSongs::Init()
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loadWin=new InGameLoadingWindow( );
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loadWin=new InGameLoadingWindow( );
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loadWin->SetXY( SCREEN_CENTER_X, SCREEN_CENTER_Y );
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AddChild( loadWin );
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AddChild( loadWin );
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pLoadingWindow = new InGameLoadingWindow( );
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loadWin->SetXY( SCREEN_CENTER_X, SCREEN_CENTER_Y );
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pLoadingWindow=loadWin;
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m_loadingThread.SetName("Song reload work thread");
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m_loadingThread.SetName("Song reload work thread");
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m_loadingThread.Create(loadingThreadProc,this);
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m_loadingThread.Create(loadingThreadProc,this);
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@@ -33,18 +33,11 @@ void ScreenReloadSongs::Init()
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ScreenReloadSongs::~ScreenReloadSongs()
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ScreenReloadSongs::~ScreenReloadSongs()
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{
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{
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delete pLoadingWindow;
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//m_loadingThread.Halt(true);
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RemoveChild(loadWin);
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delete loadWin;
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}
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}
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void ScreenReloadSongs::Update( float fDeltaTime ) {
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Screen::Update( fDeltaTime );
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//SCREENMAN->Draw();
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}
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int ScreenReloadSongs::loadingThreadProc(void *thisAsVoidPtr) {
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int ScreenReloadSongs::loadingThreadProc(void *thisAsVoidPtr) {
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ScreenReloadSongs *self=(ScreenReloadSongs *)thisAsVoidPtr;
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ScreenReloadSongs *self=(ScreenReloadSongs *)thisAsVoidPtr;
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@@ -11,7 +11,6 @@ class ScreenReloadSongs: public Screen
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public:
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public:
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virtual void Init();
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virtual void Init();
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~ScreenReloadSongs();
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~ScreenReloadSongs();
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void Update( float fDeltaTime );
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private:
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private:
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InGameLoadingWindow *loadWin;
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InGameLoadingWindow *loadWin;
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RageThread m_loadingThread;
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RageThread m_loadingThread;
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