ScreenBranch shouldn't try to load a background
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@@ -35,6 +35,7 @@ public:
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void ClearMessageQueue( const ScreenMessage SM ); // clear of a specific SM
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bool IsTransparent() const { return m_bIsTransparent; }
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virtual bool UsesBackground() const { return true; } // override and set false if this screen shouldn't load a background
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static bool ChangeCoinModeInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ); // return true if CoinMode changed
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static bool JoinInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ); // return true if a player joined
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@@ -12,6 +12,8 @@ public:
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virtual void HandleScreenMessage( const ScreenMessage SM );
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virtual bool UsesBackground() const { return false; }
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private:
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CString m_sChoice;
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};
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@@ -338,19 +338,21 @@ retry:
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// Load shared BGAnimation
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CString sNewBGA = THEME->GetPathToB(sScreenName+" background");
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if( m_sLastLoadedBackground != sNewBGA )
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if( pNewScreen->UsesBackground() )
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{
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// Create the new background before deleting the previous so that we keep
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// any common textures loaded.
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BGAnimation *pNewBGA = new BGAnimation;
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pNewBGA->LoadFromAniDir( sNewBGA );
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SAFE_DELETE( m_pSharedBGA );
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m_pSharedBGA = pNewBGA;
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CString sNewBGA = THEME->GetPathToB(sScreenName+" background");
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if( m_sLastLoadedBackground != sNewBGA )
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{
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// Create the new background before deleting the previous so that we keep
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// any common textures loaded.
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BGAnimation *pNewBGA = new BGAnimation;
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pNewBGA->LoadFromAniDir( sNewBGA );
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SAFE_DELETE( m_pSharedBGA );
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m_pSharedBGA = pNewBGA;
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m_sLastLoadedBackground = sNewBGA;
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}
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m_sLastLoadedBackground = sNewBGA;
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}
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}
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if( pOldTopScreen!=NULL && m_ScreenStack.back()!=pOldTopScreen )
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{
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