fixed broken screen gameplay, started adding coin-op logic
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@@ -102,10 +102,10 @@ void ScreenManager::Update( float fDeltaTime )
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*
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* So, let's just drop the first update for every screen.
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*/
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if(m_ScreenStack[i]->FirstUpdate())
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continue;
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m_ScreenStack[i]->Update( fDeltaTime );
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if( m_ScreenStack[i]->IsFirstUpdate() )
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m_ScreenStack[i]->Update( 0 );
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else
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m_ScreenStack[i]->Update( fDeltaTime );
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}
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}
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@@ -197,6 +197,7 @@ void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type
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#include "ScreenLogo.h"
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#include "ScreenUnlock.h"
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#include "ScreenDemonstration.h"
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#include "ScreenInstructions.h"
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#include "ScreenPrompt.h"
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#include "ScreenTextEntry.h"
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@@ -243,6 +244,7 @@ Screen* ScreenManager::MakeNewScreen( CString sClassName )
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else if( 0==stricmp(sClassName, "ScreenLogo") ) ret = new ScreenLogo;
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else if( 0==stricmp(sClassName, "ScreenUnlock") ) ret = new ScreenUnlock;
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else if( 0==stricmp(sClassName, "ScreenDemonstration") ) ret = new ScreenDemonstration;
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else if( 0==stricmp(sClassName, "ScreenInstructions") ) ret = new ScreenInstructions;
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else
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RageException::Throw( "Invalid Screen class name '%s'", sClassName.GetString() );
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