don't hard code a sleep - let a BGAnimation control the transition
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@@ -86,7 +86,7 @@ AutoScreenMessage( SM_StopHereWeGo )
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static Preference<float> g_fNetStartOffset( Options, "NetworkStartOffset", -3.0 );
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REGISTER_SCREEN_CLASS( ScreenGameplay );
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ScreenGameplay::ScreenGameplay( CString sName ) : Screen(sName)
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ScreenGameplay::ScreenGameplay( CString sName ) : ScreenWithMenuElements(sName)
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{
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PLAYER_TYPE.Load( sName, "PlayerType" );
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GIVE_UP_TEXT.Load( sName, "GiveUpText" );
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@@ -99,7 +99,7 @@ ScreenGameplay::ScreenGameplay( CString sName ) : Screen(sName)
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void ScreenGameplay::Init()
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{
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Screen::Init();
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ScreenWithMenuElements::Init();
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/* Pause MEMCARDMAN. If a memory card is remove, we don't want to interrupt the
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* player by making a noise until the game finishes. */
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@@ -620,14 +620,6 @@ void ScreenGameplay::Init()
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m_textDebug.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 ); // just under transitions, over the foreground
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this->AddChild( &m_textDebug );
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m_In.Load( THEME->GetPathB(m_sName,"in") );
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m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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this->AddChild( &m_In );
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m_Cancel.Load( THEME->GetPathB(m_sName,"cancel") );
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m_Cancel.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); // on top of everything else
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this->AddChild( &m_Cancel );
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) // only load if we're going to use it
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{
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