Remove SM_AllDoneChoosing. ScreenSelects just send SM_BeginFadingOut when
done. This is much simpler, and fixes concurrent loads starting late.
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@@ -239,12 +239,10 @@ void ScreenSelect::HandleScreenMessage( const ScreenMessage SM )
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}
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}
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SCREENMAN->ConcurrentlyPrepareScreen( m_sNextScreen );
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}
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else if( SM == SM_AllDoneChoosing ) /* It's our turn to tween out. */
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{
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if( !IsTransitioning() )
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StartTransitioningScreen( SM_GoToNextScreen );
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SCREENMAN->ConcurrentlyPrepareScreen( m_sNextScreen );
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}
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else if( SM == SM_GoToNextScreen )
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{
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