Remove SM_AllDoneChoosing. ScreenSelects just send SM_BeginFadingOut when
done. This is much simpler, and fixes concurrent loads starting late.
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@@ -159,18 +159,6 @@ void ScreenSelectDifficulty::Update( float fDelta )
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m_fLockInputTime = max( 0, m_fLockInputTime-fDelta );
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}
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void ScreenSelectDifficulty::HandleScreenMessage( const ScreenMessage SM )
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{
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ScreenSelect::HandleScreenMessage( SM );
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switch( SM )
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{
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case SM_BeginFadingOut:
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SCREENMAN->PostMessageToTopScreen( SM_AllDoneChoosing, 0 ); // notify parent that we're finished
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break;
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}
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}
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int ScreenSelectDifficulty::GetSelectionIndex( PlayerNumber pn )
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{
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int index = 0;
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