Drop generic concurrent rendering. It makes too many things very
complicated, and I don't trust it at a high level: it makes too many unchecked things concurrent, so I think it will make things brittle.
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@@ -65,7 +65,7 @@ void ScreenStage::HandleScreenMessage( const ScreenMessage SM )
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}
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else if( SM == SM_BeginFadingOut )
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{
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if( SCREENMAN->IsConcurrentlyLoading() || m_sprOverlay->GetTweenTimeLeft() )
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if( m_sprOverlay->GetTweenTimeLeft() )
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return;
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/* Clear any other SM_BeginFadingOut messages. */
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@@ -84,16 +84,8 @@ void ScreenStage::Update( float fDeltaTime )
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{
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if( this->IsFirstUpdate() )
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{
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if( SCREENMAN->ConcurrentlyPrepareScreen(GetNextScreen(), SM_BeginFadingOut) )
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{
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/* Continue when both the screen finishes loading and the tween finishes. */
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this->PostScreenMessage( SM_BeginFadingOut, m_sprOverlay->GetTweenTimeLeft() );
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}
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else
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{
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/* Prep the new screen once m_In is complete. */
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this->PostScreenMessage( SM_PrepScreen, m_sprOverlay->GetTweenTimeLeft() );
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}
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/* Prep the new screen once m_In is complete. */
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this->PostScreenMessage( SM_PrepScreen, m_sprOverlay->GetTweenTimeLeft() );
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}
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Screen::Update( fDeltaTime );
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