This is still needed: we process delayed screen loads in the ScreenManager update *after* updating screens.
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@@ -95,10 +95,6 @@ void Screen::Update( float fDeltaTime )
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*
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* Let's delay all messages that have a non-zero time an extra frame.
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*/
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/* I don't think this is needed anymore, since SetNewScreen is always delayed
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* until the next update. It might have other impacts, though, so I'm not sure. */
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m_QueuedMessages[i].fDelayRemaining -= fDeltaTime;
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/*
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if( m_QueuedMessages[i].fDelayRemaining > 0.0001f )
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{
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m_QueuedMessages[i].fDelayRemaining -= fDeltaTime;
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@@ -108,7 +104,6 @@ void Screen::Update( float fDeltaTime )
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{
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m_QueuedMessages[i].fDelayRemaining -= fDeltaTime;
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}
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*/
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}
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/* Now dispatch messages. If the number of messages on the queue changes
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