remove unused m_vScreensToDelete
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@@ -63,8 +63,6 @@ ScreenManager::~ScreenManager()
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{
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LOG->Trace( "ScreenManager::~ScreenManager()" );
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EmptyDeleteQueue();
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SAFE_DELETE( m_pSharedBGA );
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for( unsigned i=0; i<m_ScreenStack.size(); i++ )
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SAFE_DELETE( m_ScreenStack[i] );
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@@ -101,22 +99,6 @@ void ScreenManager::ThemeChanged()
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this->RefreshCreditsMessages();
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}
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void ScreenManager::EmptyDeleteQueue()
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{
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if( !m_vScreensToDelete.size() )
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return;
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for( unsigned i=0; i<m_vScreensToDelete.size(); i++ )
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SAFE_DELETE( m_vScreensToDelete[i] );
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m_vScreensToDelete.clear();
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/* Now that we've actually deleted a screen, it makes sense to clear out
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* cached textures. */
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TEXTUREMAN->DeleteCachedTextures();
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TEXTUREMAN->DiagnosticOutput();
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}
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Screen *ScreenManager::GetTopScreen()
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{
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if( m_ScreenStack.empty() )
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@@ -198,8 +180,6 @@ void ScreenManager::Update( float fDeltaTime )
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if( bFirstUpdate )
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SOUND->Flush();
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EmptyDeleteQueue();
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if( m_sDelayedScreen.size() != 0 )
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{
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LoadDelayedScreen();
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@@ -409,10 +389,7 @@ void ScreenManager::LoadDelayedScreen()
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* data. If we don't unload the old screen here, it'll be deleted below.
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*/
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if( PREFSMAN->m_bDelayedScreenLoad )
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{
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ClearScreenStack();
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EmptyDeleteQueue();
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}
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CString sScreenName = m_sDelayedScreen;
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m_sDelayedScreen = "";
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@@ -484,10 +461,7 @@ void ScreenManager::LoadDelayedScreen()
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PREFSMAN->SaveGlobalPrefsToDisk();
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if( !PREFSMAN->m_bDelayedScreenLoad )
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{
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ClearScreenStack();
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EmptyDeleteQueue();
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}
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LOG->Trace("... SetFromNewScreen");
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SetFromNewScreen( pNewScreen );
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