use GetNextScreen()
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@@ -10,7 +10,6 @@ AutoScreenMessage( SM_PrepScreen )
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REGISTER_SCREEN_CLASS( ScreenSplash );
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ScreenSplash::ScreenSplash( CString sClassName ) : ScreenWithMenuElements( sClassName ),
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ALLOW_START_TO_SKIP (m_sName,"AllowStartToSkip"),
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NEXT_SCREEN (m_sName,"NextScreen"),
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MINIMUM_LOAD_DELAY_SECONDS (m_sName,"MinimumLoadDelaySeconds"),
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PREPARE_SCREEN (m_sName,"PrepareScreen")
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{
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@@ -30,7 +29,7 @@ void ScreenSplash::HandleScreenMessage( const ScreenMessage SM )
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{
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RageTimer length;
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if( PREPARE_SCREEN )
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SCREENMAN->PrepareScreen( NEXT_SCREEN );
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SCREENMAN->PrepareScreen( GetNextScreen() );
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float fScreenLoadSeconds = length.GetDeltaTime();
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/* The screen load took fScreenLoadSeconds. Move on to the next screen after
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@@ -18,7 +18,6 @@ public:
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protected:
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ThemeMetric<bool> ALLOW_START_TO_SKIP;
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ThemeMetric<CString> NEXT_SCREEN;
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ThemeMetric<float> MINIMUM_LOAD_DELAY_SECONDS;
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ThemeMetric<bool> PREPARE_SCREEN;
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};
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@@ -10,7 +10,6 @@
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#include "ThemeManager.h"
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#include "LightsManager.h"
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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#define MINIMUM_DELAY THEME->GetMetricF(m_sName,"MinimumDelay")
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AutoScreenMessage( SM_PrepScreen )
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@@ -59,7 +58,7 @@ void ScreenStage::HandleScreenMessage( const ScreenMessage SM )
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if( SM == SM_PrepScreen )
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{
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RageTimer length;
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SCREENMAN->PrepareScreen( NEXT_SCREEN );
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SCREENMAN->PrepareScreen( GetNextScreen() );
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float fScreenLoadSeconds = length.GetDeltaTime();
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/* The screen load took fScreenLoadSeconds. Move on to the next screen after
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@@ -87,7 +86,7 @@ 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(NEXT_SCREEN, SM_BeginFadingOut) )
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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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