dur
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@@ -344,7 +344,7 @@ void ScreenManager::Update( float fDeltaTime )
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* So, let's just zero the first update for every screen.
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*
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* XXX: If a new Screen is set during this Update, that new screen is Drawn
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* before it's first Update.
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* before its first Update.
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*/
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ASSERT( !m_ScreenStack.empty() || m_DelayedScreen != "" ); // Why play the game if there is nothing showing?
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