ack.
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@@ -235,8 +235,13 @@ Screen* ScreenManager::MakeNewScreen( CString sClassName )
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/* Give a null update to the new screen. This bumps everything into its
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/* Give a null update to the new screen. This bumps everything into its
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* initial tween state, if any, so we don't show stuff at an incorrect
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* initial tween state, if any, so we don't show stuff at an incorrect
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* position for a frame. */
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* position for a frame.
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ret->Update(0);
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*
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* XXX: Can't do this here, since this update might cause another screen
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* to be loaded; that'll land back here, and the screen list gets messed
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* up. We need to make sure Update(0) is called some time before the
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* first Draw(). */
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// ret->Update(0);
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/* Loading probably took a little while. Let's reset stats. This prevents us
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/* Loading probably took a little while. Let's reset stats. This prevents us
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* from displaying an unnaturally low FPS value, and the next FPS value we
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* from displaying an unnaturally low FPS value, and the next FPS value we
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