Always call LoadAllCommands explicitly.
The hack to LoadAllCommands when playing a command was leading to weird interactions: If a theme element contained an OnCommand, it would cause the rest of the commands defined in metrics to not be loaded.
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@@ -60,7 +60,7 @@ void ScreenUnlockStatus::Init()
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// set graphic location
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pSpr->SetName( ssprintf("Unlock%04d",i) );
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SET_XY( pSpr );
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LOAD_ALL_COMMANDS_AND_SET_XY( pSpr );
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pSpr->RunCommands(IconCommand);
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Unlocks.push_back(pSpr);
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@@ -303,7 +303,7 @@ void ScreenUnlockStatus::Init()
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}
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PointsUntilNextUnlock.SetZoom( POINTS_ZOOM );
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SET_XY( PointsUntilNextUnlock );
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LOAD_ALL_COMMANDS_AND_SET_XY( PointsUntilNextUnlock );
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this->AddChild( &PointsUntilNextUnlock );
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this->ClearMessageQueue( SM_BeginFadingOut ); // ignore ScreenAttract's SecsToShow
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