fix editor screen branching
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@@ -4554,6 +4554,7 @@ Fallback=ScreenGameplay DifficultyMeterP2
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[ScreenOptionsManageEditSteps]
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Class=ScreenOptionsManageEditSteps
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Fallback=ScreenOptionsSimple
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CreateNewScreen=ScreenEditMenu
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EditMode=Full
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PrevScreen=ScreenSelectEditMode
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NextScreen=ScreenOptionsEditCourse
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@@ -50,6 +50,8 @@ REGISTER_SCREEN_CLASS( ScreenOptionsManageEditSteps );
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void ScreenOptionsManageEditSteps::Init()
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{
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ScreenOptions::Init();
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CREATE_NEW_SCREEN.Load( m_sName, "CreateNewScreen" );
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}
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void ScreenOptionsManageEditSteps::BeginScreen()
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@@ -124,7 +126,8 @@ void ScreenOptionsManageEditSteps::HandleScreenMessage( const ScreenMessage SM )
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if( iCurRow == 0 ) // "create new"
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{
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// do base behavior
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SCREENMAN->SetNewScreen( CREATE_NEW_SCREEN );
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return; // don't call base
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}
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else if( m_pRows[iCurRow]->GetRowType() == OptionRow::RowType_Exit )
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{
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@@ -137,8 +140,7 @@ void ScreenOptionsManageEditSteps::HandleScreenMessage( const ScreenMessage SM )
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ASSERT( pSteps );
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const Style *pStyle = GAMEMAN->GetEditorStyleForStepsType( pSteps->m_StepsType );
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GAMESTATE->m_pCurStyle.Set( pStyle );
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SCREENMAN->SetNewScreen( "ScreenEdit" );
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return; // don't call base
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// do base behavior
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}
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}
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else if( SM == SM_BackFromRename )
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@@ -24,6 +24,8 @@ protected:
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Steps *GetStepsWithFocus() const;
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vector<Steps*> m_vpSteps;
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ThemeMetric<RString> CREATE_NEW_SCREEN;
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};
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#endif
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