fix PREFSMAN->m_bDelayedScreenLoad
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@@ -137,7 +137,7 @@ void ScreenManager::Update( float fDeltaTime )
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*
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* So, let's just zero the first update for every screen.
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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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ASSERT( !m_ScreenStack.empty() || m_sDelayedScreen != "" ); // Why play the game if there is nothing showing?
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m_pSharedBGA->Update( fDeltaTime );
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@@ -154,7 +154,7 @@ void ScreenManager::Update( float fDeltaTime )
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EmptyDeleteQueue();
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if(m_DelayedScreen.size() != 0)
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if(m_sDelayedScreen.size() != 0)
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{
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/* We have a screen to display. Delete the current screens and load it. */
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ClearScreenStack();
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@@ -346,7 +346,7 @@ retry:
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return;
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}
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if( PREFSMAN->m_bDelayedScreenLoad && m_DelayedScreen != "" )
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if( PREFSMAN->m_bDelayedScreenLoad && m_sDelayedScreen != "" )
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{
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/* Same deal: the ctor called SetNewScreen again. Delete the screen
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* we just made, but don't delay again. */
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@@ -74,7 +74,6 @@ private:
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Screen* MakeNewScreen( const CString &sName );
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void SetFromNewScreen( Screen *pNewScreen, bool Stack );
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CString m_DelayedScreen;
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void ClearScreenStack();
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void EmptyDeleteQueue();
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void LoadDelayedScreen();
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