cleanup
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@@ -692,20 +692,13 @@ void ScreenManager::LoadDelayedScreen()
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vector<Actor*> apActorsToDelete;
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vector<Actor*> apActorsToDelete;
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if( bTimeToDeleteScreens && !ScreenIsPrepped(sScreenName) )
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if( bTimeToDeleteScreens && !ScreenIsPrepped(sScreenName) )
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{
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{
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/* It's time to delete all old prepared screens. Depending on DelayedScreenLoad,
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* we can either delete the screens before or after we load the new screen. Either
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* way, we must remove them from the prepared list before we prepare new screens. */
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if( PREFSMAN->m_bDelayedScreenLoad )
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if( PREFSMAN->m_bDelayedScreenLoad )
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{
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DeletePreparedScreens();
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DeletePreparedScreens();
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}
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else
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else
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{
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/* Since DelayedScreenLoad is false, we want to keep the
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* old screens in memory until we finish loading the new
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* ones, in order to prevent unloading assets and then
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* immediately reloading them. However, since the
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* screen isn't in the current group, we must remove
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* it from the pool before loading the new screen. */
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GrabPreparedActors( apActorsToDelete );
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GrabPreparedActors( apActorsToDelete );
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}
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}
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}
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// Load the screen, if it's not already prepared.
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// Load the screen, if it's not already prepared.
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