fix ScreenManager::Draw crash if no screens loaded (never happens normally)
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@@ -484,7 +484,7 @@ void ScreenManager::Draw()
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* that'll confuse the "zero out the next update after loading a screen logic.
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* If we don't render, don't call BeginFrame or EndFrame. That way, we won't
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* clear the buffer, and we won't wait for vsync. */
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if( m_ScreenStack.back()->IsFirstUpdate() )
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if( m_ScreenStack.size() && m_ScreenStack.back()->IsFirstUpdate() )
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return;
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if( !DISPLAY->BeginFrame() )
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