simplify further
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@@ -193,17 +193,6 @@ void ScreenManager::Update( float fDeltaTime )
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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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* If DelayedScreenLoad is true, clear the old screen first; this lowers
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* memory requirements, but results in redundant loads as we unload common
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* data. (If we don't unload the old screen here, it'll be deleted when
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* we load the new screen.) */
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if( PREFSMAN->m_bDelayedScreenLoad )
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{
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ClearScreenStack();
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EmptyDeleteQueue();
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}
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LoadDelayedScreen();
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}
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}
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@@ -372,7 +361,17 @@ void ScreenManager::SetNewScreen( const CString &sScreenName )
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void ScreenManager::LoadDelayedScreen()
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{
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m_bZeroNextUpdate = true;
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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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* If DelayedScreenLoad is true, clear the old screen first; this lowers
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* memory requirements, but results in redundant loads as we unload common
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* data. If we don't unload the old screen here, it'll be deleted below.
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*/
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if( PREFSMAN->m_bDelayedScreenLoad )
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{
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ClearScreenStack();
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EmptyDeleteQueue();
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}
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retry:
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CString sScreenName = m_sDelayedScreen;
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@@ -436,10 +435,15 @@ retry:
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if( bWasOnSystemMenu && !bIsOnSystemMenu )
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PREFSMAN->SaveGlobalPrefsToDisk();
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ClearScreenStack();
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if( !PREFSMAN->m_bDelayedScreenLoad )
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{
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ClearScreenStack();
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EmptyDeleteQueue();
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}
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LOG->Trace("... SetFromNewScreen");
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SetFromNewScreen( pNewScreen );
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m_bZeroNextUpdate = true;
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}
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void ScreenManager::AddNewScreenToTop( const CString &sScreenName )
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