trace fix
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@@ -498,7 +498,10 @@ Screen* ScreenManager::MakeNewScreen( CString sClassName )
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* creating the new screen, to lower peak memory usage slightly. */
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* creating the new screen, to lower peak memory usage slightly. */
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SONGMAN->Cleanup();
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SONGMAN->Cleanup();
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RageTimer t;
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LOG->Trace( "Loading screen %s", sClassName.c_str() );
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Screen *ret = Screen::Create( sClassName );
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Screen *ret = Screen::Create( sClassName );
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LOG->Trace( "Loaded %s in %f", sClassName.c_str(), t.GetDeltaTime());
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/* Loading probably took a little while. Let's reset stats. This prevents us
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/* Loading probably took a little while. Let's reset stats. This prevents us
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* from displaying an unnaturally low FPS value, and the next FPS value we
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* from displaying an unnaturally low FPS value, and the next FPS value we
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@@ -577,16 +580,12 @@ retry:
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/* If we prepped a screen but didn't use it, nuke it. */
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/* If we prepped a screen but didn't use it, nuke it. */
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SAFE_DELETE( m_ScreenBuffered );
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SAFE_DELETE( m_ScreenBuffered );
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RageTimer t;
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Screen* pOldTopScreen = m_ScreenStack.empty() ? NULL : m_ScreenStack.back();
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Screen* pOldTopScreen = m_ScreenStack.empty() ? NULL : m_ScreenStack.back();
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// It makes sense that ScreenManager should allocate memory for a new screen since it
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// It makes sense that ScreenManager should allocate memory for a new screen since it
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// deletes it later on. This also convention will reduce includes because screens won't
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// deletes it later on. This also convention will reduce includes because screens won't
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// have to include each other's headers of other screens.
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// have to include each other's headers of other screens.
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LOG->Trace( "Loading screen %s", sClassName.c_str() );
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Screen* pNewScreen = MakeNewScreen(sClassName);
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Screen* pNewScreen = MakeNewScreen(sClassName);
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LOG->Trace( "Loaded %s in %f", sClassName.c_str(), t.GetDeltaTime());
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if( pOldTopScreen!=NULL && m_ScreenStack.back()!=pOldTopScreen )
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if( pOldTopScreen!=NULL && m_ScreenStack.back()!=pOldTopScreen )
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{
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{
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