Split Update into Update and UpdateInternal so that every class doesn't need to early abort in Update when hibernating
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@@ -65,7 +65,7 @@ void Transition::Load( CString sBGAniDir )
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}
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void Transition::Update( float fDeltaTime )
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void Transition::UpdateInternal( float fDeltaTime )
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{
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if( m_State != transitioning )
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return;
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@@ -83,7 +83,7 @@ void Transition::Update( float fDeltaTime )
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SCREENMAN->SendMessageToTopScreen( m_MessageToSendWhenDone );
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}
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ActorFrame::Update( fDeltaTime );
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ActorFrame::UpdateInternal( fDeltaTime );
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}
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void Transition::Reset()
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