fix ScreenEvaluation glitches
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@@ -678,6 +678,10 @@ DancePointsP1OnCommand=diffuse,1,1,1,0
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DancePointsP1OffCommand=
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DancePointsP2OnCommand=diffuse,1,1,1,0
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DancePointsP2OffCommand=
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SongsSurvivedP1OnCommand=diffuse,1,1,1,0
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SongsSurvivedP1OffCommand=
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SongsSurvivedP2OnCommand=diffuse,1,1,1,0
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SongsSurvivedP2OffCommand=
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TimeLabelOnCommand=diffuse,1,1,1,0
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TimeLabelOffCommand=
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TimeNumberP1OnCommand=diffuse,1,1,1,0
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@@ -80,7 +80,7 @@ const char* SCORE_STRING[NUM_SCORE_LINES] = { "Score", "Time" };
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const ScreenMessage SM_GoToSelectMusic = ScreenMessage(SM_User+1);
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const ScreenMessage SM_GoToSelectCourse = ScreenMessage(SM_User+3);
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const ScreenMessage SM_GoToFinalEvaluation = ScreenMessage(SM_User+4);
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const ScreenMessage SM_GoToEvaluationSummary = ScreenMessage(SM_User+4);
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const ScreenMessage SM_GoToGameFinished = ScreenMessage(SM_User+5);
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const ScreenMessage SM_PlayCheer = ScreenMessage(SM_User+6);
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@@ -723,8 +723,8 @@ void ScreenEvaluation::HandleScreenMessage( const ScreenMessage SM )
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// SCREENMAN->SetNewScreen( "ScreenNameEntry" );
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SCREENMAN->SetNewScreen( ENDGAME_SCREEN );
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break;
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case SM_GoToFinalEvaluation:
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SCREENMAN->SetNewScreen( "ScreenFinalEvaluation" );
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case SM_GoToEvaluationSummary:
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SCREENMAN->SetNewScreen( "ScreenEvaluationSummary" );
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break;
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case SM_PlayCheer:
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("evaluation cheer") );
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@@ -789,7 +789,7 @@ void ScreenEvaluation::MenuStart( PlayerNumber pn )
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* Play the "swoosh" sound manually (would normally be played by the ME
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* tween out). */
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TweenOffScreen();
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SCREENMAN->SendMessageToTopScreen( SM_GoToFinalEvaluation, MENU_ELEMENTS_TWEEN_TIME );
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m_Menu.StartTransitioning( SM_GoToEvaluationSummary );
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}
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else
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{
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