Use Init() for all screens, so we can set state before the base class
members are loaded--they'll see resets, score finalization, etc. It also results in smaller code, due to a g++ bug that causes constructors to be emitted several times.
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@@ -11,6 +11,7 @@ class ScreenAttract : public Screen
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{
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public:
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ScreenAttract( CString sName, bool bResetGameState=true );
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virtual void Init();
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virtual ~ScreenAttract();
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virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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