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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@@ -489,6 +489,11 @@ REGISTER_SCREEN_CLASS( ScreenEdit );
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ScreenEdit::ScreenEdit( CString sName ) : Screen( sName )
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{
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LOG->Trace( "ScreenEdit::ScreenEdit()" );
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}
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void ScreenEdit::Init()
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{
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Screen::Init();
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InitEditMappings();
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