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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@@ -36,6 +36,7 @@ class ScreenEvaluation : public ScreenWithMenuElements
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public:
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enum Type { stage, summary, course };
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ScreenEvaluation( CString sClassName );
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virtual void Init();
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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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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@@ -49,7 +50,6 @@ public:
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virtual void MenuStart( PlayerNumber pn );
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protected:
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virtual void Init();
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void CommitScores(
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const StageStats &stageStats,
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int iPersonalHighScoreIndexOut[NUM_PLAYERS],
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