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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@@ -8,6 +8,12 @@
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REGISTER_SCREEN_CLASS( ScreenLogo );
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ScreenLogo::ScreenLogo( CString sName ) : ScreenAttract( sName )
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{
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}
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void ScreenLogo::Init()
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{
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ScreenAttract::Init();
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m_sprLogo.SetName( "Logo" );
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m_sprLogo.Load( THEME->GetPathG("ScreenLogo",GAMESTATE->GetCurrentGame()->m_szName) );
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SET_XY_AND_ON_COMMAND( m_sprLogo );
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