fix occasional one-frame glitches
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@@ -474,8 +474,6 @@ ScreenGameplay::ScreenGameplay()
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for( int i=0; i<30; i++ )
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this->SendScreenMessage( ScreenMessage(SM_User+i), i/2.0f ); // Send messages to we can get the introduction rolling
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}
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Update(0);
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}
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ScreenGameplay::~ScreenGameplay()
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@@ -232,7 +232,12 @@ Screen* ScreenManager::MakeNewScreen( CString sClassName )
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else
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RageException::Throw( "Invalid Screen class name '%s'", sClassName.GetString() );
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/* That probably took a little while. Let's reset stats. This prevents us
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/* Give a null update to the new screen. This bumps everything into its
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* initial tween state, if any, so we don't show stuff at an incorrect
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* position for a frame. */
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ret->Update(0);
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/* Loading probably took a little while. Let's reset stats. This prevents us
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* from displaying an unnaturally low FPS value, and the next FPS value we
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* display will be accurate, which makes skips in the initial tween-ins more
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* apparent. */
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