don't start tweening while we're still loading; it'll play transition sounds
prematurely
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@@ -94,8 +94,20 @@ void MenuElements::Load( CString sClassName, bool bEnableTimer, bool bLoadStyleI
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m_soundBack.Load( THEME->GetPathTo("Sounds","Common back") );
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m_soundBack.Load( THEME->GetPathTo("Sounds","Common back") );
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m_bStartedTransitionIn = false;
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}
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void MenuElements::Update( float fDeltaTime )
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{
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if(!m_bStartedTransitionIn)
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{
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/* Start the transition on the first update, not in the ctor, so
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* we don't play a sound while our parent is still loading. */
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m_bStartedTransitionIn = true;
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m_In.StartTransitioning( SM_None );
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m_In.StartTransitioning( SM_None );
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}
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ActorFrame::Update(fDeltaTime);
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}
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}
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void MenuElements::StartTransitioning( ScreenMessage smSendWhenDone )
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void MenuElements::StartTransitioning( ScreenMessage smSendWhenDone )
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@@ -38,6 +38,7 @@ public:
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void StartTransitioning( ScreenMessage smSendWhenDone );
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void StartTransitioning( ScreenMessage smSendWhenDone );
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void Back( ScreenMessage smSendWhenDone );
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void Back( ScreenMessage smSendWhenDone );
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void Update( float fDeltaTime );
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bool IsTransitioning();
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bool IsTransitioning();
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public: // let owner tinker with these objects
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public: // let owner tinker with these objects
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@@ -57,6 +58,8 @@ public: // let owner tinker with these objects
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TransitionBGAnimation m_Back;
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TransitionBGAnimation m_Back;
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RageSound m_soundBack;
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RageSound m_soundBack;
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bool m_bStartedTransitionIn;
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};
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};
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#endif
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#endif
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