Use ApplyCommitsScreens. This is simpler, and eliminates one of the
few remaining uses of "NEXT_SCREEN" (deviations from the Screen path) and nonstandard "SM_GoToNextScreen".
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@@ -145,6 +145,7 @@ public:
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for( int col = 0; col < NumCols; ++col )
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{
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GameCommand mc;
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mc.ApplyCommitsScreens( false );
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mc.Load( 0, ParseCommands(ENTRY_MODE(sParam, col)) );
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/* If the row has just one entry, use the name of the row as the name of the
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* entry. If it has more than one, each one must be specified explicitly. */
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@@ -261,10 +262,10 @@ public:
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gcOut = ListEntries[iFirstSelection];
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}
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virtual bool HasScreen( int iChoice ) const
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virtual RString GetScreen( int iChoice ) const
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{
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const GameCommand &gc = ListEntries[iChoice];
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return !gc.m_sScreen.empty();
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return gc.m_sScreen;
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}
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void FillNoteSkins( OptionRowDefinition &defOut, CString sParam )
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@@ -1165,6 +1166,7 @@ public:
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void Init()
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{
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m_gc.Init();
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m_gc.ApplyCommitsScreens( false );
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}
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virtual void LoadInternal( OptionRowDefinition &defOut, const Commands &cmds )
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{
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@@ -1197,9 +1199,9 @@ public:
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sIconTextOut = "";
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gcOut = m_gc;
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}
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virtual bool HasScreen( int iChoice ) const
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virtual RString GetScreen( int iChoice ) const
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{
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return !m_gc.m_sScreen.empty();
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return m_gc.m_sScreen;
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}
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};
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