/* ... */
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@@ -43,6 +43,8 @@ void Screen::Update( float fDeltaTime )
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// potentially clear all m_QueuedMessages, and set a new state!
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// potentially clear all m_QueuedMessages, and set a new state!
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for( int i=0; i<m_QueuedMessages.GetSize(); i++ )
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for( int i=0; i<m_QueuedMessages.GetSize(); i++ )
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{
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{
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/* Er, wait. Shouldn't we subtract first? This will make messages
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* get delayed an extra frame. -glenn */
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if( m_QueuedMessages[i].fDelayRemaining <= 0.0f ) // send this sucker!
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if( m_QueuedMessages[i].fDelayRemaining <= 0.0f ) // send this sucker!
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{
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{
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this->HandleScreenMessage( m_QueuedMessages[i].SM );
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this->HandleScreenMessage( m_QueuedMessages[i].SM );
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