much cleaner transition to skip screenunlock if unlocks are off
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@@ -474,6 +474,10 @@ void ScreenManager::SetNewScreen( CString sClassName )
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{
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{
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m_DelayedScreen = sClassName;
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m_DelayedScreen = sClassName;
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// bypass unlock screen if unlocks aren't being used
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if (sClassName == "ScreenUnlock" && !PREFSMAN->m_bUseUnlockSystem)
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m_DelayedScreen = THEME->GetMetric("ScreenUnlock","NextScreen");
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/* If we're not delaying screen loads, load it now. Otherwise, we'll load
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/* If we're not delaying screen loads, load it now. Otherwise, we'll load
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* it on the next iteration. Only delay if we already have a screen
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* it on the next iteration. Only delay if we already have a screen
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* loaded; otherwise, there's no reason to delay. */
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* loaded; otherwise, there's no reason to delay. */
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@@ -40,15 +40,6 @@
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ScreenUnlock::ScreenUnlock() : ScreenAttract("ScreenUnlock")
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ScreenUnlock::ScreenUnlock() : ScreenAttract("ScreenUnlock")
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{
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{
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// DIRTY HACK: bypass unlocks screen if unlocks are off
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// (theres probably a more efficient way but i've yet to figure what it is)
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if (!PREFSMAN->m_bUseUnlockSystem)
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{
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this->ClearMessageQueue( SM_BeginFadingOut ); // ignore ScreenAttract's SecsToShow
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this->PostScreenMessage( SM_BeginFadingOut, 0 );
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return;
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}
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LOG->Trace("ScreenUnlock::ScreenUnlock()");
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LOG->Trace("ScreenUnlock::ScreenUnlock()");
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PointsUntilNextUnlock.LoadFromFont( THEME->GetPathToF("Common normal") );
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PointsUntilNextUnlock.LoadFromFont( THEME->GetPathToF("Common normal") );
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PointsUntilNextUnlock.SetHorizAlign( Actor::align_left );
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PointsUntilNextUnlock.SetHorizAlign( Actor::align_left );
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@@ -335,4 +326,3 @@ ScreenUnlock::ScreenUnlock() : ScreenAttract("ScreenUnlock")
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this->PostScreenMessage( SM_BeginFadingOut, TIME_TO_DISPLAY );
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this->PostScreenMessage( SM_BeginFadingOut, TIME_TO_DISPLAY );
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}
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}
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