remove TransitionInvisible
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@@ -391,7 +391,9 @@ void ScreenOptions::DrawPrimitives()
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void ScreenOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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if( m_Wipe.IsClosing() )
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/* Allow input when transitioning in (m_In.IsTransitioning()), but ignore it
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* when we're transitioning out. */
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if( m_Menu.m_Back.IsTransitioning() || m_Menu.m_Out.IsTransitioning() )
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return;
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// default input handler
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@@ -417,7 +419,6 @@ void ScreenOptions::HandleScreenMessage( const ScreenMessage SM )
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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m_SoundStart.Play();
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m_Wipe.CloseWipingRight( );
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m_framePage.BeginTweening( 0.3f, Actor::TWEEN_ACCELERATE );
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m_framePage.SetTweenX( SCREEN_RIGHT );
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@@ -564,16 +565,6 @@ void ScreenOptions::MenuDown( PlayerNumber pn )
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m_iCurrentRow[p]++;
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// Chris: Commented this out, but will add back in later.
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// /* Find the next row with any un-dimmed entries. */
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// int new_row = m_iCurrentRow[p];
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// do {
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// if( ++new_row == m_iNumOptionRows )
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// new_row = 0; // wrap around
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// if(!RowCompletelyDimmed(new_row)) break;
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// } while(new_row != m_iCurrentRow[p]);
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// m_iCurrentRow[p] = new_row;
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TweenCursor( (PlayerNumber)p );
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}
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m_SoundNextRow.Play();
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