don't calculate NextScreen until options have been exported
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@@ -122,7 +122,7 @@ void ScreenOptionsMaster::BeginFadingOut()
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{
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/* If the selection is on a LIST, and the selected LIST option sets the screen,
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* honor it. */
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m_sNextScreen = "";
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m_sExportedNextScreen = "";
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int iCurRow = this->GetCurrentRow();
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ASSERT( iCurRow >= 0 && iCurRow < (int)m_Rows.size() );
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@@ -134,14 +134,11 @@ void ScreenOptionsMaster::BeginFadingOut()
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OptionRowHandler *pHand = OptionRowHandlers[iCurRow];
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CString sScreen = pHand->GetAndEraseScreen( iChoice );
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if( !sScreen.empty() )
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m_sNextScreen = sScreen;
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m_sExportedNextScreen = sScreen;
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}
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// NEXT_SCREEN;
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if( m_sNextScreen == "" )
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m_sNextScreen = NEXT_SCREEN;
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if( !m_sNextScreen.empty() )
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// If options set a NextScreen or one is specified in metrics, then fade out
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if( m_sExportedNextScreen != "" || NEXT_SCREEN != "" )
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ScreenOptions::BeginFadingOut();
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}
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@@ -149,8 +146,10 @@ void ScreenOptionsMaster::GoToNextScreen()
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{
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if( GAMESTATE->m_bEditing )
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SCREENMAN->PopTopScreen();
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else if( m_sNextScreen != "" )
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SCREENMAN->SetNewScreen( m_sNextScreen );
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else if( m_sExportedNextScreen != "" )
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SCREENMAN->SetNewScreen( m_sExportedNextScreen );
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else if( NEXT_SCREEN != "" )
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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}
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void ScreenOptionsMaster::GoToPrevScreen()
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@@ -247,7 +246,7 @@ void ScreenOptionsMaster::HandleScreenMessage( const ScreenMessage SM )
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if( m_iChangeMask & OPT_RESET_GAME )
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{
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ResetGame();
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m_sNextScreen = "";
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m_sExportedNextScreen = "";
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}
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if( m_iChangeMask & OPT_APPLY_SOUND )
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@@ -259,7 +258,8 @@ void ScreenOptionsMaster::HandleScreenMessage( const ScreenMessage SM )
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SONGMAN->SetPreferences();
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CHECKPOINT;
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this->GoToNextScreen();
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if( !(m_iChangeMask & OPT_RESET_GAME) )
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this->GoToNextScreen();
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}
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break;
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default:
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