revert. This isn't ideal, but is perfectly valid and works fine. You can't SetNewScreen from the ctor, but you can post a message to SetNewScreen from the next update. (I don't know what "engine level" means; this is the highest level code, engine code is the lowest.)
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@@ -61,8 +61,11 @@ void ScreenSelectCharacter::Init()
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vector<Character*> apCharacters;
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GAMESTATE->GetCharacters( apCharacters );
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// We're not allowed to skip screens at the engine level; thow an assert instead.
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ASSERT( apCharacters.empty() );
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if( apCharacters.empty() )
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{
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this->PostScreenMessage( SM_GoToNextScreen, 0 );
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return;
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}
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switch( GAMESTATE->m_PlayMode )
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{
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