Once a screen is queued to load, discard further inputs
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@@ -214,8 +214,15 @@ void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type
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// DeviceI.device, DeviceI.button, GameI.controller, GameI.button, MenuI.player, MenuI.button, StyleI.player, StyleI.col );
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// DeviceI.device, DeviceI.button, GameI.controller, GameI.button, MenuI.player, MenuI.button, StyleI.player, StyleI.col );
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// pass input only to topmost state
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// pass input only to topmost state
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if( !m_ScreenStack.empty() )
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if( m_ScreenStack.empty() )
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m_ScreenStack.back()->Input( DeviceI, type, GameI, MenuI, StyleI );
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return;
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/* If a screen is queued to load, discard other inputs. Coin inputs
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* are handled before they get here, so they won't be discarded. */
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if( m_sDelayedScreen != "" )
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return;
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m_ScreenStack.back()->Input( DeviceI, type, GameI, MenuI, StyleI );
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}
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}
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