turn off some noisy debugs
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@@ -166,8 +166,8 @@ void ScreenManager::Draw()
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void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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{
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LOG->Trace( "ScreenManager::Input( %d-%d, %d-%d, %d-%d, %d-%d )",
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// LOG->Trace( "ScreenManager::Input( %d-%d, %d-%d, %d-%d, %d-%d )",
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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.GetSize() > 0 )
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if( m_ScreenStack.GetSize() > 0 )
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@@ -183,7 +183,7 @@ ScreenTitleMenu::~ScreenTitleMenu()
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void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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{
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LOG->Trace( "ScreenTitleMenu::Input()" );
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// LOG->Trace( "ScreenTitleMenu::Input()" );
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if( m_Fade.IsClosing() )
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if( m_Fade.IsClosing() )
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return;
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return;
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