Revert the transition/actor tween length stuff; it breaks things.
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@@ -113,12 +113,19 @@ void MenuElements::StartTransitioning( ScreenMessage smSendWhenDone )
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m_sprFooter.Command( FOOTER_OFF_COMMAND );
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m_sprFooter.Command( FOOTER_OFF_COMMAND );
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m_textHelp.Command( HELP_OFF_COMMAND );
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m_textHelp.Command( HELP_OFF_COMMAND );
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m_Out.StartTransitioning();
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m_Out.StartTransitioning(smSendWhenDone);
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/* Ack. If the transition finishes transparent (eg. _options to options),
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* then we don't want to send the message until all of the *actors* are
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* done tweening. However, if it finishes with something onscreen (most
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* of the rest), we have to send the message immediately after it finishes,
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* or we'll draw a frame without the transition.
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*
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* For now, I'll make the SMMAX2 option tweening faster. */
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/* This includes all of the actors: */
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/* This includes all of the actors: */
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float TimeUntilFinished = GetTweenTimeLeft();
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// float TimeUntilFinished = GetTweenTimeLeft();
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TimeUntilFinished = max(TimeUntilFinished, m_Out.GetLengthSeconds());
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// TimeUntilFinished = max(TimeUntilFinished, m_Out.GetLengthSeconds());
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SCREENMAN->PostMessageToTopScreen( smSendWhenDone, TimeUntilFinished );
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// SCREENMAN->PostMessageToTopScreen( smSendWhenDone, TimeUntilFinished );
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}
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}
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void MenuElements::Back( ScreenMessage smSendWhenDone )
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void MenuElements::Back( ScreenMessage smSendWhenDone )
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