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CSplashScreen integration
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@@ -176,8 +176,10 @@ void ViewManager::ParticleView::draw(boo::IGraphicsCommandQueue *gfxQ)
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if (m_frame == 300)
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g_GameState->GetWorldTransitionManager()->PleaseStopSoon();
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g_GameState->GetWorldTransitionManager()->Update(1.f / 60.f);
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g_GameState->GetWorldTransitionManager()->Draw();
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//g_GameState->GetWorldTransitionManager()->Update(1.f / 60.f);
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//g_GameState->GetWorldTransitionManager()->Draw();
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m_vm.m_projManager.mainDraw();
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++m_frame;
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}
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@@ -348,6 +350,7 @@ void ViewManager::init(boo::IApplication* app)
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m_renderTex = root->renderTex();
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m_mainWindow->setWaitCursor(false);
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m_voiceEngine = boo::NewAudioVoiceEngine();
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m_amuseAllocWrapper.emplace(*m_voiceEngine);
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/*
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CGraphics::InitializeBoo(gf, m_mainWindow->getCommandQueue(), root->renderTex());
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CModelShaders::Initialize(m_fileStoreManager, gf);
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