code adapting to refactors of RA and minor cleanup
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@ -55,7 +55,7 @@
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<Compile Include="Audio\MusicList.cs" />
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<Compile Include="Audio\SupportedFormats.cs" />
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<Compile Include="Audio\TransparentSampleProvider.cs" />
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<Compile Include="Audio\Visualizer\HorizontalVisualizer.cs" />
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<Compile Include="Audio\Visualizer\ReflectedHorizontalVisualizer.cs" />
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<Compile Include="Screens\MainMenu\MainPage.cs" />
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<Compile Include="Screens\Transitions\FadeAwayTransition.cs" />
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<Compile Include="Screens\MainMenu\MainScreen.cs" />
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@ -86,7 +86,7 @@ namespace RecrownedAthenaeum
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spriteBatch = new SpriteBatch(GraphicsDevice);
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Camera = new Camera2D(graphics.GraphicsDevice);
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screenManager = new ScreenManager(graphics, Camera);
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screenManager.RequireNextScreenEvent += RequireNextScreen;
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screenManager.ShowFirstScreenEvent += ShowFirstScreen;
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QueueContent();
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screenManager.Screen = new LoadingScreen(this, Content.Load<Texture2D>("RhythmBullet"), 0.7f);
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}
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@ -153,7 +153,7 @@ namespace RecrownedAthenaeum
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resizing = true;
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assets.UnloadAll();
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QueueContent();
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screenManager.Resize(new LoadingScreen(this, Content.Load<Texture2D>("loading_ring"), 0.4f));
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screenManager.Resize(new LoadingScreen(this, Content.Load<Texture2D>("loading_ring"), 0.4f, true));
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SetUpCursor();
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}
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@ -189,7 +189,7 @@ namespace RecrownedAthenaeum
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Mouse.SetCursor(MouseCursor.FromTexture2D(currentCursorTexture, currentCursorTexture.Width / 2, currentCursorTexture.Height / 2));
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}
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private void RequireNextScreen(Screen Screen)
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private void ShowFirstScreen(Screen Screen)
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{
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Screen.NextScreen = mainScreen;
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}
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@ -17,6 +17,7 @@ namespace RecrownedAthenaeum.Screens.MainMenu
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{
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title = new Image(assets.Get<Texture2D>("title"));
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AddModule(title);
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}
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public override void ApplySize(int width, int height)
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