Fixed a bug where the character selection screen would pile up charicons.
- Also fixed the loading bar showing wrong values.
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				@ -175,6 +175,15 @@ void Courtroom::put_button_in_place(int starting, int chars_on_this_page)
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void Courtroom::character_loading_finished()
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{
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    // Zeroeth, we'll clear any leftover characters from previous server visits.
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    if (ui_char_button_list.size() > 0)
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    {
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        foreach (AOCharButton* item, ui_char_button_list) {
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            delete item;
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        }
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        ui_char_button_list.clear();
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    }
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    // First, we'll make all the character buttons in the very beginning.
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    // We also hide them all, so they can't be accidentally clicked.
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    // Later on, we'll be revealing buttons as we need them.
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@ -218,6 +218,7 @@ void AOApplication::server_packet_received(AOPacket *p_packet)
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    loaded_chars = 0;
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    loaded_evidence = 0;
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    loaded_music = 0;
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    generated_chars = 0;
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    destruct_courtroom();
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    construct_courtroom();
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@ -419,7 +420,6 @@ void AOApplication::server_packet_received(AOPacket *p_packet)
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      int loading_value = int(((loaded_chars + generated_chars + loaded_music + loaded_evidence) / static_cast<double>(total_loading_size)) * 100);
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      w_lobby->set_loading_value(loading_value);
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    }
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    w_courtroom->character_loading_finished();
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    send_server_packet(new AOPacket("RM#%"));
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  }
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