message: Minor tweaks to SplashState.
diff: const int PAUSE_TIME = 5800;
  +int FADE_PAUSE_TIME = 5000;
  +
  const int FADE_LENGTH = 800;
  float BYLINE_SCALE = 0.50f;
  @@ -59,6 +61,7 @@ void setNextState(LogoState& _ls)
  if (_ls == LOGO_NONE)
  {
  _ls = LOGO_LAIRWORKS;
  + FADE_PAUSE_TIME = 2500;
  return;
  }
  if (_ls == LOGO_LAIRWORKS)
  @@ -82,14 +85,18 @@ void SplashState::skipSplash()
  }
  +/**
  + * Code here is really crude but gets the job done. Figured it made more
  + * sense to get something working that basically did what was needed than
  + * something that was elegant.
  + */
  State* SplashState::update()
  {
  Renderer& r = Utility<Renderer>::get();
  - if (r.isFaded() && !r.isFading() && mTimer.accumulator() > 2500)
  + if (r.isFaded() && !r.isFading() && mTimer.accumulator() > FADE_PAUSE_TIME)
  {
  - if (mReturnState != this)
  - return mReturnState;
  + if (mReturnState != this) { return mReturnState; }
  setNextState(CURRENT_STATE);
  r.fadeIn((float)FADE_LENGTH);
  @@ -99,6 +106,7 @@ State* SplashState::update()
  if (CURRENT_STATE == LOGO_OUTPOSTHD) { r.drawBoxFilled(0, 0, r.width(), r.height(), 0, 0, 0); }
  else { r.drawBoxFilled(0, 0, r.width(), r.height(), 255, 255, 255); }
  +
  if (CURRENT_STATE == LOGO_LAIRWORKS)
  {
  r.drawImage(mLogoLairworks, static_cast<int>(r.center_x() - mLogoLairworks.width() / 2), static_cast<int>(r.center_y() - mLogoLairworks.height() / 2));
  