always move on if a player joins in SAttract, even if it's not the screen who caused it
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@@ -22,6 +22,7 @@ void ScreenAttract::Init()
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{
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{
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RESET_GAME_STATE.Load( m_sName, "ResetGameState" );
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RESET_GAME_STATE.Load( m_sName, "ResetGameState" );
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ATTRACT_VOLUME.Load( m_sName, "AttractVolume" );
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ATTRACT_VOLUME.Load( m_sName, "AttractVolume" );
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this->SubscribeToMessage( Message_PlayerJoined );
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ScreenWithMenuElements::Init();
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ScreenWithMenuElements::Init();
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}
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}
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@@ -124,6 +125,14 @@ void ScreenAttract::StartPlayingMusic()
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ScreenWithMenuElements::StartPlayingMusic();
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ScreenWithMenuElements::StartPlayingMusic();
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}
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}
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void ScreenAttract::HandleMessage( const Message &msg )
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{
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if( msg == Message_PlayerJoined )
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this->Cancel( SM_GoToStartScreen );
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ScreenWithMenuElements::HandleMessage( msg );
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}
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void ScreenAttract::HandleScreenMessage( const ScreenMessage SM )
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void ScreenAttract::HandleScreenMessage( const ScreenMessage SM )
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{
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{
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if( SM == SM_MenuTimer ||
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if( SM == SM_MenuTimer ||
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@@ -18,6 +18,7 @@ public:
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static void SetAttractVolume( bool bInAttract );
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static void SetAttractVolume( bool bInAttract );
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virtual void Input( const InputEventPlus &input );
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virtual void Input( const InputEventPlus &input );
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virtual void HandleMessage( const Message &msg );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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virtual void Cancel( ScreenMessage smSendWhenDone );
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virtual void Cancel( ScreenMessage smSendWhenDone );
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