Round 2-2 of this.
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@@ -82,7 +82,6 @@ bool ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
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break;
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// fall through
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case GAME_BUTTON_START:
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case GAME_BUTTON_COIN:
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switch( GAMESTATE->GetCoinMode() )
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{
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case CoinMode_Home:
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@@ -90,10 +89,6 @@ bool ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
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if( pScreen->IsTransitioning() )
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return false;
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// HandleGlobalInputs() already played the coin sound. Don't play it again.
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if( input.MenuI != GAME_BUTTON_COIN )
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SCREENMAN->PlayStartSound();
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pScreen->Cancel( SM_GoToStartScreen );
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return true;
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default: FAIL_M("Invalid Coin Mode! Aborting...");
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