move join pause time to metric
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@@ -17,6 +17,7 @@ ColorP2=1.0,0.5,0.2,1 // orange
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InitialScreen=ScreenCompany
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InitialScreen=ScreenCompany
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WindowTitle=StepMania
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WindowTitle=StepMania
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DefaultModifiers=
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DefaultModifiers=
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JoinDelaySeconds=0.8
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[ModeSwitcher]
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[ModeSwitcher]
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PrevModeX=-200
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PrevModeX=-200
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@@ -28,6 +28,7 @@
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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#define INITIAL_SCREEN THEME->GetMetric ("Common","InitialScreen")
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#define INITIAL_SCREEN THEME->GetMetric ("Common","InitialScreen")
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#define JOIN_PAUSE_SECONDS THEME->GetMetricF("Common","JoinPauseSeconds")
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ScreenAttract::ScreenAttract( CString sName, bool bResetGameState ) : Screen( sName )
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ScreenAttract::ScreenAttract( CString sName, bool bResetGameState ) : Screen( sName )
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@@ -114,7 +115,7 @@ void ScreenAttract::AttractInput( const DeviceInput& DeviceI, const InputEventTy
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/* We already played the coin sound. Don't play it again. */
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/* We already played the coin sound. Don't play it again. */
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if( MenuI.button != MENU_BUTTON_COIN )
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if( MenuI.button != MENU_BUTTON_COIN )
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SOUND->PlayOnce( THEME->GetPathToS("Common coin") );
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SOUND->PlayOnce( THEME->GetPathToS("Common coin") );
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SDL_Delay( 800 ); // do a little pause, like the arcade does
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SDL_Delay( (int)(JOIN_PAUSE_SECONDS*1000) ); // do a little pause, like the arcade does
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LOG->Trace("ScreenAttract::AttractInput: go to ScreenTitleMenu" );
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LOG->Trace("ScreenAttract::AttractInput: go to ScreenTitleMenu" );
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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break;
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@@ -20,6 +20,7 @@
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#include "ScreenManager.h"
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#include "ScreenManager.h"
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#include "RageSounds.h"
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#include "RageSounds.h"
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#include "Steps.h"
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#include "Steps.h"
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#include "ScreenAttract.h"
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const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+10); // MUST be same as in ScreenGameplay
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const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+10); // MUST be same as in ScreenGameplay
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@@ -182,32 +183,11 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
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case MENU_BUTTON_LEFT:
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case MENU_BUTTON_LEFT:
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case MENU_BUTTON_RIGHT:
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case MENU_BUTTON_RIGHT:
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SCREENMAN->PostMessageToTopScreen( SM_NotesEnded, 0 );
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SCREENMAN->PostMessageToTopScreen( SM_NotesEnded, 0 );
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break;
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return;
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/* XXX: this is a copy-and-paste from ScreenAttract */
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case MENU_BUTTON_START:
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case MENU_BUTTON_BACK:
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case MENU_BUTTON_COIN:
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switch( PREFSMAN->m_iCoinMode )
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{
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case COIN_PAY:
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if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
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break; // don't fall through
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// fall through
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case COIN_HOME:
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case COIN_FREE:
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SOUND->StopMusic();
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/* We already played the it was a coin was inserted. Don't play it again. */
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if( MenuI.button != MENU_BUTTON_COIN )
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SOUND->PlayOnce( THEME->GetPathToS("Common coin") );
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SDL_Delay( 800 ); // do a little pause, like the arcade does
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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default:
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ASSERT(0);
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}
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break;
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}
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}
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}
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}
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ScreenAttract::AttractInput( DeviceI, type, GameI, MenuI, StyleI, m_Out.IsTransitioning() );
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}
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}
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void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM )
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void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM )
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