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@@ -50,7 +50,6 @@
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#define SECONDS_BETWEEN_COMMENTS THEME->GetMetricF("ScreenTitleMenu","SecondsBetweenComments")
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#define SECONDS_BEFORE_ATTRACT THEME->GetMetricF("ScreenTitleMenu","SecondsBeforeAttract")
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#define HELP_TEXT( coin_mode ) THEME->GetMetric("ScreenTitleMenu","HelpText"+Capitalize(CoinModeToString(coin_mode)))
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// #define NEXT_SCREEN THEME->GetMetric("ScreenTitleMenu","NextScreen")
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#define MENU_ITEM_CREATE THEME->GetMetric("ScreenTitleMenu","MenuCommandOnCreate")
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#define MENU_ITEM_SELECT_DELAY THEME->GetMetricF("ScreenTitleMenu","MenuCommandSelectDelay")
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@@ -63,6 +62,10 @@ ScreenTitleMenu::ScreenTitleMenu() : ScreenSelect("ScreenTitleMenu")
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{
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LOG->Trace( "ScreenTitleMenu::ScreenTitleMenu()" );
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/* XXX We really need two common calls: 1, something run when exiting from gameplay
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* (to do this reset), and 2, something run when entering gameplay, to apply default
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* options. Having special cases in attract screens and the title menu to reset
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* things stinks ... */
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GAMESTATE->Reset();
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GAMESTATE->m_bPlayersCanJoin = true;
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