check the button press in the caller of JoinInput (so we
don't have to construct a fake input message in ScreenSelectMaster::MenuStart)
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@@ -241,9 +241,6 @@ bool Screen::JoinInput( const InputEventPlus &input )
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if( !GAMESTATE->PlayersCanJoin() )
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if( !GAMESTATE->PlayersCanJoin() )
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return false;
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return false;
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if( input.MenuI != MENU_BUTTON_START )
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return false;
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/* If this side is already in, don't re-join (and re-pay!). */
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/* If this side is already in, don't re-join (and re-pay!). */
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if(GAMESTATE->m_bSideIsJoined[input.pn])
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if(GAMESTATE->m_bSideIsJoined[input.pn])
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return false;
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return false;
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@@ -150,7 +150,7 @@ void ScreenSelect::Input( const InputEventPlus &input )
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bool bAllowJoinInput = !ALLOW_DISABLED_PLAYER_INPUT;
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bool bAllowJoinInput = !ALLOW_DISABLED_PLAYER_INPUT;
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if( input.MenuI == MENU_BUTTON_COIN ||
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if( input.MenuI == MENU_BUTTON_COIN ||
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(bAllowJoinInput && Screen::JoinInput(input)) )
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(bAllowJoinInput && input.MenuI == MENU_BUTTON_START && Screen::JoinInput(input)) )
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{
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{
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if( input.type == IET_FIRST_PRESS )
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if( input.type == IET_FIRST_PRESS )
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this->UpdateSelectableChoices();
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this->UpdateSelectableChoices();
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