don't play m_soundStart on timer
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@@ -1261,7 +1261,7 @@ void ScreenEvaluation::HandleScreenMessage( const ScreenMessage SM )
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switch( SM )
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switch( SM )
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{
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{
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case SM_MenuTimer:
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case SM_MenuTimer:
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MenuStart( PLAYER_INVALID );
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EndScreen();
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break;
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break;
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case SM_GoToNextScreen:
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case SM_GoToNextScreen:
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if(m_bFailed && !PREFSMAN->m_bEventMode && !(GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2()) && GAMESTATE->m_PlayMode == PLAY_MODE_ARCADE) // if failed and not in event mode go to gameover screen
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if(m_bFailed && !PREFSMAN->m_bEventMode && !(GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2()) && GAMESTATE->m_PlayMode == PLAY_MODE_ARCADE) // if failed and not in event mode go to gameover screen
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@@ -1312,6 +1312,13 @@ void ScreenEvaluation::MenuBack( PlayerNumber pn )
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}
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}
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void ScreenEvaluation::MenuStart( PlayerNumber pn )
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void ScreenEvaluation::MenuStart( PlayerNumber pn )
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{
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m_soundStart.Play();
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EndScreen();
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}
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void ScreenEvaluation::EndScreen()
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{
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{
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TweenOffScreen();
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TweenOffScreen();
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@@ -1320,8 +1327,6 @@ void ScreenEvaluation::MenuStart( PlayerNumber pn )
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GAMESTATE->m_iRoundSeed = rand();
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GAMESTATE->m_iRoundSeed = rand();
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m_soundStart.Play();
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if( PREFSMAN->m_bEventMode )
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if( PREFSMAN->m_bEventMode )
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{
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{
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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@@ -59,6 +59,7 @@ public:
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protected:
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protected:
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void CommitScores( const StageStats &stageStats, int iPersonalHighScoreIndex[NUM_PLAYERS], int iMachineHighScoreIndex[NUM_PLAYERS], RankingCategory rc[NUM_PLAYERS] );
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void CommitScores( const StageStats &stageStats, int iPersonalHighScoreIndex[NUM_PLAYERS], int iMachineHighScoreIndex[NUM_PLAYERS], RankingCategory rc[NUM_PLAYERS] );
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void EndScreen();
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CString m_sName;
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CString m_sName;
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Type m_Type;
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Type m_Type;
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