Coin/joint premium cleanup.
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@@ -35,8 +35,8 @@ ZoomSelected=1.3
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SecondsBetweenComments=12
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SecondsBetweenComments=12
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SecondsBeforeAttract=30
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SecondsBeforeAttract=30
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HelpTextHome=Use &UP; &DOWN; to select, then press START
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HelpTextHome=Use &UP; &DOWN; to select, then press START
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HelpTextPay=Press START to join in.
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HelpTextPay=Press START to begin.
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HelpTextFree=Press START to join in.
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HelpTextFree=Press START to begin.
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NextScreen=ScreenCaution
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NextScreen=ScreenCaution
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[ScreenCaution]
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[ScreenCaution]
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@@ -67,7 +67,7 @@ NextScreen2=ScreenSelectDifficulty
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NextScreen3=ScreenSelectDifficulty
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NextScreen3=ScreenSelectDifficulty
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NextScreen4=ScreenSelectDifficulty
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NextScreen4=ScreenSelectDifficulty
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NextScreen5=ScreenSelectDifficulty
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NextScreen5=ScreenSelectDifficulty
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JointPremiumOnCommand=x,550;y,400;xoffset,400;bounceend,0.5;xoffset,-400
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JointPremiumOnCommand=x,550;y,84;xoffset,400;bounceend,0.5;xoffset,-400;glowshift
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JointPremiumOffCommand=bouncebegin,0.5;xoffset,400
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JointPremiumOffCommand=bouncebegin,0.5;xoffset,400
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Icon1OnCommand=x,60;y,84;xoffset,-800;sleep,0.20;decelerate,0.4;xoffset,800
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Icon1OnCommand=x,60;y,84;xoffset,-800;sleep,0.20;decelerate,0.4;xoffset,800
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Icon1OffCommand=bouncebegin,0.5;zoomy,0
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Icon1OffCommand=bouncebegin,0.5;zoomy,0
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@@ -81,12 +81,12 @@ void BGAnimationLayer::Init()
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m_fOverrideSpeed = 0;
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m_fOverrideSpeed = 0;
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m_iNumParticles = 10;
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m_iNumParticles = 10;
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m_bParticlesBounce = false;
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m_bParticlesBounce = false;
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m_iNumTilesWide = 10;
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m_iNumTilesWide = -1;
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m_iNumTilesHigh = 8;
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m_iNumTilesHigh = -1;
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m_fTilesStartX = 0;
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m_fTilesStartX = 0;
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m_fTilesStartY = 0;
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m_fTilesStartY = 0;
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m_fTilesSpacingX = 64;
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m_fTilesSpacingX = -1;
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m_fTilesSpacingY = 64;
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m_fTilesSpacingY = -1;
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m_fTileVelocityX = 0;
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m_fTileVelocityX = 0;
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m_fTileVelocityY = 0;
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m_fTileVelocityY = 0;
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@@ -482,8 +482,8 @@ void BGAnimationLayer::LoadFromIni( CString sAniDir, CString sLayer, CString sSo
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ini.GetValueF( sLayer, "OverrideSpeed", m_fOverrideSpeed );
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ini.GetValueF( sLayer, "OverrideSpeed", m_fOverrideSpeed );
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ini.GetValueI( sLayer, "NumParticles", m_iNumParticles );
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ini.GetValueI( sLayer, "NumParticles", m_iNumParticles );
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ini.GetValueB( sLayer, "ParticlesBounce", m_bParticlesBounce );
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ini.GetValueB( sLayer, "ParticlesBounce", m_bParticlesBounce );
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ini.GetValueI( sLayer, "NumTilesWide", m_iNumTilesWide );
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// ini.GetValueI( sLayer, "NumTilesWide", m_iNumTilesWide ); // infer from spacing (or else the Update logic breaks)
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ini.GetValueI( sLayer, "NumTilesHigh", m_iNumTilesHigh );
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// ini.GetValueI( sLayer, "NumTilesHigh", m_iNumTilesHigh ); // infer from spacing (or else the Update logic breaks)
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ini.GetValueF( sLayer, "TilesStartX", m_fTilesStartX );
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ini.GetValueF( sLayer, "TilesStartX", m_fTilesStartX );
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ini.GetValueF( sLayer, "TilesStartY", m_fTilesStartY );
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ini.GetValueF( sLayer, "TilesStartY", m_fTilesStartY );
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ini.GetValueF( sLayer, "TilesSpacingX", m_fTilesSpacingX );
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ini.GetValueF( sLayer, "TilesSpacingX", m_fTilesSpacingX );
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@@ -531,6 +531,17 @@ void BGAnimationLayer::LoadFromIni( CString sAniDir, CString sLayer, CString sSo
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break;
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break;
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case TYPE_TILES:
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case TYPE_TILES:
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{
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{
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m_Sprites[0].Load( sPath );
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if( m_fTilesSpacingX == -1 )
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{
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m_fTilesSpacingX = m_Sprites[0].GetUnzoomedWidth();
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m_fTilesSpacingX -= 1;
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}
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if( m_fTilesSpacingY == -1 )
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{
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m_fTilesSpacingY = m_Sprites[0].GetUnzoomedHeight();
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m_fTilesSpacingY -= 1;
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}
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m_iNumTilesWide = 2+(int)(SCREEN_WIDTH /m_fTilesSpacingX);
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m_iNumTilesWide = 2+(int)(SCREEN_WIDTH /m_fTilesSpacingX);
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m_iNumTilesHigh = 2+(int)(SCREEN_HEIGHT/m_fTilesSpacingY);
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m_iNumTilesHigh = 2+(int)(SCREEN_HEIGHT/m_fTilesSpacingY);
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m_iNumSprites = m_iNumTilesWide * m_iNumTilesHigh;
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m_iNumSprites = m_iNumTilesWide * m_iNumTilesHigh;
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@@ -92,7 +92,7 @@ void ScreenCaution::MenuStart( PlayerNumber pn )
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void ScreenCaution::MenuBack( PlayerNumber pn )
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void ScreenCaution::MenuBack( PlayerNumber pn )
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{
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{
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if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
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if( m_In.IsTransitioning() || m_Out.IsTransitioning() || m_Back.IsTransitioning() )
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return;
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return;
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this->ClearMessageQueue();
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this->ClearMessageQueue();
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m_Back.StartTransitioning( SM_GoToPrevScreen );
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m_Back.StartTransitioning( SM_GoToPrevScreen );
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