make calls to THEME->GetPathTo() more concise
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@@ -37,21 +37,21 @@ ScreenAttract::ScreenAttract( CString sClassName ) : Screen( sClassName )
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// We have to do initialization in the first update because this->GetElementName() won't
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// work until the object has been fully constructed.
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m_Background.LoadFromAniDir( THEME->GetPathTo("BGAnimations",m_sName+" background") );
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m_Background.LoadFromAniDir( THEME->GetPathToB(m_sName+" background") );
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this->AddChild( &m_Background );
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m_In.Load( THEME->GetPathTo("BGAnimations","ScreenAttract in") );
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m_In.Load( THEME->GetPathToB("ScreenAttract in") );
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m_In.StartTransitioning();
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this->AddChild( &m_In );
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m_Out.Load( THEME->GetPathTo("BGAnimations","ScreenAttract out") );
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m_Out.Load( THEME->GetPathToB("ScreenAttract out") );
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this->AddChild( &m_Out );
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo(m_sName) );
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m_soundStart.Load( THEME->GetPathTo("Sounds","Common start") );
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m_soundStart.Load( THEME->GetPathToS("Common start") );
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SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds",m_sName + " music") ); // DO loop. -Chris
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SOUNDMAN->PlayMusic( THEME->GetPathToS(m_sName + " music") ); // DO loop. -Chris
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GAMESTATE->m_bPlayersCanJoin = true;
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@@ -99,7 +99,7 @@ void ScreenAttract::AttractInput( const DeviceInput& DeviceI, const InputEventTy
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SOUNDMAN->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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SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","Common coin") );
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SOUNDMAN->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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