separate slightly confusing logic - send COIN inputs with the normal input path
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@@ -143,14 +143,16 @@ void ScreenSelect::Input( const InputEventPlus &input )
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m_timerIdleComment.GetDeltaTime();
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m_timerIdleComment.GetDeltaTime();
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m_timerIdleTimeout.GetDeltaTime();
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m_timerIdleTimeout.GetDeltaTime();
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/* Choices may change when more coins are inserted. */
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if( input.MenuI == MENU_BUTTON_COIN && input.type == IET_FIRST_PRESS )
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this->UpdateSelectableChoices();
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// HACK: Don't process JoinInput on the TitleMenu. Otherwise, if the user presses start
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// HACK: Don't process JoinInput on the TitleMenu. Otherwise, if the user presses start
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// on a choice that doesn't move to a new screen, the player will be joined and the
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// on a choice that doesn't move to a new screen, the player will be joined and the
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// user will still be on the title menu.
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// user will still be on the title menu.
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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( bAllowJoinInput && input.MenuI == MENU_BUTTON_START && Screen::JoinInput(input.pn) )
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(bAllowJoinInput && input.MenuI == MENU_BUTTON_START && Screen::JoinInput(input.pn)) )
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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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