simplify, comment
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@@ -267,31 +267,39 @@ void ScreenSelectStyle::MenuStart( PlayerNumber pn )
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{
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if( pn!=PLAYER_INVALID && !GAMESTATE->m_bSideIsJoined[pn] )
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{
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if ( PREFSMAN->m_CoinMode == PrefsManager::COIN_HOME || PREFSMAN->m_CoinMode == PrefsManager::COIN_FREE )
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{ /* Home and free do not require credits..fall thru */
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}
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else if( PREFSMAN->m_CoinMode == PrefsManager::COIN_PAY )
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/* I think JP should allow playing two-pad singleplayer modes (doubles),
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* but not two-pad two-player modes (battle). (Battle mode isn't "joint".)
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* That means we should leave player-entry logic alone and simply enable
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* couples mode if JP is on and only one person has clicked in. (However,
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* that means we'll display couples even if we don't really know if we have
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* a second pad, which is a little annoying.)
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*
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* Also, credit deduction should be handled in StepMania.cpp (along with
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* the coin logic) using GAMESTATE->m_bPlayersCanJoin, since there
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* are other screens you can join (eg ScreenCaution). -glenn */
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if( PREFSMAN->m_CoinMode == PrefsManager::COIN_PAY )
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{
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if( !PREFSMAN->m_bJointPremium && GAMESTATE->m_iCoins >= PREFSMAN->m_iCoinsPerCredit )
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{ /* Joint Premium is NOT enabled, but we have enough credits. Pay up! */
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if( !PREFSMAN->m_bJointPremium )
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{
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if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
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{
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/* Joint Premium is NOT enabled, and we do not have enough credits */
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return;
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}
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/* Joint Premium is NOT enabled, but we have enough credits. Pay up! */
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GAMESTATE->m_iCoins -= PREFSMAN->m_iCoinsPerCredit;
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}
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else if( !PREFSMAN->m_bJointPremium && GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
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{ /* Joint Premium is NOT enabled, and we do not enough credits */
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return;
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}
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}
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/* If credits had to be used, it's already taken care of.. add the player */
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/* If credits had to be used, it's already taken care of.. add the player */
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SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","menu start") );
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GAMESTATE->m_bSideIsJoined[pn] = true;
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SCREENMAN->RefreshCreditsMessages();
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UpdateEnabledDisabled();
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return;
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return; // don't fall through
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}
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GAMESTATE->m_CurStyle = GetSelectedStyle();
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CString sCurStyleName = GAMESTATE->GetCurrentStyleDef()->m_szName;
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