more work on ranking
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@@ -30,8 +30,6 @@
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#define SECONDS_TO_SHOW THEME->GetMetricF(m_sMetricName,"SecondsToShow")
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#define NEXT_SCREEN THEME->GetMetric(m_sMetricName,"NextScreen")
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const ScreenMessage SM_BeginFadingOut = ScreenMessage(SM_User+2);
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ScreenAttract::ScreenAttract( CString sMetricName, CString sElementName )
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{
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@@ -55,7 +53,7 @@ ScreenAttract::ScreenAttract( CString sMetricName, CString sElementName )
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m_soundStart.Load( THEME->GetPathTo("Sounds","menu start") );
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SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds",m_sElementName + " music"), false );
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SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds",m_sElementName + " music") ); // DO loop. -Chris
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GAMESTATE->m_bPlayersCanJoin = true;
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@@ -96,8 +94,7 @@ void ScreenAttract::Input( const DeviceInput& DeviceI, const InputEventType type
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{
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case MENU_BUTTON_LEFT:
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case MENU_BUTTON_RIGHT:
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if( !m_Fade.IsOpening() && !m_Fade.IsClosing() )
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m_Fade.CloseWipingRight( SM_GoToNextScreen );
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this->SendScreenMessage( SM_BeginFadingOut, 0 );
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break;
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case MENU_BUTTON_COIN:
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Screen::MenuCoin( MenuI.player ); // increment coins, play sound
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@@ -149,7 +146,9 @@ void ScreenAttract::HandleScreenMessage( const ScreenMessage SM )
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* music theme element and it's the same as the one we're playing
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* now, don't stop. (However, if we're going to interrupt it
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* when we fade in, it's cleaner to stop it before we fade out.) */
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SOUNDMAN->PlayMusic( "" );
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/* Don't stop the music, or else the music will start over from the
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* beginning for consecutive screens with the same music. -Chris */
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//SOUNDMAN->PlayMusic( "" );
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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break;
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}
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