move CoinMode toggle entirely into debug menu
add mute to debug menu
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@@ -52,6 +52,8 @@ ScreenTitleMenu::ScreenTitleMenu( CString sScreenName ) :
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// TRICKY: Do this after GameState::Reset.
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_JOINING );
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this->SubscribeToMessage( "CoinModeChanged" );
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}
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void ScreenTitleMenu::Init()
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@@ -114,14 +116,6 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
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if( type == IET_FIRST_PRESS )
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{
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/* If the CoinMode was changed, we need to reload this screen
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* so that the right m_aGameCommands will show */
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if( ScreenAttract::ChangeCoinModeInput( DeviceI, type, GameI, MenuI, StyleI ) )
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{
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SCREENMAN->SetNewScreen( COIN_MODE_CHANGE_SCREEN );
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return;
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}
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if( m_In.IsTransitioning() || m_Cancel.IsTransitioning() ) /* not m_Out */
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return;
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@@ -174,6 +168,16 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
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ScreenSelectMaster::Input( DeviceI, type, GameI, MenuI, StyleI );
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}
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void ScreenTitleMenu::HandleMessage( const CString& sMessage )
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{
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if( sMessage == "CoinModeChanged" )
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{
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/* If the CoinMode was changed, we need to reload this screen
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* so that the right m_aGameCommands will show */
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SCREENMAN->SetNewScreen( COIN_MODE_CHANGE_SCREEN );
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}
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}
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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