some MENU -> GAME
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@@ -186,18 +186,18 @@ void Screen::Input( const InputEventPlus &input )
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// default input handler used by most menus
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switch( input.MenuI )
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{
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case MENU_BUTTON_UP: this->MenuUp ( input ); return;
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case MENU_BUTTON_DOWN: this->MenuDown ( input ); return;
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case MENU_BUTTON_LEFT: this->MenuLeft ( input ); return;
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case MENU_BUTTON_RIGHT: this->MenuRight ( input ); return;
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case MENU_BUTTON_BACK:
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case GAME_BUTTON_MENUUP: this->MenuUp ( input ); return;
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case GAME_BUTTON_MENUDOWN: this->MenuDown ( input ); return;
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case GAME_BUTTON_MENULEFT: this->MenuLeft ( input ); return;
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case GAME_BUTTON_MENURIGHT: this->MenuRight ( input ); return;
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case GAME_BUTTON_BACK:
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/* Don't make the user hold the back button if they're pressing escape and escape is the back button. */
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if( !PREFSMAN->m_bDelayedBack || input.type==IET_REPEAT || (input.DeviceI.device == DEVICE_KEYBOARD && input.DeviceI.button == KEY_ESC) )
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this->MenuBack( input );
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return;
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case MENU_BUTTON_START: this->MenuStart ( input ); return;
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case MENU_BUTTON_SELECT:this->MenuSelect( input ); return;
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case MENU_BUTTON_COIN: this->MenuCoin ( input ); return;
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case GAME_BUTTON_START: this->MenuStart ( input ); return;
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case GAME_BUTTON_SELECT:this->MenuSelect( input ); return;
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case GAME_BUTTON_COIN: this->MenuCoin ( input ); return;
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}
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}
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@@ -55,12 +55,12 @@ void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
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switch( input.MenuI )
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{
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case MENU_BUTTON_BACK:
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case GAME_BUTTON_BACK:
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if( !(bool)BACK_GOES_TO_START_SCREEN )
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break;
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// fall through
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case MENU_BUTTON_START:
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case MENU_BUTTON_COIN:
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case GAME_BUTTON_START:
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case GAME_BUTTON_COIN:
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switch( GAMESTATE->GetCoinMode() )
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{
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case CoinMode_Pay:
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@@ -76,7 +76,7 @@ void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
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LOG->Trace("ScreenAttract::AttractInput: begin fading to START_SCREEN" );
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/* HandleGlobalInputs() already played the coin sound. Don't play it again. */
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if( input.MenuI != MENU_BUTTON_COIN )
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if( input.MenuI != GAME_BUTTON_COIN )
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SCREENMAN->PlayStartSound();
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SetAttractVolume( false ); // unmute attract sounds
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@@ -27,7 +27,7 @@ void ScreenContinue::BeginScreen()
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void ScreenContinue::Input( const InputEventPlus &input )
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{
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if( input.MenuI == MENU_BUTTON_COIN && input.type == IET_FIRST_PRESS )
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if( input.MenuI == GAME_BUTTON_COIN && input.type == IET_FIRST_PRESS )
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ResetTimer();
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if( input.MenuI == MENU_BUTTON_START && input.type == IET_FIRST_PRESS && GAMESTATE->JoinInput(input.pn) )
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@@ -111,7 +111,7 @@ void ScreenSelect::Input( const InputEventPlus &input )
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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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if( input.MenuI == GAME_BUTTON_COIN && input.type == IET_FIRST_PRESS )
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this->UpdateSelectableChoices();
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if( input.MenuI == MENU_BUTTON_START && input.type == IET_FIRST_PRESS && GAMESTATE->JoinInput(input.pn) )
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@@ -1223,7 +1223,7 @@ bool HandleGlobalInputs( const InputEventPlus &input )
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switch( input.MenuI )
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{
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case MENU_BUTTON_OPERATOR:
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case GAME_BUTTON_OPERATOR:
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/* Global operator key, to get quick access to the options menu. Don't
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* do this if we're on a "system menu", which includes the editor
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@@ -1237,7 +1237,7 @@ bool HandleGlobalInputs( const InputEventPlus &input )
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}
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return true;
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case MENU_BUTTON_COIN:
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case GAME_BUTTON_COIN:
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/* Handle a coin insertion. */
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if( GAMESTATE->IsEditing() ) // no coins while editing
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{
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