remove some hardcoded screen names
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@@ -42,6 +42,7 @@ NextScreen2=screen,ScreenTitleJoin
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Class=ScreenTitleMenu
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Fallback=ScreenCaution
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PrevScreen=ScreenCompany
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CoinModeChangeScreen=ScreenTitleBranch
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SharedPreviewAndCursor=1
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AllowDisabledPlayerInput=1
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ChoiceNames=1,2,3,4,5,6,7
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@@ -3035,6 +3036,9 @@ StyleIcon=0
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MemoryCardIcons=0
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TimerSeconds=0
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[ScreenAttract]
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StartScreen=ScreenTitleBranch
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[ScreenUnlock]
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Fallback=ScreenAttract
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UseUnlocksDat=1
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@@ -18,6 +18,7 @@
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#include "BGAnimation.h"
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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#define START_SCREEN THEME->GetMetric ("ScreenAttract","StartScreen")
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REGISTER_SCREEN_CLASS( ScreenAttract );
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@@ -89,8 +90,8 @@ void ScreenAttract::AttractInput( const DeviceInput& DeviceI, const InputEventTy
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SCREENMAN->PlayCoinSound();
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SCREENMAN->SendMessageToTopScreen( SM_StopMusic );
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usleep( (int)(JOIN_PAUSE_SECONDS*1000*1000) ); // do a little pause, like the arcade does
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LOG->Trace("ScreenAttract::AttractInput: go to ScreenTitleBranch" );
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SCREENMAN->SetNewScreen( "ScreenTitleBranch" );
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LOG->Trace("ScreenAttract::AttractInput: go to START_SCREEN" );
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SCREENMAN->SetNewScreen( START_SCREEN );
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break;
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default:
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ASSERT(0);
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@@ -26,6 +26,8 @@
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#include "PlayerState.h"
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#define MAX_STAGES_TEXT THEME->GetMetric (m_sName,"MaxStagesText")
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#define COIN_MODE_CHANGE_SCREEN THEME->GetMetric (m_sName,"CoinModeChangeScreen")
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REGISTER_SCREEN_CLASS( ScreenTitleMenu );
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ScreenTitleMenu::ScreenTitleMenu( CString sScreenName ) :
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@@ -113,7 +115,7 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
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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( "ScreenTitleBranch" );
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SCREENMAN->SetNewScreen( COIN_MODE_CHANGE_SCREEN );
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return;
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}
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