added ScreenJukebox
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#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenJukebox
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ScreenJukebox.h"
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#include "RageLog.h"
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#include "ThemeManager.h"
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#include "GameState.h"
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#include "SongManager.h"
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#include "StepMania.h"
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const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+101); // MUST be same as in ScreenGameplay
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bool PrepareForJukebox() // always return true.
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{
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//
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// Set the current song to prepare for a demonstration
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//
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switch( GAMESTATE->m_CurGame )
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{
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case GAME_DANCE: GAMESTATE->m_CurStyle = STYLE_DANCE_VERSUS; break;
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case GAME_PUMP: GAMESTATE->m_CurStyle = STYLE_PUMP_VERSUS; break;
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case GAME_EZ2: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_VERSUS; break;
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case GAME_PARA: GAMESTATE->m_CurStyle = STYLE_PARA_SINGLE; break;
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case GAME_DS3DDX: GAMESTATE->m_CurStyle = STYLE_DS3DDX_SINGLE; break;
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case GAME_BM: GAMESTATE->m_CurStyle = STYLE_BM_SINGLE; break;
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default: ASSERT(0);
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}
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GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
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//
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// Search for a Song and Steps to play during the demo
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//
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for( int i=0; i<600; i++ ) // try 600 times
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{
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Song* pSong = SONGMAN->GetRandomSong();
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if( pSong == NULL ) // returns NULL there are no songs
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return true; // we need to detect this and abort demonstration later
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if( pSong->m_apNotes.empty() )
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continue; // skip
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if( !pSong->HasMusic() )
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continue; // skip
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vector<Notes*> apNotes;
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pSong->GetNotesThatMatch( GAMESTATE->GetCurrentStyleDef()->m_NotesType, apNotes );
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if( apNotes.empty() )
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continue; // skip
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// Found something we can use!
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Notes* pNotes = apNotes[ rand()%apNotes.size() ];
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GAMESTATE->m_pCurSong = pSong;
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for( int p=0; p<NUM_PLAYERS; p++ )
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GAMESTATE->m_pCurNotes[p] = pNotes;
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break; // done looking
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}
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ASSERT( GAMESTATE->m_pCurSong );
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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// choose some cool options
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int Benchmark = 0;
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if(Benchmark)
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{
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/* Note that you also need to make sure you benchmark with the
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* same notes. I use a copy of MaxU with only heavy notes included. */
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue;
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/* Lots and lots of arrows. This might even bias to arrows a little
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* too much. */
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GAMESTATE->m_PlayerOptions[p] = PlayerOptions();
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GAMESTATE->m_PlayerOptions[p].m_fScrollSpeed = .25f;
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GAMESTATE->m_PlayerOptions[p].m_bEffects[ PlayerOptions::EFFECT_SPACE ] = true;
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GAMESTATE->m_PlayerOptions[p].m_bEffects[ PlayerOptions::EFFECT_MINI ] = true;
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}
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GAMESTATE->m_SongOptions.m_LifeType = SongOptions::LIFE_BATTERY;
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
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}
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue;
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GAMESTATE->m_PlayerOptions[p] = PlayerOptions();
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if( RandomFloat(0,1)>0.8f )
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GAMESTATE->m_PlayerOptions[p].m_fScrollSpeed = 1.5f;
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GAMESTATE->m_PlayerOptions[p].m_bEffects[ rand()%PlayerOptions::NUM_EFFECT_TYPES ] = true;
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if( RandomFloat(0,1)>0.9f )
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GAMESTATE->m_PlayerOptions[p].m_AppearanceType = PlayerOptions::APPEARANCE_HIDDEN;
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if( RandomFloat(0,1)>0.9f )
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GAMESTATE->m_PlayerOptions[p].m_AppearanceType = PlayerOptions::APPEARANCE_SUDDEN;
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if( RandomFloat(0,1)>0.7f )
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GAMESTATE->m_PlayerOptions[p].m_bReverseScroll = true;
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if( RandomFloat(0,1)>0.8f )
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GAMESTATE->m_PlayerOptions[p].m_bDark = true;
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}
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GAMESTATE->m_SongOptions = SongOptions();
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GAMESTATE->m_SongOptions.m_LifeType = (randomf(0,1)>0.8f) ? SongOptions::LIFE_BATTERY : SongOptions::LIFE_BAR;
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
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GAMESTATE->m_bDemonstration = true;
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return true;
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}
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ScreenJukebox::ScreenJukebox() : ScreenGameplay(PrepareForJukebox()) // this is a hack to get some code to execute before the ScreenGameplay constructor
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{
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LOG->Trace( "ScreenJukebox::ScreenJukebox()" );
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if( GAMESTATE->m_pCurSong == NULL ) // we didn't find a song.
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{
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this->SendScreenMessage( SM_GoToNextScreen, 0 ); // Abort demonstration.
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return;
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}
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m_Fade.OpenWipingRight();
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ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
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GAMESTATE->m_bPastHereWeGo = true;
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m_StarWipe.SetOpened();
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m_DancingState = STATE_DANCING;
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}
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ScreenJukebox::~ScreenJukebox()
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{
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// GAMESTATE->m_bDemonstration = false;
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//GAMESTATE->Reset();
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}
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void ScreenJukebox::Update( float fDeltaTime )
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{
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ScreenGameplay::Update( fDeltaTime );
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// hide status icons
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for( int i=0; i<NUM_STATUS_ICONS; i++ )
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m_sprStatusIcons[i].SetDiffuse( RageColor(1,1,1,0) );
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}
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void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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//LOG->Trace( "ScreenJukebox::Input()" );
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//
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// This should be the same as ScreenAttract::Input()
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//
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if(type != IET_FIRST_PRESS) return; // don't care
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if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 )
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{
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(int&)PREFSMAN->m_CoinMode = (PREFSMAN->m_CoinMode+1) % PrefsManager::NUM_COIN_MODES;
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ResetGame();
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CString sMessage = "Coin Mode: ";
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switch( PREFSMAN->m_CoinMode )
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{
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case PrefsManager::COIN_HOME: sMessage += "HOME"; break;
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case PrefsManager::COIN_PAY: sMessage += "PAY"; break;
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case PrefsManager::COIN_FREE: sMessage += "FREE"; break;
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}
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SCREENMAN->SystemMessage( sMessage );
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return;
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}
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if( MenuI.IsValid() )
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{
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switch( MenuI.button )
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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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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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m_soundMusic.Stop();
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::Sleep( 200 ); // do a little pause, like the arcade does
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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case MENU_BUTTON_START:
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case MENU_BUTTON_BACK:
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switch( PREFSMAN->m_CoinMode )
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{
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case PrefsManager::COIN_PAY:
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if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
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break; // don't fall through
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// fall through
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case PrefsManager::COIN_FREE:
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case PrefsManager::COIN_HOME:
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m_soundMusic.Stop();
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SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","insert coin") );
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::Sleep( 200 ); // do a little pause, like the arcade does
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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default:
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ASSERT(0);
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}
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break;
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}
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}
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}
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void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_NotesEnded:
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if( m_Fade.IsClosing() )
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return; // ignore - we're already fading
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m_Fade.CloseWipingRight( SM_GoToNextScreen );
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return;
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case SM_GoToNextScreen:
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SCREENMAN->SetNewScreen( "ScreenJukebox" );
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return;
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}
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ScreenGameplay::HandleScreenMessage( SM );
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}
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