Change event mode to a CoinMode (since using COIN_PAY and EventMode at the same time doesn't make sense).
Split ScreenLogo and ScreenTitleMenu. In ScreenTitleMenu, add a different animation if using COIN_HOME (for SMMAX2). Added codes at TitleMenu to change Theme and Announcer.
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@@ -154,14 +154,14 @@ int GameState::GetNumStagesLeft()
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{
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if(GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2())
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return 1;
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if(PREFSMAN->m_bEventMode)
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if(PREFSMAN->m_iCoinMode==COIN_EVENT)
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return 999;
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return PREFSMAN->m_iNumArcadeStages - m_iCurrentStageIndex;
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}
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bool GameState::IsFinalStage()
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{
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if( PREFSMAN->m_bEventMode )
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if( PREFSMAN->m_iCoinMode==COIN_EVENT )
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return false;
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int iPredictedStageForCurSong = 1;
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if( m_pCurSong != NULL )
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@@ -172,14 +172,14 @@ bool GameState::IsFinalStage()
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bool GameState::IsExtraStage()
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{
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if( PREFSMAN->m_bEventMode )
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if( PREFSMAN->m_iCoinMode==COIN_EVENT )
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return false;
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return m_iCurrentStageIndex == PREFSMAN->m_iNumArcadeStages;
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}
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bool GameState::IsExtraStage2()
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{
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if( PREFSMAN->m_bEventMode )
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if( PREFSMAN->m_iCoinMode==COIN_EVENT )
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return false;
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return m_iCurrentStageIndex == PREFSMAN->m_iNumArcadeStages+1;
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}
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@@ -190,7 +190,7 @@ CString GameState::GetStageText()
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else if( m_PlayMode == PLAY_MODE_ONI ) return "oni";
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else if( m_PlayMode == PLAY_MODE_NONSTOP ) return "nonstop";
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else if( m_PlayMode == PLAY_MODE_ENDLESS ) return "endless";
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else if( PREFSMAN->m_bEventMode ) return "event";
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else if( PREFSMAN->m_iCoinMode==COIN_EVENT ) return "event";
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else if( IsFinalStage() ) return "final";
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else if( IsExtraStage() ) return "extra1";
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else if( IsExtraStage2() ) return "extra2";
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@@ -299,7 +299,7 @@ bool GameState::IsCourseMode() const
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bool GameState::HasEarnedExtraStage()
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{
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if( PREFSMAN->m_bEventMode )
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if( PREFSMAN->m_iCoinMode==COIN_EVENT )
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return false;
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if( GAMESTATE->m_PlayMode != PLAY_MODE_ARCADE )
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