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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@@ -136,18 +136,14 @@ bool Screen::ChangeCoinModeInput( const DeviceInput& DeviceI, const InputEventTy
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return false;
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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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(int&)PREFSMAN->m_iCoinMode = (PREFSMAN->m_iCoinMode+1) % NUM_COIN_MODES;
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/* ResetGame();
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This causes problems on ScreenIntroMovie, which results in the
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movie being restarted and/or becoming out-of-synch -- Miryokuteki */
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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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CString sMessage = CoinModeToString( (CoinMode)PREFSMAN->m_iCoinMode );
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sMessage.MakeUpper();
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sMessage = "Coin Mode: " + sMessage;
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SCREENMAN->RefreshCreditsMessages();
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SCREENMAN->SystemMessage( sMessage );
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return true;
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@@ -168,7 +164,7 @@ bool Screen::JoinInput( const DeviceInput& DeviceI, const InputEventType type, c
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/* subtract coins */
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int iCoinsToCharge = 0;
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if( PREFSMAN->m_CoinMode == PrefsManager::COIN_PAY )
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if( PREFSMAN->m_iCoinMode == COIN_PAY )
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iCoinsToCharge = PREFSMAN->m_iCoinsPerCredit;
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if( PREFSMAN->m_bJointPremium )
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