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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@@ -178,14 +178,15 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
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case MENU_BUTTON_START:
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case MENU_BUTTON_BACK:
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case MENU_BUTTON_COIN:
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switch( PREFSMAN->m_CoinMode )
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switch( PREFSMAN->m_iCoinMode )
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{
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case PrefsManager::COIN_PAY:
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case 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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case COIN_HOME:
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case COIN_FREE:
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case COIN_EVENT:
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SOUNDMAN->StopMusic();
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/* We already played the it was a coin was inserted. Don't play it again. */
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if( MenuI.button != MENU_BUTTON_COIN )
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