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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@@ -149,9 +149,9 @@ void ScreenSystemLayer::RefreshCreditsMessages()
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// update joined
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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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_HOME:
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case COIN_HOME:
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if( GAMESTATE->m_bSideIsJoined[p] )
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m_textCreditInfo[p].SetText( "" );
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else if( GAMESTATE->m_bPlayersCanJoin ) // would (GAMESTATE->m_CurStyle!=STYLE_INVALID) do the same thing?
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@@ -159,7 +159,7 @@ void ScreenSystemLayer::RefreshCreditsMessages()
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else
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m_textCreditInfo[p].SetText( "NOT PRESENT" );
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break;
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case PrefsManager::COIN_PAY:
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case COIN_PAY:
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{
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int Coins = GAMESTATE->m_iCoins % PREFSMAN->m_iCoinsPerCredit;
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CString txt = ssprintf("CREDIT(S) %d", GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit);
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@@ -168,9 +168,12 @@ void ScreenSystemLayer::RefreshCreditsMessages()
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m_textCreditInfo[p].SetText(txt);
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}
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break;
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case PrefsManager::COIN_FREE:
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case COIN_FREE:
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m_textCreditInfo[p].SetText( "FREE PLAY" );
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break;
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case COIN_EVENT:
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m_textCreditInfo[p].SetText( "EVENT MODE" );
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break;
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default:
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ASSERT(0);
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}
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