simplify
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@@ -89,37 +89,6 @@ void ScreenDemonstration::Update( float fDeltaTime )
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ScreenGameplay::Update( fDeltaTime );
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ScreenGameplay::Update( fDeltaTime );
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}
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}
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void ScreenDemonstration::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( "ScreenDemonstration::Input()" );
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// note: this code really is only needed because when one of these happens
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// AttractInput calls SCREENMAN->SetNewScreen(), and we never get another chance
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// to reset the volume in that case, and sounds then "vanish" everywhere.
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// (should SetNewScreen() cause a SM_LoseFocus message to be sent to the top screen
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// before it gets deleted?)
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if( MenuI.IsValid() && type == IET_FIRST_PRESS )
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{
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switch( MenuI.button )
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{
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case MENU_BUTTON_COIN:
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case MENU_BUTTON_START:
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case MENU_BUTTON_BACK:
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if( PREFSMAN->m_iCoinMode == 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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SOUND->StopMusic();
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if( !GAMESTATE->IsTimeToPlayAttractSounds() )
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SOUNDMAN->SetPrefs( PREFSMAN->m_fSoundVolume ); // turn volume back on
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break;
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}
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}
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ScreenAttract::AttractInput( DeviceI, type, GameI, MenuI, StyleI, m_In.IsTransitioning() || m_Out.IsTransitioning() );
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}
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void ScreenDemonstration::HandleScreenMessage( const ScreenMessage SM )
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void ScreenDemonstration::HandleScreenMessage( const ScreenMessage SM )
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{
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{
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switch( SM )
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switch( SM )
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@@ -136,6 +105,7 @@ void ScreenDemonstration::HandleScreenMessage( const ScreenMessage SM )
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break;
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break;
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case SM_LoseFocus:
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case SM_LoseFocus:
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LOG->Trace("XXX: lose foc");
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SOUNDMAN->SetPrefs( PREFSMAN->m_fSoundVolume ); // turn volume back on
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SOUNDMAN->SetPrefs( PREFSMAN->m_fSoundVolume ); // turn volume back on
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break;
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break;
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@@ -19,7 +19,6 @@ public:
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~ScreenDemonstration();
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~ScreenDemonstration();
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virtual void Update( float fDeltaTime );
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virtual void Update( float fDeltaTime );
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virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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protected:
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protected:
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