hook up MonkeyInput and DebugLights to debug menu
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@@ -161,8 +161,8 @@ void ScreenDebugOverlay::Update( float fDeltaTime )
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case DebugLine_CoinMode: bOn=true; break;
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case DebugLine_Slow: bOn=g_bIsSlow; break;
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case DebugLine_Halt: bOn=g_bIsHalt; break;
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case DebugLine_LightsDebug: bOn=false; break;
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case DebugLine_MonkeyInput: bOn=false; break;
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case DebugLine_LightsDebug: bOn=PREFSMAN->m_bDebugLights; break;
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case DebugLine_MonkeyInput: bOn=PREFSMAN->m_bMonkeyInput; break;
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case DebugLine_Stats: bOn=PREFSMAN->m_bShowStats; break;
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case DebugLine_Vsync: bOn=PREFSMAN->m_bVsync; break;
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case DebugLine_ScreenTestMode: bOn=PREFSMAN->m_bScreenTestMode;break;
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@@ -242,10 +242,10 @@ bool ScreenDebugOverlay::OverlayInput( const DeviceInput& DeviceI, const InputEv
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SetSpeed();
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break;
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case DebugLine_LightsDebug:
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ASSERT(0); // TODO
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PREFSMAN->m_bDebugLights.Set( !PREFSMAN->m_bDebugLights );
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break;
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case DebugLine_MonkeyInput:
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ASSERT(0); // TODO
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PREFSMAN->m_bMonkeyInput.Set( !PREFSMAN->m_bMonkeyInput );
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break;
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case DebugLine_Stats:
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PREFSMAN->m_bShowStats.Set( !PREFSMAN->m_bShowStats );
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