let Actor subclasses have first crack at parsing commands
allow Models and BitmapTexts in BGAnimationLayer (detected through file extension) add RageModelVertex, which doesn't have a color property add "stretch" file name hint for textures
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@@ -131,6 +131,9 @@ ScreenTitleMenu::ScreenTitleMenu() : Screen("ScreenTitleMenu")
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m_Out.Load( THEME->GetPathToB("ScreenTitleMenu out") );
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this->AddChild( &m_Out );
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m_BeginOut.Load( THEME->GetPathToB("ScreenTitleMenu begin out") );
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this->AddChild( &m_BeginOut );
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("title menu game name") );
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@@ -152,6 +155,7 @@ ScreenTitleMenu::ScreenTitleMenu() : Screen("ScreenTitleMenu")
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this->MoveToTail( &m_In ); // put it in the back so it covers up the stuff we just added
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this->MoveToTail( &m_Out ); // put it in the back so it covers up the stuff we just added
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this->MoveToTail( &m_BeginOut ); // put it in the back so it covers up the stuff we just added
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}
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ScreenTitleMenu::~ScreenTitleMenu()
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@@ -182,7 +186,7 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
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case MENU_BUTTON_UP:
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if( PREFSMAN->m_iCoinMode != COIN_HOME )
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break;
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if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
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if( m_In.IsTransitioning() || m_Out.IsTransitioning() || m_BeginOut.IsTransitioning() )
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break;
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TimeToDemonstration.GetDeltaTime(); /* Reset the demonstration timer when a key is pressed. */
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LoseFocus( m_Choice );
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@@ -195,7 +199,7 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
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case MENU_BUTTON_DOWN:
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if( PREFSMAN->m_iCoinMode != COIN_HOME )
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break;
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if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
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if( m_In.IsTransitioning() || m_Out.IsTransitioning() || m_BeginOut.IsTransitioning() )
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break;
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TimeToDemonstration.GetDeltaTime(); /* Reset the demonstration timer when a key is pressed. */
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LoseFocus( m_Choice );
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@@ -206,7 +210,7 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
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GainFocus( m_Choice );
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break;
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case MENU_BUTTON_BACK:
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if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
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if( m_In.IsTransitioning() || m_Out.IsTransitioning() || m_BeginOut.IsTransitioning() )
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break;
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m_Out.StartTransitioning( SM_GoToAttractLoop );
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break;
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@@ -232,8 +236,8 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
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}
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if( Screen::JoinInput( DeviceI, type, GameI, MenuI, StyleI ) )
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if( !m_Out.IsTransitioning() )
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m_Out.StartTransitioning( SM_GoToNextScreen );
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if( !m_Out.IsTransitioning() && !m_BeginOut.IsTransitioning() )
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m_BeginOut.StartTransitioning( SM_GoToNextScreen );
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}
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// detect codes
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