fix CoinMode toggling on ScreenTitleMenu
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@@ -849,8 +849,8 @@ Premium PrefsManager::GetPremium()
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#include "LuaFunctions.h"
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LuaFunction_NoArgs( CoinMode, PREFSMAN->m_CoinMode )
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LuaFunction_NoArgs( Premium, PREFSMAN->m_Premium )
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LuaFunction_NoArgs( CoinMode, CoinModeToString(PREFSMAN->m_CoinMode) )
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LuaFunction_NoArgs( Premium, PremiumToString(PREFSMAN->m_Premium) )
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/*
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@@ -88,8 +88,8 @@ void ScreenAttract::AttractInput( const DeviceInput& DeviceI, const InputEventTy
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SCREENMAN->PlayCoinSound();
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SCREENMAN->SendMessageToTopScreen( SM_StopMusic );
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usleep( (int)(JOIN_PAUSE_SECONDS*1000*1000) ); // do a little pause, like the arcade does
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LOG->Trace("ScreenAttract::AttractInput: go to ScreenTitleMenu" );
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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LOG->Trace("ScreenAttract::AttractInput: go to ScreenTitleBranch" );
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SCREENMAN->SetNewScreen( "ScreenTitleBranch" );
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break;
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default:
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ASSERT(0);
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@@ -31,7 +31,7 @@ const float RECORD_HOLD_SECONDS = 0.3f;
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//
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// Defines specific to GameScreenTitleMenu
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// Defines specific to ScreenEdit
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//
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#define DEBUG_X (SCREEN_LEFT + 10)
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@@ -50,7 +50,7 @@ void ScreenEditCoursesMenu::HandleScreenMessage( const ScreenMessage SM )
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{
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case SM_GoToPrevScreen:
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case SM_GoToNextScreen:
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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SCREENMAN->SetNewScreen( "ScreenTitleBranch" );
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break;
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}
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}
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@@ -51,7 +51,7 @@ void ScreenEditMenu::HandleScreenMessage( const ScreenMessage SM )
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m_Selector.RefreshNotes();
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break;
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case SM_GoToPrevScreen:
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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SCREENMAN->SetNewScreen( "ScreenTitleBranch" );
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break;
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case SM_GoToNextScreen:
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SCREENMAN->SetNewScreen( "ScreenEdit" );
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@@ -373,7 +373,7 @@ void ScreenEz2SelectMusic::HandleScreenMessage( const ScreenMessage SM )
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switch( SM )
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{
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case SM_GoToPrevScreen:
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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SCREENMAN->SetNewScreen( "ScreenTitleBranch" );
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break;
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case SM_GoToNextScreen:
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if( m_bGoToOptions )
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@@ -387,7 +387,7 @@ void ScreenEz2SelectMusic::HandleScreenMessage( const ScreenMessage SM )
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}
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break;
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case SM_NoSongs:
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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SCREENMAN->SetNewScreen( "ScreenTitleBranch" );
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break;
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}
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@@ -148,7 +148,7 @@ void ScreenEz2SelectPlayer::HandleScreenMessage( const ScreenMessage SM )
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break;
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case SM_GoToPrevScreen:
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SOUND->StopMusic();
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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SCREENMAN->SetNewScreen( "ScreenTitleBranch" );
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break;
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case SM_GoToNextScreen:
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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@@ -74,7 +74,7 @@ void ScreenReloadSongs::Update( float fDeltaTime )
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SONGMAN->Reload( m_LoadingWindow );
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UNLOCKMAN->UpdateSongs();
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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SCREENMAN->SetNewScreen( "ScreenTitleBranch" );
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}
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/*
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@@ -64,7 +64,7 @@ void ScreenStyleSplash::HandleScreenMessage( const ScreenMessage SM )
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break;
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case SM_GoToPrevScreen:
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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SCREENMAN->SetNewScreen( "ScreenTitleBranch" );
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break;
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case SM_GoToNextScreen:
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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@@ -53,7 +53,7 @@ void ScreenTest::Input( const DeviceInput& DeviceI, const InputEventType type, c
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if( DeviceI.button == KEY_ESC )
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{
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if( type != IET_FIRST_PRESS ) return;
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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SCREENMAN->SetNewScreen( "ScreenTitleBranch" );
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return;
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}
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}
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@@ -3,7 +3,6 @@
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#include "PrefsManager.h"
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#include "ScreenManager.h"
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#include "GameSoundManager.h"
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#include "ScreenTitleMenu.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "ThemeManager.h"
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@@ -114,16 +114,12 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
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* so that the right m_aGameCommands will show */
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if( ScreenAttract::ChangeCoinModeInput( DeviceI, type, GameI, MenuI, StyleI ) )
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{
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SCREENMAN->SetNewScreen( m_sName );
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SCREENMAN->SetNewScreen( "ScreenTitleBranch" );
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return;
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}
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if( m_In.IsTransitioning() || m_Back.IsTransitioning() ) /* not m_Out */
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return;
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if( PREFSMAN->GetCoinMode() != COIN_HOME )
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return;
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//
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// detect codes
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