modify Input() on screens to return boolean
This commit is contained in:
+34
-35
@@ -392,7 +392,7 @@ void ScreenSelectMusic::Update( float fDeltaTime )
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CheckBackgroundRequests( false );
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}
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void ScreenSelectMusic::Input( const InputEventPlus &input )
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bool ScreenSelectMusic::Input( const InputEventPlus &input )
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{
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// HACK: This screen eats mouse inputs if we don't check for them first.
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bool mouse_evt = false;
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@@ -403,8 +403,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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}
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if (mouse_evt)
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{
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ScreenWithMenuElements::Input(input);
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return;
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return ScreenWithMenuElements::Input(input);
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}
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// LOG->Trace( "ScreenSelectMusic::Input()" );
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@@ -416,11 +415,11 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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if( input.DeviceI.device == DEVICE_KEYBOARD && input.DeviceI.button == KEY_F9 )
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{
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if( input.type != IET_FIRST_PRESS )
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return;
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return false;
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PREFSMAN->m_bShowNativeLanguage.Set( !PREFSMAN->m_bShowNativeLanguage );
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MESSAGEMAN->Broadcast( "DisplayLanguageChanged" );
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m_MusicWheel.RebuildWheelItems();
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return;
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return true;
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}
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if( !IsTransitioning() && m_SelectionState != SelectionState_Finalized )
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@@ -454,20 +453,20 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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m_MusicWheel.ChangeSort( so );
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m_MusicWheel.SetOpenSection( ssprintf("%c", c ) );
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AfterMusicChange();
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return;
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return true;
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}
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}
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}
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if( !input.GameI.IsValid() )
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return; // don't care
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return false; // don't care
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// Handle late joining
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if( m_SelectionState != SelectionState_Finalized && input.MenuI == GAME_BUTTON_START && input.type == IET_FIRST_PRESS && GAMESTATE->JoinInput(input.pn) )
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return; // don't handle this press again below
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return true; // don't handle this press again below
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if( !GAMESTATE->IsHumanPlayer(input.pn) )
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return;
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return false;
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// Check for "Press START again for options" button press
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if( m_SelectionState == SelectionState_Finalized &&
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@@ -476,13 +475,13 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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OPTIONS_MENU_AVAILABLE.GetValue() )
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{
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if( m_bGoToOptions )
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return; // got it already
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return false; // got it already
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if( !m_bAllowOptionsMenu )
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return; // not allowed
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return false; // not allowed
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if( !m_bAllowOptionsMenuRepeat && input.type == IET_REPEAT )
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{
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return; // not allowed yet
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return false; // not allowed yet
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}
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m_bGoToOptions = true;
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@@ -495,11 +494,11 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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this->ClearMessageQueue( SM_BeginFadingOut );
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this->PostScreenMessage( SM_BeginFadingOut, this->GetTweenTimeLeft() );
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return;
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return true;
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}
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if( IsTransitioning() )
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return; // ignore
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return false; // ignore
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// Handle unselect steps
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// xxx: select button could conflict with OptionsList here -aj
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@@ -510,12 +509,12 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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msg.SetParam( "Player", input.pn );
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MESSAGEMAN->Broadcast( msg );
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m_bStepsChosen[input.pn] = false;
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return;
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return true;
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}
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if( m_SelectionState == SelectionState_Finalized ||
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m_bStepsChosen[input.pn] )
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return; // ignore
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return false; // ignore
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if( USE_PLAYER_SELECT_MENU )
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{
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@@ -533,9 +532,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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{
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if( m_OptionsList[pn].IsOpened() )
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{
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m_OptionsList[pn].Input( input );
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return;
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return m_OptionsList[pn].Input( input );
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}
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else
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{
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@@ -587,7 +584,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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g_CanOpenOptionsList.Touch();
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if( g_CanOpenOptionsList.Ago() > OPTIONS_LIST_TIMEOUT )
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m_bAcceptSelectRelease[input.pn] = false;
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return;
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return true;
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}
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if( m_SelectionState == SelectionState_SelectingSong &&
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@@ -596,7 +593,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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{
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// If we're rouletting, hands off.
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if( m_MusicWheel.IsRouletting() )
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return;
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return false;
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bool bLeftIsDown = false;
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bool bRightIsDown = false;
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@@ -669,7 +666,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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{
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// Avoid any event not being first press
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if( input.type != IET_FIRST_PRESS )
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return;
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return false;
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if( m_SelectionState == SelectionState_SelectingSong )
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{
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@@ -695,7 +692,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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if( CHANGE_GROUPS_WITH_GAME_BUTTONS )
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{
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if( input.type != IET_FIRST_PRESS)
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return;
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return false;
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if( m_SelectionState == SelectionState_SelectingSong )
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{
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@@ -856,9 +853,9 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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}
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if( input.type == IET_FIRST_PRESS && DetectCodes(input) )
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return;
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return true;
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ScreenWithMenuElements::Input( input );
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return ScreenWithMenuElements::Input( input );
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}
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bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input )
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@@ -1168,21 +1165,21 @@ void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
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ScreenWithMenuElements::HandleScreenMessage( SM );
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}
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void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
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bool ScreenSelectMusic::MenuStart( const InputEventPlus &input )
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{
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if( input.type != IET_FIRST_PRESS )
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return;
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return false;
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/* If select is being pressed at the same time, this is probably an attempt
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* to change the sort, not to pick a song or difficulty. If it gets here,
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* the actual select press was probably hit during a tween and ignored.
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* Ignore it. */
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if( input.pn != PLAYER_INVALID && INPUTMAPPER->IsBeingPressed(GAME_BUTTON_SELECT, input.pn) )
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return;
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return false;
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// Honor locked input for start presses.
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if( m_fLockInputSecs > 0 )
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return;
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return false;
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switch( m_SelectionState )
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{
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@@ -1190,7 +1187,7 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
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case SelectionState_SelectingSong:
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// If false, we don't have a selection just yet.
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if( !m_MusicWheel.Select() )
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return;
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return false;
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// a song was selected
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if( m_MusicWheel.GetSelectedSong() != NULL )
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@@ -1258,7 +1255,7 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
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else
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{
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// We haven't made a selection yet.
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return;
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return false;
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}
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// I believe this is for those who like pump pro. -aj
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MESSAGEMAN->Broadcast("SongChosen");
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@@ -1355,7 +1352,7 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
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{
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/* They selected non-Routine steps, so we can't
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* select Routine steps. */
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return;
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return false;
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}
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}
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}
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@@ -1371,7 +1368,7 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
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Message msg("StepsChosen");
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msg.SetParam( "Player", pn );
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MESSAGEMAN->Broadcast( msg );
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return;
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return true;
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}
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}
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break;
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@@ -1485,10 +1482,11 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
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m_MenuTimer->Start();
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}
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}
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return true;
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}
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void ScreenSelectMusic::MenuBack( const InputEventPlus & /* input */ )
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bool ScreenSelectMusic::MenuBack( const InputEventPlus & /* input */ )
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{
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// Handle unselect song (ffff)
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// todo: this isn't right at all. -aj
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@@ -1506,13 +1504,14 @@ void ScreenSelectMusic::MenuBack( const InputEventPlus & /* input */ )
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msg.SetParam( "Player", input.pn );
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MESSAGEMAN->Broadcast( msg );
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m_SelectionState = SelectionState_SelectingSong;
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return;
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return true;
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}
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*/
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m_BackgroundLoader.Abort();
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Cancel( SM_GoToPrevScreen );
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return true;
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}
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void ScreenSelectMusic::AfterStepsOrTrailChange( const vector<PlayerNumber> &vpns )
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