[Xcode4] May as well fix switch warnings.
Still need some assistance for the linker error.
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+32
-29
@@ -75,34 +75,36 @@ void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
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switch( input.MenuI )
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{
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case GAME_BUTTON_BACK:
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if( !(bool)BACK_GOES_TO_START_SCREEN )
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break;
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// fall through
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case GAME_BUTTON_START:
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case GAME_BUTTON_COIN:
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switch( GAMESTATE->GetCoinMode() )
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{
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case CoinMode_Pay:
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LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i, %i)", GAMESTATE->m_iCoins.Get(), PREFSMAN->m_iCoinsPerCredit.Get(), GAMESTATE->GetNumSidesJoined() );
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if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit && GAMESTATE->GetNumSidesJoined() == 0 )
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break; // don't fall through
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case GAME_BUTTON_BACK:
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if( !BACK_GOES_TO_START_SCREEN )
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break;
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// fall through
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case CoinMode_Home:
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case CoinMode_Free:
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if( pScreen->IsTransitioning() )
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return;
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case GAME_BUTTON_START:
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case GAME_BUTTON_COIN:
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switch( GAMESTATE->GetCoinMode() )
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{
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case CoinMode_Pay:
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LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i, %i)",
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GAMESTATE->m_iCoins.Get(),
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PREFSMAN->m_iCoinsPerCredit.Get(),
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GAMESTATE->GetNumSidesJoined() );
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if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit && GAMESTATE->GetNumSidesJoined() == 0 )
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break; // don't fall through
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// fall through
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case CoinMode_Home:
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case CoinMode_Free:
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if( pScreen->IsTransitioning() )
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return;
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// HandleGlobalInputs() already played the coin sound. Don't play it again.
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if( input.MenuI != GAME_BUTTON_COIN )
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SCREENMAN->PlayStartSound();
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// HandleGlobalInputs() already played the coin sound. Don't play it again.
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if( input.MenuI != GAME_BUTTON_COIN )
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SCREENMAN->PlayStartSound();
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pScreen->Cancel( SM_GoToStartScreen );
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break;
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default:
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ASSERT(0);
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}
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break;
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pScreen->Cancel( SM_GoToStartScreen );
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break;
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default: FAIL_M("Invalid Coin Mode! Aborting...");
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}
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default: break;
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}
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if( pScreen->IsTransitioning() )
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@@ -110,10 +112,11 @@ void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
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switch( input.MenuI )
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{
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case GAME_BUTTON_LEFT:
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case GAME_BUTTON_RIGHT:
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SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 );
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break;
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case GAME_BUTTON_LEFT:
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case GAME_BUTTON_RIGHT:
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SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 );
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default:
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break;
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}
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// Screen::Input( input );
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