Operator & InsertCoin keys are now configurable like any other menu key, and are still global (effective on any screen). many other misc bug fies and changes. see TODO.miryokuteki
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@@ -166,7 +166,10 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
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if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 )
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{
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(int&)PREFSMAN->m_CoinMode = (PREFSMAN->m_CoinMode+1) % PrefsManager::NUM_COIN_MODES;
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ResetGame();
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/*ResetGame();
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You only changed the coin mode.. as with the arcade versions,
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the machine should not reset. -- Miryokuteki */
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CString sMessage = "Coin Mode: ";
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switch( PREFSMAN->m_CoinMode )
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{
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@@ -174,6 +177,7 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
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case PrefsManager::COIN_PAY: sMessage += "PAY"; break;
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case PrefsManager::COIN_FREE: sMessage += "FREE"; break;
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}
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SCREENMAN->RefreshCreditsMessages();
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SCREENMAN->SystemMessage( sMessage );
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return;
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}
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