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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@@ -52,6 +52,7 @@ const ScreenMessage SM_ScrollJointPremium = ScreenMessage(SM_User+14);
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ScreenTitleMenu::ScreenTitleMenu()
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{
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LOG->Trace( "ScreenTitleMenu::ScreenTitleMenu()" );
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if( PREFSMAN->m_bJointPremium )
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{
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m_sprJointPremiumMsg.Load( THEME->GetPathTo("Graphics","joint premium scroll message") );
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@@ -117,9 +118,9 @@ ScreenTitleMenu::ScreenTitleMenu()
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SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","title menu music") );
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this->SendScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS);
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this->SendScreenMessage( SM_ScrollJointPremium, 1);
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this->MoveToTail( &(ScreenAttract::m_Fade) ); // put it in the back so it covers up the stuff we just added
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this->SendScreenMessage( SM_ScrollJointPremium, 1);
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}
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ScreenTitleMenu::~ScreenTitleMenu()
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@@ -137,9 +138,17 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
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if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 )
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{
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/* Coin mode changed.. since this effects how this screen appears, the screen
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is reloaded */
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/* Coin mode changed.. since this effects how this screen appears, JUST the
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screen is just reloaded, not a reset as was before -- Miryokuteki */
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(int&)PREFSMAN->m_CoinMode = (PREFSMAN->m_CoinMode+1) % PrefsManager::NUM_COIN_MODES;
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CString sMessage = "Coin Mode: ";
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switch( PREFSMAN->m_CoinMode )
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{
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case PrefsManager::COIN_HOME: sMessage += "HOME"; break;
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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->SystemMessage( sMessage );
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SCREENMAN->RefreshCreditsMessages();
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SCREENMAN->SetNewScreen("ScreenTitleMenu");
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return;
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