cleanup, const fix
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@@ -27,17 +27,17 @@ public:
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virtual void Update( float fDeltaTime );
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virtual void Update( float fDeltaTime );
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virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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static bool ChangeCoinModeInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ); // return true if CoinMode changed
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static bool JoinInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ); // return true if a player joined
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virtual void HandleScreenMessage( const ScreenMessage SM ) {};
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virtual void HandleScreenMessage( const ScreenMessage SM ) {};
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void PostScreenMessage( const ScreenMessage SM, const float fDelay );
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void PostScreenMessage( const ScreenMessage SM, const float fDelay );
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void ClearMessageQueue();
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void ClearMessageQueue();
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void ClearMessageQueue( const ScreenMessage SM ); // clear of a specific SM
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void ClearMessageQueue( const ScreenMessage SM ); // clear of a specific SM
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bool IsTransparent() { return m_bIsTransparent; }
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bool IsTransparent() const { return m_bIsTransparent; }
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static Screen* Create( CString sClassName );
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static Screen* Create( CString sClassName );
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static bool ChangeCoinModeInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ); // return true if CoinMode changed
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static bool JoinInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ); // return true if a player joined
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protected:
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protected:
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// structure for holding messages sent to a Screen
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// structure for holding messages sent to a Screen
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