don't trap users in the jukebox
also, the jukebox could be used as an alternate "attract sequence", so let's handle the attract coin logic there, too
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@@ -160,11 +160,33 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
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{
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{
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switch( MenuI.button )
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switch( MenuI.button )
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{
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{
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case MENU_BUTTON_START:
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case MENU_BUTTON_LEFT:
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case MENU_BUTTON_LEFT:
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case MENU_BUTTON_RIGHT:
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case MENU_BUTTON_RIGHT:
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SCREENMAN->SendMessageToTopScreen( SM_NotesEnded, 0 );
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SCREENMAN->SendMessageToTopScreen( SM_NotesEnded, 0 );
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break;
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break;
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/* XXX: this is a copy-and-paste from ScreenAttract */
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case MENU_BUTTON_START:
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case MENU_BUTTON_BACK:
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case MENU_BUTTON_COIN:
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switch( PREFSMAN->m_CoinMode )
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{
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case PrefsManager::COIN_PAY:
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if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
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break; // don't fall through
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// fall through
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case PrefsManager::COIN_FREE:
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case PrefsManager::COIN_HOME:
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SOUNDMAN->StopMusic();
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/* We already played the it was a coin was inserted. Don't play it again. */
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if( MenuI.button != MENU_BUTTON_COIN )
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SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","Common coin") );
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SDL_Delay( 800 ); // do a little pause, like the arcade does
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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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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}
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}
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}
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}
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}
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}
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