reset the demonstration timer when a key is pressed
This commit is contained in:
@@ -65,8 +65,7 @@ const CString CHOICE_TEXT[ScreenTitleMenu::NUM_TITLE_MENU_CHOICES] = {
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const ScreenMessage SM_PlayAttract = ScreenMessage(SM_User+1);
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const ScreenMessage SM_PlayAttract = ScreenMessage(SM_User+1);
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const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User+12);
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const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User+12);
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const ScreenMessage SM_FadeToDemonstration = ScreenMessage(SM_User+13);
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const ScreenMessage SM_GoToDemonstration = ScreenMessage(SM_User+13);
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const ScreenMessage SM_GoToDemonstration = ScreenMessage(SM_User+14);
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ScreenTitleMenu::ScreenTitleMenu()
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ScreenTitleMenu::ScreenTitleMenu()
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@@ -174,7 +173,6 @@ ScreenTitleMenu::ScreenTitleMenu()
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SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","title menu music") );
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SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","title menu music") );
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this->SendScreenMessage( SM_PlayAttract, SECONDS_BETWEEN_ATTRACT );
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this->SendScreenMessage( SM_PlayAttract, SECONDS_BETWEEN_ATTRACT );
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this->SendScreenMessage( SM_FadeToDemonstration, SECONDS_BEFORE_DEMONSTRATION );
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}
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}
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@@ -191,62 +189,29 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
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if( m_Fade.IsClosing() )
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if( m_Fade.IsClosing() )
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return;
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return;
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/* Reset the demonstration timer when a key is pressed. */
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TimeToDemonstration.GetDeltaTime();
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if(DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F1 && type == IET_FIRST_PRESS)
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if(DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F1 && type == IET_FIRST_PRESS)
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{
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{
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this->SendScreenMessage( SM_FadeToDemonstration, 0 );
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FadeToDemonstration();
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return;
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return;
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}
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}
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
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}
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}
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void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
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void ScreenTitleMenu::Update( float fDelta )
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{
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{
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switch( SM )
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if(TimeToDemonstration.PeekDeltaTime() >= SECONDS_BEFORE_DEMONSTRATION)
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{
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{
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case SM_PlayAttract:
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FadeToDemonstration();
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m_soundAttract.PlayRandom();
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TimeToDemonstration.GetDeltaTime();
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this->SendScreenMessage( SM_PlayAttract, SECONDS_BETWEEN_ATTRACT );
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break;
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case SM_GoToNextScreen:
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switch( m_TitleMenuChoice )
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{
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case CHOICE_GAME_START:
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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break;
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case CHOICE_SELECT_GAME:
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SCREENMAN->SetNewScreen( "ScreenSelectGame" );
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break;
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case CHOICE_MAP_INSTRUMENTS:
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SCREENMAN->SetNewScreen( "ScreenMapControllers" );
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break;
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case CHOICE_INPUT_OPTIONS:
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SCREENMAN->SetNewScreen( "ScreenInputOptions" );
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break;
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case CHOICE_MACHINE_OPTIONS:
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SCREENMAN->SetNewScreen( "ScreenMachineOptions" );
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break;
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case CHOICE_GRAPHIC_OPTIONS:
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SCREENMAN->SetNewScreen( "ScreenGraphicOptions" );
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break;
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case CHOICE_APPEARANCE_OPTIONS:
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SCREENMAN->SetNewScreen( "ScreenAppearanceOptions" );
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break;
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#ifdef _DEBUG
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case CHOICE_SANDBOX:
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SCREENMAN->SetNewScreen( "ScreenSandbox" );
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break;
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#endif
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case CHOICE_EDIT:
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SCREENMAN->SetNewScreen( "ScreenEditMenu" );
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break;
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case CHOICE_EXIT:
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default:
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RAGE_ASSERT_M(0, "CHOICE_EXIT reached?"); // should never get here
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break;
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}
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}
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break;
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Screen::Update(fDelta);
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case SM_FadeToDemonstration:
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}
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void ScreenTitleMenu::FadeToDemonstration()
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{
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{
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// Set up the game state for a demonstration
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// Set up the game state for a demonstration
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switch( GAMESTATE->m_CurGame )
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switch( GAMESTATE->m_CurGame )
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@@ -297,6 +262,52 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
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GAMESTATE->m_bDemonstration = true;
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GAMESTATE->m_bDemonstration = true;
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m_Fade.CloseWipingRight( SM_GoToDemonstration );
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m_Fade.CloseWipingRight( SM_GoToDemonstration );
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}
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}
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void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_PlayAttract:
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m_soundAttract.PlayRandom();
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this->SendScreenMessage( SM_PlayAttract, SECONDS_BETWEEN_ATTRACT );
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break;
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case SM_GoToNextScreen:
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switch( m_TitleMenuChoice )
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{
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case CHOICE_GAME_START:
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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break;
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case CHOICE_SELECT_GAME:
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SCREENMAN->SetNewScreen( "ScreenSelectGame" );
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break;
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case CHOICE_MAP_INSTRUMENTS:
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SCREENMAN->SetNewScreen( "ScreenMapControllers" );
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break;
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case CHOICE_INPUT_OPTIONS:
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SCREENMAN->SetNewScreen( "ScreenInputOptions" );
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break;
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case CHOICE_MACHINE_OPTIONS:
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SCREENMAN->SetNewScreen( "ScreenMachineOptions" );
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break;
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case CHOICE_GRAPHIC_OPTIONS:
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SCREENMAN->SetNewScreen( "ScreenGraphicOptions" );
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break;
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case CHOICE_APPEARANCE_OPTIONS:
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SCREENMAN->SetNewScreen( "ScreenAppearanceOptions" );
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break;
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#ifdef _DEBUG
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case CHOICE_SANDBOX:
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SCREENMAN->SetNewScreen( "ScreenSandbox" );
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break;
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#endif
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case CHOICE_EDIT:
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SCREENMAN->SetNewScreen( "ScreenEditMenu" );
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break;
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case CHOICE_EXIT:
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default:
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RAGE_ASSERT_M(0, "CHOICE_EXIT reached?"); // should never get here
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break;
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}
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break;
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break;
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case SM_GoToDemonstration:
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case SM_GoToDemonstration:
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{
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{
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@@ -15,7 +15,7 @@
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#include "TransitionFade.h"
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#include "TransitionFade.h"
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#include "RandomSample.h"
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#include "RandomSample.h"
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#include "BGAnimation.h"
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#include "BGAnimation.h"
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#include "RageTimer.h"
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class ScreenTitleMenu : public Screen
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class ScreenTitleMenu : public Screen
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@@ -25,6 +25,7 @@ public:
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virtual ~ScreenTitleMenu();
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virtual ~ScreenTitleMenu();
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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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virtual void Update( float fDelta );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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enum TitleMenuChoice {
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enum TitleMenuChoice {
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@@ -50,6 +51,7 @@ private:
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void MenuDown( PlayerNumber pn );
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void MenuDown( PlayerNumber pn );
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void MenuBack( PlayerNumber pn );
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void MenuBack( PlayerNumber pn );
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void MenuStart( PlayerNumber pn );
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void MenuStart( PlayerNumber pn );
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void FadeToDemonstration();
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TitleMenuChoice m_TitleMenuChoice;
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TitleMenuChoice m_TitleMenuChoice;
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@@ -66,6 +68,8 @@ private:
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RandomSample m_soundChange;
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RandomSample m_soundChange;
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RandomSample m_soundSelect;
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RandomSample m_soundSelect;
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RandomSample m_soundInvalid;
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RandomSample m_soundInvalid;
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RageTimer TimeToDemonstration;
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};
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};
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