rename GameDef -> Game
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@@ -21,7 +21,7 @@
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#include "LightsManager.h"
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#include "CodeDetector.h"
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#include "CommonMetrics.h"
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#include "GameDef.h"
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#include "Game.h"
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#define LOGO_ON_COMMAND THEME->GetMetric("ScreenTitleMenu","LogoOnCommand")
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@@ -74,7 +74,7 @@ ScreenTitleMenu::ScreenTitleMenu( CString sClassName ) : ScreenSelect( sClassNam
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_JOINING ); // do this after Reset!
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m_sprLogo.Load( THEME->GetPathG("ScreenLogo",GAMESTATE->GetCurrentGameDef()->m_szName) );
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m_sprLogo.Load( THEME->GetPathG("ScreenLogo",GAMESTATE->GetCurrentGame()->m_szName) );
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m_sprLogo.Command( PREFSMAN->GetCoinMode()==COIN_HOME ? LOGO_HOME_ON_COMMAND : LOGO_ON_COMMAND );
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this->AddChild( &m_sprLogo );
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@@ -288,10 +288,10 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
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if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_GAME) ||
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CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_GAME2) )
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{
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vector<const GameDef*> vGames;
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vector<const Game*> vGames;
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GAMEMAN->GetEnabledGames( vGames );
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ASSERT( !vGames.empty() );
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vector<const GameDef*>::iterator iter = find(vGames.begin(),vGames.end(),GAMESTATE->m_pCurGame);
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vector<const Game*>::iterator iter = find(vGames.begin(),vGames.end(),GAMESTATE->m_pCurGame);
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ASSERT( iter != vGames.end() );
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iter++; // move to the next game
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@@ -305,7 +305,7 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
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/* Reload the theme if it's changed, but don't back to the initial screen. */
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ResetGame( false );
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SCREENMAN->SystemMessage( CString("Game: ") + GAMESTATE->GetCurrentGameDef()->m_szName );
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SCREENMAN->SystemMessage( CString("Game: ") + GAMESTATE->GetCurrentGame()->m_szName );
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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}
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