J :
* Create the subsystem for keybindings.
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@@ -431,7 +431,7 @@ void GameStateMenu::Update(float dt)
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}
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if (mGuiController)
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mGuiController->Update(dt);
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if(mEngine->GetButtonState(PSP_CTRL_RTRIGGER)) //Hook for GameStateAward state
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if(mEngine->GetButtonState(JGE_BTN_NEXT)) //Hook for GameStateAward state
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mParent->DoTransition(TRANSITION_FADE,GAME_STATE_AWARDS); //TODO: A slide transition would be nice.
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break;
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case MENU_STATE_MAJOR_SUBMENU :
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@@ -471,8 +471,8 @@ void GameStateMenu::Update(float dt)
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case MENU_STATE_MINOR_NONE :
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;// Nothing to do.
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}
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if(mEngine->GetButtonState(PSP_CTRL_LTRIGGER)) {
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if(mEngine->GetButtonState(JGE_BTN_PREV)) {
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//Reset deck of cards
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angleMultiplier = MIN_ANGLE_MULTIPLIER;
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yW = 55;
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@@ -480,12 +480,12 @@ void GameStateMenu::Update(float dt)
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if (yW <= 55)
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{
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if (mEngine->GetButtonState(PSP_CTRL_SQUARE)) angleMultiplier += STEP_ANGLE_MULTIPLIER;
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if (mEngine->GetButtonState(JGE_BTN_PRI)) angleMultiplier += STEP_ANGLE_MULTIPLIER;
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else angleMultiplier *= 0.9999;
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if (angleMultiplier > MAX_ANGLE_MULTIPLIER) angleMultiplier = MAX_ANGLE_MULTIPLIER;
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else if (angleMultiplier < MIN_ANGLE_MULTIPLIER) angleMultiplier = MIN_ANGLE_MULTIPLIER;
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if (mEngine->GetButtonState(PSP_CTRL_TRIANGLE) && (dt != 0))
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if (mEngine->GetButtonState(JGE_BTN_CANCEL) && (dt != 0))
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{
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angleMultiplier = (cos(timeIndex)*angleMultiplier - M_PI/3 - 0.1 - angleW) / dt;
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yW = yW + 5*dt + (yW - 45) *5* dt;
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