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Lots of Windows fixes; add D3D12; more boo decoupling
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@@ -202,7 +202,7 @@ void CPauseScreen::ProcessControllerInput(const CStateManager& mgr, const CFinal
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if (InputEnabled()) {
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bool invalid = x8_curSubscreen == ESubScreen::ToGame;
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if (useInput.PStart() || ((useInput.PB() || useInput.PSpecialKey(boo::ESpecialKey::Esc)) && bExits) ||
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if (useInput.PStart() || ((useInput.PB() || useInput.PSpecialKey(aurora::SpecialKey::Esc)) && bExits) ||
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(x7c_screens[x78_activeIdx] && x7c_screens[x78_activeIdx]->ShouldExitPauseScreen())) {
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CSfxManager::SfxStart(SFXui_pause_screen_exit, 1.f, 0.f, false, 0x7f, false, kInvalidAreaId);
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StartTransition(0.5f, mgr, ESubScreen::ToGame, 2);
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