Make Pay mode work like Free

Third time's a charm.  Removing Pay mode without causing breakage to the Lua API.
This is the first step.
This commit is contained in:
Devin J. Pohly
2013-06-08 16:11:02 -04:00
parent 259e9b1e00
commit 00e6f6e924
5 changed files with 19 additions and 121 deletions
+7 -21
View File
@@ -83,29 +83,15 @@ bool ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
// fall through
case GAME_BUTTON_START:
case GAME_BUTTON_COIN:
switch( GAMESTATE->GetCoinMode() )
{
case CoinMode_Pay:
LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i, %i)",
GAMESTATE->m_iCoins.Get(),
PREFSMAN->m_iCoinsPerCredit.Get(),
GAMESTATE->GetNumSidesJoined() );
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit && GAMESTATE->GetNumSidesJoined() == 0 )
return true;
// fall through
case CoinMode_Home:
case CoinMode_Free:
if( pScreen->IsTransitioning() )
return false;
if( pScreen->IsTransitioning() )
return false;
// HandleGlobalInputs() already played the coin sound. Don't play it again.
if( input.MenuI != GAME_BUTTON_COIN )
SCREENMAN->PlayStartSound();
// HandleGlobalInputs() already played the coin sound. Don't play it again.
if( input.MenuI != GAME_BUTTON_COIN )
SCREENMAN->PlayStartSound();
pScreen->Cancel( SM_GoToStartScreen );
return true;
default: FAIL_M("Invalid Coin Mode! Aborting...");
}
pScreen->Cancel( SM_GoToStartScreen );
return true;
default: break;
}