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.
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+7
-21
@@ -83,29 +83,15 @@ bool ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
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// fall through
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case GAME_BUTTON_START:
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case GAME_BUTTON_COIN:
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switch( GAMESTATE->GetCoinMode() )
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{
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case CoinMode_Pay:
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LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i, %i)",
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GAMESTATE->m_iCoins.Get(),
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PREFSMAN->m_iCoinsPerCredit.Get(),
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GAMESTATE->GetNumSidesJoined() );
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if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit && GAMESTATE->GetNumSidesJoined() == 0 )
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return true;
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// fall through
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case CoinMode_Home:
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case CoinMode_Free:
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if( pScreen->IsTransitioning() )
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return false;
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if( pScreen->IsTransitioning() )
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return false;
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// HandleGlobalInputs() already played the coin sound. Don't play it again.
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if( input.MenuI != GAME_BUTTON_COIN )
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SCREENMAN->PlayStartSound();
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// HandleGlobalInputs() already played the coin sound. Don't play it again.
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if( input.MenuI != GAME_BUTTON_COIN )
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SCREENMAN->PlayStartSound();
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pScreen->Cancel( SM_GoToStartScreen );
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return true;
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default: FAIL_M("Invalid Coin Mode! Aborting...");
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}
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pScreen->Cancel( SM_GoToStartScreen );
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return true;
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default: break;
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}
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