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:
+1
-39
@@ -493,18 +493,10 @@ bool GameCommand::IsPlayable( RString *why ) const
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if ( m_pStyle )
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if ( m_pStyle )
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{
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{
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int iCredits = GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit;
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int iCredits = NUM_PLAYERS;
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const int iNumCreditsPaid = GetNumCreditsPaid();
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const int iNumCreditsPaid = GetNumCreditsPaid();
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const int iNumCreditsRequired = GetCreditsRequiredToPlayStyle(m_pStyle);
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const int iNumCreditsRequired = GetCreditsRequiredToPlayStyle(m_pStyle);
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switch( GAMESTATE->GetCoinMode() )
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{
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case CoinMode_Home:
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case CoinMode_Free:
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iCredits = NUM_PLAYERS; // not iNumCreditsPaid
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default: break;
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}
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/* With PREFSMAN->m_bDelayedCreditsReconcile disabled, enough credits must
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/* With PREFSMAN->m_bDelayedCreditsReconcile disabled, enough credits must
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* be paid. (This means that enough sides must be joined.) Enabled, simply
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* be paid. (This means that enough sides must be joined.) Enabled, simply
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* having enough credits lying in the machine is sufficient; we'll deduct the
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* having enough credits lying in the machine is sufficient; we'll deduct the
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@@ -520,23 +512,6 @@ bool GameCommand::IsPlayable( RString *why ) const
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return false;
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return false;
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}
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}
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/* If you've paid too much already, don't allow the mode. (If we allow this,
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* the credits will be "refunded" in Apply(), but that's confusing.) */
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/* Do allow the mode if they've already joined in more credits than
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* are required. Otherwise, people who put in two credits to play
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* doubles on a doubles-premium machiune will get locked out.
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* the refund logic isn't that awkward because you never see the
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* credits number jump up - the credits display is hidden if both
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* sides are joined. -Chris */
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/*
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if( PREFSMAN->m_iCoinMode == COIN_PAY && iNumCreditsPaid > iNumCreditsRequired )
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{
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if( why )
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*why = ssprintf( "too many credits paid (%i > %i)", iNumCreditsPaid, iNumCreditsRequired );
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return false;
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}
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*/
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/* If both sides are joined, disallow singles modes, since easy to select
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/* If both sides are joined, disallow singles modes, since easy to select
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* them accidentally, instead of versus mode. */
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* them accidentally, instead of versus mode. */
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if( m_pStyle->m_StyleType == StyleType_OnePlayerOneSide &&
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if( m_pStyle->m_StyleType == StyleType_OnePlayerOneSide &&
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@@ -662,19 +637,6 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
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{
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{
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GAMESTATE->SetCurrentStyle( m_pStyle );
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GAMESTATE->SetCurrentStyle( m_pStyle );
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// It's possible to choose a style that didn't have enough players joined.
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// If enough players aren't joined, then we need to subtract credits
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// for the sides that will be joined as a result of applying this option.
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if( GAMESTATE->GetCoinMode() == CoinMode_Pay )
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{
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int iNumCreditsRequired = GetCreditsRequiredToPlayStyle(m_pStyle);
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int iNumCreditsPaid = GetNumCreditsPaid();
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int iNumCreditsOwed = iNumCreditsRequired - iNumCreditsPaid;
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GAMESTATE->m_iCoins.Set( GAMESTATE->m_iCoins - iNumCreditsOwed * PREFSMAN->m_iCoinsPerCredit );
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LOG->Trace( "Deducted %i coins, %i remaining",
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iNumCreditsOwed * PREFSMAN->m_iCoinsPerCredit, GAMESTATE->m_iCoins.Get() );
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}
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// If only one side is joined and we picked a style that requires both
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// If only one side is joined and we picked a style that requires both
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// sides, join the other side.
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// sides, join the other side.
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switch( m_pStyle->m_StyleType )
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switch( m_pStyle->m_StyleType )
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+3
-20
@@ -361,12 +361,6 @@ void GameState::Reset()
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void GameState::JoinPlayer( PlayerNumber pn )
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void GameState::JoinPlayer( PlayerNumber pn )
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{
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{
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/* If joint premium and we're not taking away a credit for the 2nd join,
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* give the new player the same number of stage tokens that the old player
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* has. */
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if( GetCoinMode() == CoinMode_Pay && GetPremium() == Premium_2PlayersFor1Credit && GetNumSidesJoined() == 1 )
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m_iPlayerStageTokens[pn] = m_iPlayerStageTokens[this->GetMasterPlayerNumber()];
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else
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m_iPlayerStageTokens[pn] = PREFSMAN->m_iSongsPerPlay;
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m_iPlayerStageTokens[pn] = PREFSMAN->m_iSongsPerPlay;
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m_bSideIsJoined[pn] = true;
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m_bSideIsJoined[pn] = true;
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@@ -489,17 +483,7 @@ bool GameState::JoinPlayers()
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int GameState::GetCoinsNeededToJoin() const
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int GameState::GetCoinsNeededToJoin() const
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{
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{
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int iCoinsToCharge = 0;
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return 0;
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if( GetCoinMode() == CoinMode_Pay )
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iCoinsToCharge = PREFSMAN->m_iCoinsPerCredit;
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// If joint premium, don't take away a credit for the second join.
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if( GetPremium() == Premium_2PlayersFor1Credit &&
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GetNumSidesJoined() == 1 )
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iCoinsToCharge = 0;
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return iCoinsToCharge;
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}
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}
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/* Game flow:
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/* Game flow:
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@@ -2055,10 +2039,9 @@ bool GameState::IsEventMode() const
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CoinMode GameState::GetCoinMode() const
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CoinMode GameState::GetCoinMode() const
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{
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{
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if( IsEventMode() && GamePreferences::m_CoinMode == CoinMode_Pay )
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if( GamePreferences::m_CoinMode == CoinMode_Home )
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return CoinMode_Home;
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return CoinMode_Free;
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return CoinMode_Free;
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else
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return GamePreferences::m_CoinMode;
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}
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}
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ThemeMetric<bool> DISABLE_PREMIUM_IN_EVENT_MODE("GameState","DisablePremiumInEventMode");
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ThemeMetric<bool> DISABLE_PREMIUM_IN_EVENT_MODE("GameState","DisablePremiumInEventMode");
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@@ -83,18 +83,6 @@ bool ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
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// fall through
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// fall through
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case GAME_BUTTON_START:
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case GAME_BUTTON_START:
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case GAME_BUTTON_COIN:
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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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if( pScreen->IsTransitioning() )
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return false;
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return false;
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@@ -104,8 +92,6 @@ bool ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
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pScreen->Cancel( SM_GoToStartScreen );
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pScreen->Cancel( SM_GoToStartScreen );
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return true;
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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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default: break;
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default: break;
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}
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}
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@@ -97,38 +97,13 @@ namespace
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}
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}
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else // bShowCreditsMessage
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else // bShowCreditsMessage
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{
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{
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if( GAMESTATE->PlayersCanJoin() )
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return CREDITS_NOT_PRESENT.GetValue();
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CoinMode mode = GAMESTATE->GetCoinMode();
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CoinMode mode = GAMESTATE->GetCoinMode();
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switch( mode )
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if( mode == CoinMode_Home )
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{
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case CoinMode_Home:
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if( GAMESTATE->PlayersCanJoin() )
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return CREDITS_PRESS_START.GetValue();
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return CREDITS_PRESS_START.GetValue();
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else
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return CREDITS_NOT_PRESENT.GetValue();
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case CoinMode_Pay:
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{
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int iCredits = GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit;
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int iCoins = GAMESTATE->m_iCoins % PREFSMAN->m_iCoinsPerCredit;
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RString sCredits = CREDITS_CREDITS;
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// todo: allow themers to change these strings -aj
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if( iCredits > 0 || PREFSMAN->m_iCoinsPerCredit == 1 )
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sCredits += ssprintf(" %d", iCredits);
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if( PREFSMAN->m_iCoinsPerCredit > 1 )
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sCredits += ssprintf(" %d/%d", iCoins, PREFSMAN->m_iCoinsPerCredit.Get() );
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if( iCredits >= MAX_NUM_CREDITS )
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sCredits += " " + CREDITS_MAX.GetValue();
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return sCredits;
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}
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case CoinMode_Free:
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if( GAMESTATE->PlayersCanJoin() )
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return CREDITS_FREE_PLAY.GetValue();
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return CREDITS_FREE_PLAY.GetValue();
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else
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return CREDITS_NOT_PRESENT.GetValue();
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default:
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FAIL_M(ssprintf("Invalid CoinMode: %i", mode));
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}
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}
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}
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}
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}
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@@ -134,14 +134,6 @@ void ScreenWithMenuElements::BeginScreen()
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/* Evaluate FirstUpdateCommand. */
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/* Evaluate FirstUpdateCommand. */
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this->PlayCommand( "FirstUpdate" );
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this->PlayCommand( "FirstUpdate" );
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/* If AutoJoin and a player is already joined, then try to join a player. (If no players
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* are joined, they'll join on the first JoinInput.) */
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if( GAMESTATE->GetCoinMode() == CoinMode_Pay && GAMESTATE->m_bAutoJoin.Get() )
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{
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if( GAMESTATE->GetNumSidesJoined() > 0 && GAMESTATE->JoinPlayers() )
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SCREENMAN->PlayStartSound();
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}
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}
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}
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void ScreenWithMenuElements::HandleScreenMessage( const ScreenMessage SM )
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void ScreenWithMenuElements::HandleScreenMessage( const ScreenMessage SM )
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