allow start to move on in attract even if there aren't enough credits if a player is already joined

This commit is contained in:
Glenn Maynard
2008-05-27 20:32:04 +00:00
parent a191c25a13
commit 0bd98720fe
+2 -2
View File
@@ -76,8 +76,8 @@ void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
switch( GAMESTATE->GetCoinMode() )
{
case CoinMode_Pay:
LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i)", GAMESTATE->m_iCoins, PREFSMAN->m_iCoinsPerCredit.Get() );
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i, %i)", GAMESTATE->m_iCoins, PREFSMAN->m_iCoinsPerCredit.Get(), GAMESTATE->GetNumSidesJoined() );
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit && GAMESTATE->GetNumSidesJoined() == 0 )
break; // don't fall through
// fall through
case CoinMode_Home: