From 0bd98720fe9740179efc2f7c1518851c261d2180 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Tue, 27 May 2008 20:32:04 +0000 Subject: [PATCH] allow start to move on in attract even if there aren't enough credits if a player is already joined --- stepmania/src/ScreenAttract.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/stepmania/src/ScreenAttract.cpp b/stepmania/src/ScreenAttract.cpp index 88985304eb..49d2cd739e 100644 --- a/stepmania/src/ScreenAttract.cpp +++ b/stepmania/src/ScreenAttract.cpp @@ -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: