allow start to move on in attract even if there aren't enough credits if a player is already joined
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@@ -76,8 +76,8 @@ void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
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switch( GAMESTATE->GetCoinMode() )
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switch( GAMESTATE->GetCoinMode() )
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{
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{
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case CoinMode_Pay:
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case CoinMode_Pay:
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LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i)", GAMESTATE->m_iCoins, PREFSMAN->m_iCoinsPerCredit.Get() );
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LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i, %i)", GAMESTATE->m_iCoins, PREFSMAN->m_iCoinsPerCredit.Get(), GAMESTATE->GetNumSidesJoined() );
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if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
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if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit && GAMESTATE->GetNumSidesJoined() == 0 )
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break; // don't fall through
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break; // don't fall through
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// fall through
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// fall through
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case CoinMode_Home:
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case CoinMode_Home:
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