Don't show screen title menu (says "Press Start") if there are 0 credits and inserted and CoinMode is pay
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@@ -63,6 +63,15 @@ ScreenTitleMenu::ScreenTitleMenu( CString sClassName ) : ScreenSelect( sClassNam
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LOG->Trace( "ScreenTitleMenu::ScreenTitleMenu()" );
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LOG->Trace( "ScreenTitleMenu::ScreenTitleMenu()" );
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// Don't show screen title menu (says "Press Start")
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// if there are 0 credits and inserted and CoinMode is pay.
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if( PREFSMAN->m_iCoinMode == COIN_PAY &&
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GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
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{
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SCREENMAN->SetNewScreen( THEME->GetMetric("Common","InitialScreen") );
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return;
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}
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/* XXX We really need two common calls: 1, something run when exiting from gameplay
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/* XXX We really need two common calls: 1, something run when exiting from gameplay
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* (to do this reset), and 2, something run when entering gameplay, to apply default
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* (to do this reset), and 2, something run when entering gameplay, to apply default
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* options. Having special cases in attract screens and the title menu to reset
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* options. Having special cases in attract screens and the title menu to reset
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@@ -327,7 +336,7 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
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m_aModeChoices[m_Choice].ApplyToAllPlayers();
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m_aModeChoices[m_Choice].ApplyToAllPlayers();
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break;
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break;
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case SM_GoToAttractLoop:
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case SM_GoToAttractLoop:
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SCREENMAN->SetNewScreen( "ScreenCompany" );
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SCREENMAN->SetNewScreen( THEME->GetMetric("Common","InitialScreen") );
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break;
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break;
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}
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}
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}
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}
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