Added logic to reset coins at startup
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@@ -18,6 +18,13 @@ static const RString COINS_DAT = "Save/Coins.xml";
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Bookkeeper::Bookkeeper()
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Bookkeeper::Bookkeeper()
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{
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{
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// GameState resets the coin count, but once the Bookkeeper is initialized, the coin count is overwritten by the ReadFromDisk function.
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// Resetting the CoinsFile before reloading allows the game to start without credits.
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if (PREFSMAN->m_bResetCoinsAtStartup)
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{
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WriteCoinsFile(0);
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}
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ClearAll();
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ClearAll();
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ReadFromDisk();
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ReadFromDisk();
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}
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}
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@@ -267,6 +267,7 @@ PrefsManager::PrefsManager() :
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m_bCelShadeModels ( "CelShadeModels", false ), // Work-In-Progress.. disable by default.
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m_bCelShadeModels ( "CelShadeModels", false ), // Work-In-Progress.. disable by default.
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m_bPreferredSortUsesGroups ( "PreferredSortUsesGroups", true ),
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m_bPreferredSortUsesGroups ( "PreferredSortUsesGroups", true ),
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m_fDebounceCoinInputTime ( "DebounceCoinInputTime", 0 ),
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m_fDebounceCoinInputTime ( "DebounceCoinInputTime", 0 ),
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m_bResetCoinsAtStartup ( "ResetCoinsAtStartup", false ),
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m_fPadStickSeconds ( "PadStickSeconds", 0 ),
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m_fPadStickSeconds ( "PadStickSeconds", 0 ),
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m_EditRecordModeLeadIn ("EditRecordModeLeadIn", 1.0f ),
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m_EditRecordModeLeadIn ("EditRecordModeLeadIn", 1.0f ),
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@@ -270,6 +270,7 @@ public:
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Preference<bool> m_bCelShadeModels;
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Preference<bool> m_bCelShadeModels;
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Preference<bool> m_bPreferredSortUsesGroups;
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Preference<bool> m_bPreferredSortUsesGroups;
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Preference<float> m_fDebounceCoinInputTime; // allow users to apply a distinct debounce to coin input
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Preference<float> m_fDebounceCoinInputTime; // allow users to apply a distinct debounce to coin input
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Preference<bool> m_bResetCoinsAtStartup;
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// Number of seconds it takes for a button on the controller to release
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// Number of seconds it takes for a button on the controller to release
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// after pressed.
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// after pressed.
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@@ -879,6 +879,7 @@ static void InitializeConfOptions()
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ADD( ConfOption( "DefaultFailType", DefaultFailType, DefaultFailChoices ) );
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ADD( ConfOption( "DefaultFailType", DefaultFailType, DefaultFailChoices ) );
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ADD( ConfOption( "CoinsPerCredit", CoinsPerCredit, "|1","|2","|3","|4","|5","|6","|7","|8","|9","|10","|11","|12","|13","|14","|15","|16" ) );
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ADD( ConfOption( "CoinsPerCredit", CoinsPerCredit, "|1","|2","|3","|4","|5","|6","|7","|8","|9","|10","|11","|12","|13","|14","|15","|16" ) );
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ADD( ConfOption( "MaxNumCredits", MaxNumCredits, "|20","|40","|60","|80","|100" ) );
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ADD( ConfOption( "MaxNumCredits", MaxNumCredits, "|20","|40","|60","|80","|100" ) );
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ADD( ConfOption( "ResetCoinsAtStartup", MovePref<bool>, "No", "Yes"));
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ADD( ConfOption( "Premium", MovePref<Premium>, "Off","Double for 1 Credit","2 Players for 1 Credit" ) );
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ADD( ConfOption( "Premium", MovePref<Premium>, "Off","Double for 1 Credit","2 Players for 1 Credit" ) );
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ADD( ConfOption( "JointPremium", JointPremium, "Off","2 Players for 1 Credit" ) );
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ADD( ConfOption( "JointPremium", JointPremium, "Off","2 Players for 1 Credit" ) );
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g_ConfOptions.back().m_sPrefName = "Premium";
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g_ConfOptions.back().m_sPrefName = "Premium";
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