add traces
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@@ -99,6 +99,7 @@ void ScreenAttract::AttractInput( const DeviceInput& DeviceI, const InputEventTy
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switch( PREFSMAN->m_iCoinMode )
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{
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case COIN_PAY:
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LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i)", GAMESTATE->m_iCoins, PREFSMAN->m_iCoinsPerCredit );
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if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
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break; // don't fall through
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// fall through
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@@ -109,6 +110,7 @@ void ScreenAttract::AttractInput( const DeviceInput& DeviceI, const InputEventTy
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if( MenuI.button != MENU_BUTTON_COIN )
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SOUND->PlayOnce( THEME->GetPathToS("Common coin") );
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SDL_Delay( 800 ); // do a little pause, like the arcade does
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LOG->Trace("ScreenAttract::AttractInput: go to ScreenTitleMenu" );
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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default:
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@@ -957,8 +957,13 @@ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput Gam
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case MENU_BUTTON_COIN:
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/* Handle a coin insertion. */
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if( GAMESTATE->m_bEditing ) // no coins while editing
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{
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LOG->Trace( "Ignored coin insertion (editing)" );
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break;
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}
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GAMESTATE->m_iCoins++;
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LOG->Trace("%i coins inserted, %i needed to play", GAMESTATE->m_iCoins, PREFSMAN->m_iCoinsPerCredit);
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BOOKKEEPER->CoinInserted();
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SCREENMAN->RefreshCreditsMessages();
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SOUND->PlayOnce( THEME->GetPathToS("Common coin") );
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