fix uses of CoinsPerCredit
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@@ -73,7 +73,7 @@ void ScreenAttract::AttractInput( const DeviceInput& DeviceI, const InputEventTy
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switch( GAMESTATE->GetCoinMode() )
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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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LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i)", GAMESTATE->m_iCoins, PREFSMAN->m_iCoinsPerCredit.Value() );
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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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@@ -193,7 +193,7 @@ CString ScreenSystemLayer::GetCreditsMessage( PlayerNumber pn ) const
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if( Credits > 0 || PREFSMAN->m_iCoinsPerCredit == 1 )
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sCredits += ssprintf(" %d", Credits);
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if( PREFSMAN->m_iCoinsPerCredit > 1 )
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sCredits += ssprintf(" %d/%d", Coins, PREFSMAN->m_iCoinsPerCredit );
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sCredits += ssprintf(" %d/%d", Coins, PREFSMAN->m_iCoinsPerCredit.Value() );
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return sCredits;
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}
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case COIN_FREE:
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@@ -1260,7 +1260,7 @@ CString SaveScreenshot( CString sDir, bool bSaveCompressed, bool bMakeSignature,
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void InsertCoin( int iNum )
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{
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GAMESTATE->m_iCoins += iNum;
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LOG->Trace("%i coins inserted, %i needed to play", GAMESTATE->m_iCoins, PREFSMAN->m_iCoinsPerCredit);
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LOG->Trace("%i coins inserted, %i needed to play", GAMESTATE->m_iCoins, PREFSMAN->m_iCoinsPerCredit.Value() );
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BOOKKEEPER->CoinInserted();
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SCREENMAN->RefreshCreditsMessages();
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SCREENMAN->PlayCoinSound();
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