COIN_ -> COIN_MODE_
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@@ -482,8 +482,8 @@ bool GameCommand::IsPlayable( CString *why ) const
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switch( GAMESTATE->GetCoinMode() )
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{
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case COIN_HOME:
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case COIN_FREE:
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case COIN_MODE_HOME:
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case COIN_MODE_FREE:
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iCredits = NUM_PLAYERS; /* not iNumCreditsPaid */
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}
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@@ -685,7 +685,7 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
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// players joined. If enough players aren't joined, then
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// we need to subtract credits for the sides that will be
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// joined as a result of applying this option.
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if( PREFSMAN->m_CoinMode == COIN_PAY )
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if( PREFSMAN->m_CoinMode == COIN_MODE_PAY )
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{
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int iNumCreditsRequired = GetCreditsRequiredToPlayStyle(m_pStyle);
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int iNumCreditsPaid = GetNumCreditsPaid();
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@@ -104,7 +104,7 @@ static void LuaCoinMode(lua_State* L)
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{
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CString s = CoinModeNames[i];
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s.MakeUpper();
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LUA->SetGlobal( "COIN_"+s, i );
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LUA->SetGlobal( "COIN_MODE_"+s, i );
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}
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}
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REGISTER_WITH_LUA_FUNCTION( LuaCoinMode );
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@@ -267,7 +267,13 @@ const int ITEM_NONE = -1;
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// Coin stuff
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//
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enum CoinMode { COIN_HOME, COIN_PAY, COIN_FREE, NUM_COIN_MODES };
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enum CoinMode
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{
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COIN_MODE_HOME,
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COIN_MODE_PAY,
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COIN_MODE_FREE,
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NUM_COIN_MODES
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};
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#define FOREACH_CoinMode( i ) FOREACH_ENUM( CoinMode, NUM_COIN_MODES, i )
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const CString& CoinModeToString( CoinMode cm );
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@@ -275,7 +281,13 @@ const CString& CoinModeToString( CoinMode cm );
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//
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// Premium
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//
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enum Premium { PREMIUM_NONE, PREMIUM_DOUBLE, PREMIUM_JOINT, NUM_PREMIUMS };
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enum Premium
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{
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PREMIUM_NONE,
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PREMIUM_DOUBLE,
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PREMIUM_JOINT,
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NUM_PREMIUMS
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};
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#define FOREACH_Premium( i ) FOREACH_ENUM( Premium, NUM_PREMIUMS, i )
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const CString& PremiumToString( Premium p );
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@@ -253,7 +253,7 @@ int GameState::GetCoinsNeededToJoin() const
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{
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int iCoinsToCharge = 0;
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if( GAMESTATE->GetCoinMode() == COIN_PAY )
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if( GAMESTATE->GetCoinMode() == COIN_MODE_PAY )
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iCoinsToCharge = PREFSMAN->m_iCoinsPerCredit;
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// If joint premium don't take away a credit for the 2nd join.
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@@ -1835,8 +1835,8 @@ bool GameState::IsEventMode() const
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CoinMode GameState::GetCoinMode()
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{
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if( IsEventMode() && PREFSMAN->m_CoinMode == COIN_PAY )
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return COIN_FREE;
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if( IsEventMode() && PREFSMAN->m_CoinMode == COIN_MODE_PAY )
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return COIN_MODE_FREE;
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else
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return PREFSMAN->m_CoinMode;
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}
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@@ -196,7 +196,7 @@ PrefsManager::PrefsManager() :
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m_iCoinsPerCredit ( "CoinsPerCredit", 1 ),
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m_iSongsPerPlay ( "SongsPerPlay", 3 ),
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m_CoinMode ( "CoinMode", COIN_HOME ),
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m_CoinMode ( "CoinMode", COIN_MODE_HOME ),
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m_Premium ( "Premium", PREMIUM_NONE ),
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m_bDelayedCreditsReconcile ( "DelayedCreditsReconcile", false ),
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m_bPickExtraStage ( "PickExtraStage", false ),
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@@ -72,13 +72,13 @@ void ScreenAttract::AttractInput( const DeviceInput& DeviceI, const InputEventTy
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case MENU_BUTTON_COIN:
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switch( GAMESTATE->GetCoinMode() )
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{
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case COIN_PAY:
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case COIN_MODE_PAY:
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LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i)", GAMESTATE->m_iCoins, PREFSMAN->m_iCoinsPerCredit.Get() );
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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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case COIN_HOME:
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case COIN_FREE:
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case COIN_MODE_HOME:
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case COIN_MODE_FREE:
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if( pScreen->IsTransitioning() )
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return;
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@@ -322,13 +322,13 @@ static void MarvelousTiming( int &sel, bool ToSel, const ConfOption *pConfOption
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static void CoinModeM( int &sel, bool ToSel, const ConfOption *pConfOption )
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{
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const CoinMode mapping[] = { COIN_HOME, COIN_PAY, COIN_FREE };
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const CoinMode mapping[] = { COIN_MODE_HOME, COIN_MODE_PAY, COIN_MODE_FREE };
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MoveMap( sel, PREFSMAN->m_CoinMode, ToSel, mapping, ARRAYSIZE(mapping) );
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}
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static void CoinModeNoHome( int &sel, bool ToSel, const ConfOption *pConfOption )
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{
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const CoinMode mapping[] = { COIN_PAY, COIN_FREE };
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const CoinMode mapping[] = { COIN_MODE_PAY, COIN_MODE_FREE };
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MoveMap( sel, PREFSMAN->m_CoinMode, ToSel, mapping, ARRAYSIZE(mapping) );
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}
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@@ -116,7 +116,7 @@ void ScreenSelect::Update( float fDelta )
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}
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// don't time out on this screen is coin mode is pay.
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// If we're here, then there's a credit in the machine.
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if( GAMESTATE->GetCoinMode() != COIN_PAY )
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if( GAMESTATE->GetCoinMode() != COIN_MODE_PAY )
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{
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if( IDLE_TIMEOUT_SECONDS > 0 && m_timerIdleTimeout.PeekDeltaTime() >= IDLE_TIMEOUT_SECONDS )
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{
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@@ -180,13 +180,13 @@ CString ScreenSystemLayer::GetCreditsMessage( PlayerNumber pn ) const
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{
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switch( GAMESTATE->GetCoinMode() )
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{
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case COIN_HOME:
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case COIN_MODE_HOME:
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if( GAMESTATE->PlayersCanJoin() )
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return CREDITS_PRESS_START.GetValue();
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else
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return CREDITS_NOT_PRESENT.GetValue();
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case COIN_PAY:
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case COIN_MODE_PAY:
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{
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int Credits = GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit;
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int Coins = GAMESTATE->m_iCoins % PREFSMAN->m_iCoinsPerCredit;
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@@ -197,7 +197,7 @@ CString ScreenSystemLayer::GetCreditsMessage( PlayerNumber pn ) const
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sCredits += ssprintf(" %d/%d", Coins, PREFSMAN->m_iCoinsPerCredit.Get() );
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return sCredits;
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}
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case COIN_FREE:
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case COIN_MODE_FREE:
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if( GAMESTATE->PlayersCanJoin() )
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return CREDITS_FREE_PLAY.GetValue();
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else
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@@ -37,7 +37,7 @@ ScreenTitleMenu::ScreenTitleMenu( CString sScreenName ) :
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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( GAMESTATE->GetCoinMode() == COIN_PAY &&
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if( GAMESTATE->GetCoinMode() == COIN_MODE_PAY &&
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GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
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{
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SCREENMAN->SetNewScreen( INITIAL_SCREEN );
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