change BGALayer to use Actor's map of commands

add "applydefaultoptions" command
clean up CoinMode and Premium enums
This commit is contained in:
Chris Danford
2005-01-04 10:51:25 +00:00
parent 5e31b8af60
commit 57e02f2b75
13 changed files with 88 additions and 49 deletions
+4 -4
View File
@@ -168,12 +168,12 @@ bool Screen::ChangeCoinModeInput( const DeviceInput& DeviceI, const InputEventTy
return false;
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == KEY_F3 )
{
PREFSMAN->m_iCoinMode++;
wrap( PREFSMAN->m_iCoinMode, NUM_COIN_MODES );
((int&)PREFSMAN->m_CoinMode)++;
wrap( (int&)PREFSMAN->m_CoinMode, NUM_COIN_MODES );
/* Show the real coin mode, not GetCoinMode(), or F3 will go "home, free, free"
* in event mode. XXX: move GetCoinMode to GameState to keep PrefsManager dumb? */
CString sMessage = CoinModeToString( (CoinMode)PREFSMAN->m_iCoinMode );
CString sMessage = CoinModeToString( PREFSMAN->m_CoinMode );
sMessage.MakeUpper();
sMessage = "Coin Mode: " + sMessage;
SCREENMAN->RefreshCreditsMessages();
@@ -200,7 +200,7 @@ bool Screen::JoinInput( const DeviceInput& DeviceI, const InputEventType type, c
iCoinsToCharge = PREFSMAN->m_iCoinsPerCredit;
// If joint premium don't take away a credit for the 2nd join.
if( PREFSMAN->GetPremium() == PrefsManager::JOINT_PREMIUM &&
if( PREFSMAN->GetPremium() == PREMIUM_JOINT &&
GAMESTATE->GetNumSidesJoined() == 1 )
iCoinsToCharge = 0;