move CoinMode toggle entirely into debug menu
add mute to debug menu
This commit is contained in:
@@ -181,28 +181,6 @@ void Screen::HandleScreenMessage( const ScreenMessage SM )
|
||||
}
|
||||
}
|
||||
|
||||
bool Screen::ChangeCoinModeInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
|
||||
{
|
||||
if( type != IET_FIRST_PRESS )
|
||||
return false;
|
||||
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == KEY_F3 )
|
||||
{
|
||||
CoinMode cm = (CoinMode)(PREFSMAN->m_CoinMode+1);
|
||||
wrap( (int&)cm, NUM_COIN_MODES );
|
||||
PREFSMAN->m_CoinMode.Set( cm );
|
||||
|
||||
/* 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( PREFSMAN->m_CoinMode );
|
||||
sMessage.MakeUpper();
|
||||
sMessage = "Coin Mode: " + sMessage;
|
||||
SCREENMAN->RefreshCreditsMessages();
|
||||
SCREENMAN->SystemMessage( sMessage );
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Screen::JoinInput( const MenuInput &MenuI )
|
||||
{
|
||||
if( !GAMESTATE->PlayersCanJoin() )
|
||||
|
||||
Reference in New Issue
Block a user