move CoinMode toggle entirely into debug menu

add mute to debug menu
This commit is contained in:
Chris Danford
2005-05-16 22:23:20 +00:00
parent c1ab0fcdb3
commit 5c16cabf0d
8 changed files with 74 additions and 66 deletions
-22
View File
@@ -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() )