Change event mode to a CoinMode (since using COIN_PAY and EventMode at the same time doesn't make sense).

Split ScreenLogo and ScreenTitleMenu.
In ScreenTitleMenu, add a different animation if using COIN_HOME (for SMMAX2).
Added codes at TitleMenu to change Theme and Announcer.
This commit is contained in:
Chris Danford
2003-04-13 04:50:08 +00:00
parent 6c07fd4d68
commit 82199383a8
39 changed files with 263 additions and 192 deletions
+5 -4
View File
@@ -178,14 +178,15 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
case MENU_BUTTON_START:
case MENU_BUTTON_BACK:
case MENU_BUTTON_COIN:
switch( PREFSMAN->m_CoinMode )
switch( PREFSMAN->m_iCoinMode )
{
case PrefsManager::COIN_PAY:
case COIN_PAY:
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
break; // don't fall through
// fall through
case PrefsManager::COIN_FREE:
case PrefsManager::COIN_HOME:
case COIN_HOME:
case COIN_FREE:
case COIN_EVENT:
SOUNDMAN->StopMusic();
/* We already played the it was a coin was inserted. Don't play it again. */
if( MenuI.button != MENU_BUTTON_COIN )