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
+2 -2
View File
@@ -418,7 +418,7 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type,
}
return;
}
if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() && CodeDetector::DetectAndAdjustOptions(GameI.controller) )
if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() && CodeDetector::DetectAndAdjustMusicOptions(GameI.controller) )
{
m_soundOptionsChange.Play();
UpdateOptionsDisplays();
@@ -496,7 +496,7 @@ void ScreenSelectMusic::AdjustOptions()
/* If beginner's steps were chosen, and this is the first stage,
* turn off failure completely--always give a second try. */
if(dc == DIFFICULTY_BEGINNER &&
!PREFSMAN->m_bEventMode && /* stage index is meaningless in event mode */
PREFSMAN->m_iCoinMode!=COIN_EVENT && /* stage index is meaningless in event mode */
GAMESTATE->m_iCurrentStageIndex == 0)
ft = SongOptions::FAIL_OFF;
// Redundant. -Chris