revert event mode

This commit is contained in:
Chris Danford
2003-04-19 19:05:25 +00:00
parent 1b38fe101c
commit 9aa6a8ab89
13 changed files with 26 additions and 25 deletions
+8 -8
View File
@@ -149,15 +149,16 @@ void ScreenSystemLayer::RefreshCreditsMessages()
// update joined
for( int p=0; p<NUM_PLAYERS; p++ )
{
CString sText;
switch( PREFSMAN->m_iCoinMode )
{
case COIN_HOME:
if( GAMESTATE->m_bSideIsJoined[p] )
m_textCreditInfo[p].SetText( "" );
sText = "";
else if( GAMESTATE->m_bPlayersCanJoin ) // would (GAMESTATE->m_CurStyle!=STYLE_INVALID) do the same thing?
m_textCreditInfo[p].SetText( "PRESS START" );
sText = "PRESS START";
else
m_textCreditInfo[p].SetText( "NOT PRESENT" );
sText = "NOT PRESENT";
break;
case COIN_PAY:
{
@@ -165,18 +166,17 @@ void ScreenSystemLayer::RefreshCreditsMessages()
CString txt = ssprintf("CREDIT(S) %d", GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit);
if (Coins)
txt += ssprintf(" %d/%d", Coins, PREFSMAN->m_iCoinsPerCredit );
m_textCreditInfo[p].SetText(txt);
sText = txt;
}
break;
case COIN_FREE:
m_textCreditInfo[p].SetText( "FREE PLAY" );
break;
case COIN_EVENT:
m_textCreditInfo[p].SetText( "EVENT MODE" );
sText = "FREE PLAY";
break;
default:
ASSERT(0);
}
m_textCreditInfo[p].SetText( sText );
}
}