revert event mode
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@@ -149,15 +149,16 @@ void ScreenSystemLayer::RefreshCreditsMessages()
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// update joined
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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CString sText;
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switch( PREFSMAN->m_iCoinMode )
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{
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case COIN_HOME:
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if( GAMESTATE->m_bSideIsJoined[p] )
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m_textCreditInfo[p].SetText( "" );
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sText = "";
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else if( GAMESTATE->m_bPlayersCanJoin ) // would (GAMESTATE->m_CurStyle!=STYLE_INVALID) do the same thing?
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m_textCreditInfo[p].SetText( "PRESS START" );
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sText = "PRESS START";
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else
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m_textCreditInfo[p].SetText( "NOT PRESENT" );
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sText = "NOT PRESENT";
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break;
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case COIN_PAY:
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{
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@@ -165,18 +166,17 @@ void ScreenSystemLayer::RefreshCreditsMessages()
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CString txt = ssprintf("CREDIT(S) %d", GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit);
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if (Coins)
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txt += ssprintf(" %d/%d", Coins, PREFSMAN->m_iCoinsPerCredit );
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m_textCreditInfo[p].SetText(txt);
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sText = txt;
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}
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break;
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case COIN_FREE:
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m_textCreditInfo[p].SetText( "FREE PLAY" );
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break;
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case COIN_EVENT:
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m_textCreditInfo[p].SetText( "EVENT MODE" );
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sText = "FREE PLAY";
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break;
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default:
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ASSERT(0);
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}
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m_textCreditInfo[p].SetText( sText );
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}
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}
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