From ae70c1581845c56a17265b4c5d45dc3e0d5bd31d Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Sat, 25 Jun 2005 02:03:37 +0000 Subject: [PATCH] remove title menu special case (just one of several) --- stepmania/src/ScreenTitleMenu.cpp | 9 --------- 1 file changed, 9 deletions(-) diff --git a/stepmania/src/ScreenTitleMenu.cpp b/stepmania/src/ScreenTitleMenu.cpp index dd07ebcdf6..8cb60e292b 100644 --- a/stepmania/src/ScreenTitleMenu.cpp +++ b/stepmania/src/ScreenTitleMenu.cpp @@ -31,15 +31,6 @@ ScreenTitleMenu::ScreenTitleMenu( CString sScreenName ) : { LOG->Trace( "ScreenTitleMenu::ScreenTitleMenu()" ); - // Don't show screen title menu (says "Press Start") - // if there are 0 credits and inserted and CoinMode is pay. - if( GAMESTATE->GetCoinMode() == COIN_MODE_PAY && - GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit ) - { - SCREENMAN->SetNewScreen( INITIAL_SCREEN ); - return; - } - /* XXX We really need two common calls: 1, something run when exiting from gameplay * (to do this reset), and 2, something run when entering gameplay, to apply default * options. Having special cases in attract screens and the title menu to reset