diff --git a/src/ScreenAttract.cpp b/src/ScreenAttract.cpp index b5e426edb7..cd65b9bc3f 100644 --- a/src/ScreenAttract.cpp +++ b/src/ScreenAttract.cpp @@ -50,13 +50,13 @@ void ScreenAttract::SetAttractVolume( bool bInAttract ) if( bInAttract ) { if( GAMESTATE->IsTimeToPlayAttractSounds() ) - SOUNDMAN->SetVolumeOfNonCriticalSounds( g_fSoundVolumeAttract ); // unmute attract sounds + SOUNDMAN->SetVolumeOfNonCriticalSounds( g_fSoundVolumeAttract ); // unmute attract sounds else - SOUNDMAN->SetVolumeOfNonCriticalSounds( 0.0f ); // mute attract sounds + SOUNDMAN->SetVolumeOfNonCriticalSounds( 0.0f ); // mute attract sounds } else { - SOUNDMAN->SetVolumeOfNonCriticalSounds( 1.0f ); // unmute all sounds + SOUNDMAN->SetVolumeOfNonCriticalSounds( 1.0f ); // unmute all sounds } } @@ -93,7 +93,7 @@ void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle if( pScreen->IsTransitioning() ) return; - /* HandleGlobalInputs() already played the coin sound. Don't play it again. */ + // HandleGlobalInputs() already played the coin sound. Don't play it again. if( input.MenuI != GAME_BUTTON_COIN ) SCREENMAN->PlayStartSound(); @@ -138,9 +138,10 @@ void ScreenAttract::HandleScreenMessage( const ScreenMessage SM ) } else if( SM == SM_GoToNextScreen ) { - /* Look at the def of the screen we're going to; if it has a music theme element - * and it's the same as the one we're playing now, don't stop. However, if we're - * going to interrupt it when we fade in, stop the old music before we fade out. */ + /* Look at the def of the screen we're going to; if it has a music theme + * element and it's the same as the one we're playing now, don't stop. + * However, if we're going to interrupt it when we fade in, stop the old + * music before we fade out. */ bool bMusicChanging = false; if( PLAY_MUSIC ) bMusicChanging = THEME->GetPathS(m_sName,"music") != THEME->GetPathS(GetNextScreenName(),"music",true); // GetPath optional on the next screen because it may not have music. @@ -161,7 +162,6 @@ void ScreenAttract::GoToStartScreen( RString sScreenName ) SCREENMAN->SetNewScreen( START_SCREEN(sScreenName) ); } - // lua start #include "LuaBinding.h" diff --git a/src/ScreenAttract.h b/src/ScreenAttract.h index 19ead8bd66..68a2837836 100644 --- a/src/ScreenAttract.h +++ b/src/ScreenAttract.h @@ -16,16 +16,14 @@ public: static void AttractInput( const InputEventPlus &input, ScreenWithMenuElements *pScreen ); static void GoToStartScreen( RString sScreenName ); static void SetAttractVolume( bool bInAttract ); - + virtual void Input( const InputEventPlus &input ); virtual void HandleScreenMessage( const ScreenMessage SM ); virtual void Cancel( ScreenMessage smSendWhenDone ); virtual ScreenType GetScreenType() const { return attract; } - // // Lua - // virtual void PushSelf( lua_State *L ); protected: @@ -34,7 +32,6 @@ protected: ThemeMetric ATTRACT_VOLUME; }; - #endif /*