small style cleanup
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@@ -50,13 +50,13 @@ void ScreenAttract::SetAttractVolume( bool bInAttract )
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if( bInAttract )
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{
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if( GAMESTATE->IsTimeToPlayAttractSounds() )
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SOUNDMAN->SetVolumeOfNonCriticalSounds( g_fSoundVolumeAttract ); // unmute attract sounds
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SOUNDMAN->SetVolumeOfNonCriticalSounds( g_fSoundVolumeAttract ); // unmute attract sounds
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else
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SOUNDMAN->SetVolumeOfNonCriticalSounds( 0.0f ); // mute attract sounds
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SOUNDMAN->SetVolumeOfNonCriticalSounds( 0.0f ); // mute attract sounds
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}
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else
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{
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SOUNDMAN->SetVolumeOfNonCriticalSounds( 1.0f ); // unmute all sounds
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SOUNDMAN->SetVolumeOfNonCriticalSounds( 1.0f ); // unmute all sounds
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}
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}
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@@ -93,7 +93,7 @@ void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
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if( pScreen->IsTransitioning() )
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return;
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/* HandleGlobalInputs() already played the coin sound. Don't play it again. */
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// HandleGlobalInputs() already played the coin sound. Don't play it again.
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if( input.MenuI != GAME_BUTTON_COIN )
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SCREENMAN->PlayStartSound();
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@@ -138,9 +138,10 @@ void ScreenAttract::HandleScreenMessage( const ScreenMessage SM )
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}
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else if( SM == SM_GoToNextScreen )
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{
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/* Look at the def of the screen we're going to; if it has a music theme element
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* and it's the same as the one we're playing now, don't stop. However, if we're
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* going to interrupt it when we fade in, stop the old music before we fade out. */
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/* Look at the def of the screen we're going to; if it has a music theme
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* element and it's the same as the one we're playing now, don't stop.
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* However, if we're going to interrupt it when we fade in, stop the old
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* music before we fade out. */
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bool bMusicChanging = false;
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if( PLAY_MUSIC )
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bMusicChanging = THEME->GetPathS(m_sName,"music") != THEME->GetPathS(GetNextScreenName(),"music",true); // GetPath optional on the next screen because it may not have music.
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@@ -161,7 +162,6 @@ void ScreenAttract::GoToStartScreen( RString sScreenName )
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SCREENMAN->SetNewScreen( START_SCREEN(sScreenName) );
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}
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// lua start
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#include "LuaBinding.h"
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