small style cleanup

This commit is contained in:
AJ Kelly
2011-01-09 14:17:28 -06:00
parent 01e6282da8
commit dcc2ebb428
2 changed files with 9 additions and 12 deletions
+8 -8
View File
@@ -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"