Operator & InsertCoin keys are now configurable like any other menu key, and are still global (effective on any screen). many other misc bug fies and changes. see TODO.miryokuteki

This commit is contained in:
Kevin Slaughter
2003-02-12 11:43:08 +00:00
parent 0c0caec1bc
commit de2602ccba
14 changed files with 257 additions and 150 deletions
+5 -1
View File
@@ -166,7 +166,10 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 )
{
(int&)PREFSMAN->m_CoinMode = (PREFSMAN->m_CoinMode+1) % PrefsManager::NUM_COIN_MODES;
ResetGame();
/*ResetGame();
You only changed the coin mode.. as with the arcade versions,
the machine should not reset. -- Miryokuteki */
CString sMessage = "Coin Mode: ";
switch( PREFSMAN->m_CoinMode )
{
@@ -174,6 +177,7 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
case PrefsManager::COIN_PAY: sMessage += "PAY"; break;
case PrefsManager::COIN_FREE: sMessage += "FREE"; break;
}
SCREENMAN->RefreshCreditsMessages();
SCREENMAN->SystemMessage( sMessage );
return;
}