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
+2 -3
View File
@@ -328,7 +328,8 @@ void ScreenManager::SetNewScreen( CString sClassName )
SetNewScreen( pNewScreen );
// If this is a system menu, don't let the global operator key touch it! -- Miryokuteki
/* If this is a system menu, don't let the operator key touch it!
However, if you add an options screen, please include it here -- Miryokuteki */
if( sClassName == "ScreenOptionsMenu" || sClassName == "ScreenMachineOptions" ||
sClassName == "ScreenOptions" || sClassName == "ScreenInputOptions" ||
sClassName == "ScreenGraphicOptions" || sClassName == "ScreenGameplayOptions" ||
@@ -399,8 +400,6 @@ void ScreenManager::RefreshCreditsMessages()
m_textCreditInfo[p].SetDiffuse( CREDITS_COLOR );
m_textCreditInfo[p].SetShadowLength( CREDITS_SHADOW_LENGTH );
LOG->Trace("Actual coins: %d",GAMESTATE->m_iCoins);
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_HOME: