cap at 20 credits for locations with time cards so that players can't load the machine up with an unlimited number of credits
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@@ -24,6 +24,7 @@ namespace
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LocalizedString CREDITS_CARD_REMOVED("ScreenSystemLayer","CreditsCardRemoved");
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LocalizedString CREDITS_FREE_PLAY("ScreenSystemLayer","CreditsFreePlay");
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LocalizedString CREDITS_CREDITS("ScreenSystemLayer","CreditsCredits");
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LocalizedString CREDITS_MAX("ScreenSystemLayer","CreditsMax");
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LocalizedString CREDITS_NOT_PRESENT("ScreenSystemLayer","CreditsNotPresent");
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LocalizedString CREDITS_LOAD_FAILED("ScreenSystemLayer","CreditsLoadFailed");
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LocalizedString CREDITS_LOADED_FROM_LAST_GOOD_APPEND("ScreenSystemLayer","CreditsLoadedFromLastGoodAppend");
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@@ -49,6 +50,7 @@ namespace
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const Profile* pProfile = PROFILEMAN->GetProfile( pn );
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switch( mcs )
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{
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DEFAULT_FAIL( mcs );
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case MemoryCardState_NoCard:
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// this is a local machine profile
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if( PROFILEMAN->LastLoadWasFromLastGood(pn) )
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@@ -90,8 +92,6 @@ namespace
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else
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return CREDITS_CARD_NO_NAME.GetValue();
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}
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default:
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FAIL_M( ssprintf("%i",mcs) );
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}
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}
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else // bShowCreditsMessage
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@@ -106,13 +106,15 @@ namespace
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case CoinMode_Pay:
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{
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int Credits = GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit;
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int Coins = GAMESTATE->m_iCoins % PREFSMAN->m_iCoinsPerCredit;
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int iCredits = GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit;
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int iCoins = GAMESTATE->m_iCoins % PREFSMAN->m_iCoinsPerCredit;
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RString sCredits = CREDITS_CREDITS;
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if( Credits > 0 || PREFSMAN->m_iCoinsPerCredit == 1 )
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sCredits += ssprintf(" %d", Credits);
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if( iCredits > 0 || PREFSMAN->m_iCoinsPerCredit == 1 )
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sCredits += ssprintf(" %d", iCredits);
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if( PREFSMAN->m_iCoinsPerCredit > 1 )
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sCredits += ssprintf(" %d/%d", Coins, PREFSMAN->m_iCoinsPerCredit.Get() );
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sCredits += ssprintf(" %d/%d", iCoins, PREFSMAN->m_iCoinsPerCredit.Get() );
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if( iCredits >= MAX_NUM_CREDITS )
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sCredits += " " + CREDITS_MAX.GetValue();
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return sCredits;
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}
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case CoinMode_Free:
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