m_bCopyEditsFromMachine = false;
m_bCopyEditsToMachine = false;
m_bInsertCredit = false;
+ m_bClearCredits = false;
m_bResetToFactoryDefaults = false;
m_bStopMusic = false;
m_bApplyDefaultOptions = false;
{
m_bInsertCredit = true;
}
+ else if( sName == "clearcredits" )
+ {
+ m_bClearCredits = true;
+ }
else if( sName == "resettofactorydefaults" )
{
m_bResetToFactoryDefaults = true;
{
InsertCredit();
}
+ if( m_bClearCredits )
+ {
+ ClearCredits();
+ }
if( m_bResetToFactoryDefaults )
{
PREFSMAN->ResetToFactoryDefaults();
bool m_bCopyEditsFromMachine;
bool m_bCopyEditsToMachine;
bool m_bInsertCredit;
+ bool m_bClearCredits;
bool m_bResetToFactoryDefaults;
bool m_bStopMusic;
bool m_bApplyDefaultOptions;
InsertCoin( PREFSMAN->m_iCoinsPerCredit );
}
+void ClearCredits()
+{
+ int iLost = GAMESTATE->m_iCoins;
+ GAMESTATE->m_iCoins = 0;
+ SCREENMAN->RefreshCreditsMessages();
+ LOG->Trace( "%i Coins discarded" , iLost );
+}
+
/* Returns true if the key has been handled and should be discarded, false if
* the key should be sent on to screens. */
bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput GameI, MenuInput MenuI, StyleInput StyleI )
void InsertCoin( int iNum = 1 );
void InsertCredit();
+void ClearCredits();
extern int g_argc;
extern char **g_argv;