CALLSET_ENTRY (slot, dev_slot_enter) { if (event_did_follow (dead_end, slot) || event_did_follow (gumball_exit, slot) || event_did_follow (piano, slot) || event_did_follow (camera, slot)) { /* dead end was recently hit, so ignore slot */ /* piano was recently hit, so ignore slot */ /* camera was recently hit, so ignore slot */ } else if (event_did_follow (skill_shot, slot)) { /* skill shot has been missed */ callset_invoke (skill_missed); } else if (timed_mode_running_p (&sslot_mode)) { sslot_award (); score (SC_10M); timed_mode_end (&sslot_mode); } else { score (SC_50K); /* Tell door.c that the slot machine was hit */ //callset_invoke (shot_slot_machine); task_create_anon (shot_slot_task); task_sleep (TIME_500MS); } }
static void shot_sslot (void) { sslot_award (); score (SC_10M); timed_mode_end (&sslot_mode); }