Use standard booleans in client connection checks

This commit is contained in:
notmatthewbeshay 2026-03-11 01:28:01 +11:00
parent 015fce0b3a
commit 268ae0388f

View file

@ -1619,11 +1619,11 @@ void ClientConnection::handlePreLogin(std::shared_ptr<PreLoginPacket> packet)
fprintf(stderr, "[LOGIN-CLI] handlePreLogin entered, isHost=%d, userIdx=%d\n", (int)g_NetworkManager.IsHost(), m_userIndex);
#if 1
// 4J - Check that we can play with all the players already in the game who have Friends-Only UGC set
BOOL canPlay = TRUE;
BOOL canPlayLocal = TRUE;
BOOL isAtLeastOneFriend = g_NetworkManager.IsHost();
BOOL isFriendsWithHost = TRUE;
BOOL cantPlayContentRestricted = FALSE;
bool canPlay = true;
bool canPlayLocal = true;
bool isAtLeastOneFriend = g_NetworkManager.IsHost();
bool isFriendsWithHost = true;
bool cantPlayContentRestricted = false;
if(!g_NetworkManager.IsHost())
{
@ -1783,10 +1783,10 @@ void ClientConnection::handlePreLogin(std::shared_ptr<PreLoginPacket> packet)
}
#else
// TODO - handle this kind of things for non-360 platforms
canPlay = TRUE;
canPlayLocal = TRUE;
isAtLeastOneFriend = TRUE;
cantPlayContentRestricted= FALSE;
canPlay = true;
canPlayLocal = true;
isAtLeastOneFriend = true;
cantPlayContentRestricted= false;
#if ( defined __PS3__ || defined __ORBIS__ || defined __PSVITA__)
@ -3243,7 +3243,7 @@ void ClientConnection::handleUpdateProgress(std::shared_ptr<UpdateProgressPacket
void ClientConnection::handleUpdateGameRuleProgressPacket(std::shared_ptr<UpdateGameRuleProgressPacket> packet)
{
LPCWSTR string = app.GetGameRulesString(packet->m_messageId);
const wchar_t *string = app.GetGameRulesString(packet->m_messageId);
if(string != NULL)
{
std::wstring message(string);