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Fixed more inconsistencies around win64 macro and iggy
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00a5fba311
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@ -21,7 +21,7 @@ UIComponent_DebugUIMarketingGuide::UIComponent_DebugUIMarketingGuide(int iPad, v
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value[0].number = (F64)4;
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#elif defined __PSVITA__
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value[0].number = (F64)5;
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#elif defined _WINDOWS64
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#elif defined _WINDOWS64 || defined __linux__
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value[0].number = (F64)0;
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#endif
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IggyResult out = IggyPlayerCallMethodRS ( getMovie() , &result, IggyPlayerRootPath( getMovie() ), m_funcSetPlatform , 1 , value );
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@ -30,4 +30,4 @@ UIComponent_DebugUIMarketingGuide::UIComponent_DebugUIMarketingGuide(int iPad, v
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std::wstring UIComponent_DebugUIMarketingGuide::getMoviePath()
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{
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return L"DebugUIMarketingGuide";
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}
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}
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@ -566,7 +566,7 @@ void UIController::ReloadSkin()
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m_iggyLibraries[i] = IGGY_INVALID_LIBRARY;
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}
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#ifdef _WINDOWS64 || defined(__linux__))
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#if defined _WINDOWS64 || defined __linux__
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// 4J Stu - Don't load on a thread on windows. I haven't investigated this in detail, so a quick fix
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reloadSkinThreadProc(this);
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#else
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@ -613,7 +613,7 @@ int UIController::reloadSkinThreadProc(void* lpParam)
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controller->m_groups[eUIGroup_Fullscreen]->ReloadAll();
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// 4J Stu - Don't do this on windows, as we never navigated forwards to start with
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#ifndef _WINDOW64
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#if ! (defined _WINDOWS64 || defined __linux__)
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controller->NavigateBack(0, false, eUIScene_COUNT, eUILayer_Tooltips);
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#endif
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LeaveCriticalSection(&ms_reloadSkinCS);
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@ -2546,7 +2546,7 @@ void UIController::setFontCachingCalculationBuffer(int length)
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draw call is not large enough, Iggy will crash or otherwise behave
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incorrectly.
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*/
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#if defined __ORBIS__ || defined _DURANGO || defined _WIN64
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#if defined __ORBIS__ || defined _DURANGO || defined _WIN64 || defined __linux__
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static const int CHAR_SIZE = 24;
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#else
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static const int CHAR_SIZE = 16;
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