Remove Win32 local state types from create world menu

This commit is contained in:
notmatthewbeshay 2026-03-10 23:54:50 +11:00
parent e2bbccf7eb
commit 4e102e1391

View file

@ -932,7 +932,7 @@ void UIScene_CreateWorldMenu::checkStateAndStartGame()
else
{
// 4J Stu - If we only have one controller connected, then don't show the sign-in UI again
DWORD connectedControllers = 0;
int connectedControllers = 0;
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
{
if( InputManager.IsPadConnected(i) || ProfileManager.IsSignedIn(i) ) ++connectedControllers;
@ -941,8 +941,8 @@ void UIScene_CreateWorldMenu::checkStateAndStartGame()
// Check if user-created content is allowed, as we cannot play multiplayer if it's not
//bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && m_MoreOptionsParams.bOnlineGame;
bool noUGC = false;
BOOL pccAllowed = TRUE;
BOOL pccFriendsAllowed = TRUE;
bool pccAllowed = true;
bool pccFriendsAllowed = true;
bool bContentRestricted = false;
ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
@ -1214,7 +1214,7 @@ void UIScene_CreateWorldMenu::CreateGame(UIScene_CreateWorldMenu* pClass, int lo
LoadingInputParams *loadingParams = new LoadingInputParams();
loadingParams->func = &CGameNetworkManager::RunNetworkGameThreadProc;
loadingParams->lpParam = (LPVOID)param;
loadingParams->lpParam = param;
// Reset the autosave time
app.SetAutosaveTimerTime();
@ -1300,8 +1300,8 @@ int UIScene_CreateWorldMenu::StartGame_SignInReturned(void *pParam,bool bContinu
// Check if user-created content is allowed, as we cannot play multiplayer if it's not
bool noUGC = false;
BOOL pccAllowed = TRUE;
BOOL pccFriendsAllowed = TRUE;
bool pccAllowed = true;
bool pccFriendsAllowed = true;
ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
if(!pccAllowed && !pccFriendsAllowed) noUGC = true;
@ -1347,7 +1347,7 @@ int UIScene_CreateWorldMenu::ConfirmCreateReturned(void *pParam,int iPad,C4JStor
bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && pClass->m_MoreOptionsParams.bOnlineGame;
// 4J Stu - If we only have one controller connected, then don't show the sign-in UI again
DWORD connectedControllers = 0;
int connectedControllers = 0;
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
{
if( InputManager.IsPadConnected(i) || ProfileManager.IsSignedIn(i) ) ++connectedControllers;
@ -1367,8 +1367,8 @@ int UIScene_CreateWorldMenu::ConfirmCreateReturned(void *pParam,int iPad,C4JStor
// Check if user-created content is allowed, as we cannot play multiplayer if it's not
bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && pClass->m_MoreOptionsParams.bOnlineGame;
bool noUGC = false;
BOOL pccAllowed = TRUE;
BOOL pccFriendsAllowed = TRUE;
bool pccAllowed = true;
bool pccFriendsAllowed = true;
ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
if(!pccAllowed && !pccFriendsAllowed) noUGC = true;