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Use standard types in invite join flow
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c9f96cae17
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@ -1672,8 +1672,8 @@ void CGameNetworkManager::GameInviteReceived( int userIndex, const INVITE_INFO *
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// Check if user-created content is allowed, as we cannot play multiplayer if it's not
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bool noUGC = false;
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bool bContentRestricted=false;
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BOOL pccAllowed = TRUE;
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BOOL pccFriendsAllowed = TRUE;
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bool pccAllowed = true;
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bool pccFriendsAllowed = true;
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#if defined(__PS3__) || defined(__PSVITA__)
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ProfileManager.GetChatAndContentRestrictions(userIndex,false,&noUGC,&bContentRestricted,NULL);
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#else
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@ -1840,11 +1840,11 @@ void CGameNetworkManager::HandleInviteWhenInMenus( int userIndex, const INVITE_I
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{
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// the FromInvite will make the lib decide how many panes to display based on connected pads/signed in players
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#ifdef _XBOX
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ProfileManager.RequestSignInUI(true, false, false, false, false,&CGameNetworkManager::JoinFromInvite_SignInReturned, (LPVOID)pInviteInfo,userIndex);
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ProfileManager.RequestSignInUI(true, false, false, false, false,&CGameNetworkManager::JoinFromInvite_SignInReturned, (void *)pInviteInfo,userIndex);
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#else
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SignInInfo info;
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info.Func = &CGameNetworkManager::JoinFromInvite_SignInReturned;
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info.lpParam = (LPVOID)pInviteInfo;
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info.lpParam = (void *)pInviteInfo;
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info.requireOnline = true;
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app.DebugPrintf("Using fullscreen layer\n");
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ui.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_QuadrantSignin,&info,eUILayer_Alert,eUIGroup_Fullscreen);
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