Use standard types in invite join flow

This commit is contained in:
notmatthewbeshay 2026-03-11 01:21:50 +11:00
parent c9f96cae17
commit 828ab5e277

View file

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