From 828ab5e2776c80555f42bfc54de926aa06efdac8 Mon Sep 17 00:00:00 2001 From: notmatthewbeshay <92357869+NotMachow@users.noreply.github.com> Date: Wed, 11 Mar 2026 01:21:50 +1100 Subject: [PATCH] Use standard types in invite join flow --- .../Platform/Common/Network/GameNetworkManager.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Minecraft.Client/Platform/Common/Network/GameNetworkManager.cpp b/Minecraft.Client/Platform/Common/Network/GameNetworkManager.cpp index 7d59321f7..1c129576c 100644 --- a/Minecraft.Client/Platform/Common/Network/GameNetworkManager.cpp +++ b/Minecraft.Client/Platform/Common/Network/GameNetworkManager.cpp @@ -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);