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https://github.com/4jcraft/4jcraft.git
synced 2026-05-16 00:32:53 +00:00
Remove Win32 callback types from launch menus
This commit is contained in:
parent
7b3b49c662
commit
b4a005fb8c
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@ -235,7 +235,7 @@ void UIController::SetSysUIShowing(bool bVal)
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m_bSystemUIShowing=bVal;
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}
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void UIController::SetSystemUIShowing(LPVOID lpParam,bool bVal)
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void UIController::SetSystemUIShowing(void *lpParam,bool bVal)
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{
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UIController *pClass=(UIController *)lpParam;
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pClass->SetSysUIShowing(bVal);
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@ -225,7 +225,7 @@ public:
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void setupRenderPosition(S32 xOrigin, S32 yOrigin);
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void SetSysUIShowing(bool bVal);
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static void SetSystemUIShowing(LPVOID lpParam,bool bVal);
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static void SetSystemUIShowing(void *lpParam,bool bVal);
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protected:
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virtual void setTileOrigin(S32 xPos, S32 yPos) = 0;
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@ -484,7 +484,7 @@ void UIScene_CreateWorldMenu::handlePress(F64 controlId, F64 childId)
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}
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#ifdef _DURANGO
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void UIScene_CreateWorldMenu::checkPrivilegeCallback(LPVOID lpParam, bool hasPrivilege, int iPad)
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void UIScene_CreateWorldMenu::checkPrivilegeCallback(void *lpParam, bool hasPrivilege, int iPad)
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{
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UIScene_CreateWorldMenu* pClass = (UIScene_CreateWorldMenu*)lpParam;
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@ -752,7 +752,7 @@ void UIScene_CreateWorldMenu::handleGainFocus(bool navBack)
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}
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}
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int UIScene_CreateWorldMenu::KeyboardCompleteWorldNameCallback(LPVOID lpParam,bool bRes)
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int UIScene_CreateWorldMenu::KeyboardCompleteWorldNameCallback(void *lpParam,bool bRes)
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{
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UIScene_CreateWorldMenu *pClass=(UIScene_CreateWorldMenu *)lpParam;
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pClass->m_bIgnoreInput=false;
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@ -774,7 +774,7 @@ int UIScene_CreateWorldMenu::KeyboardCompleteWorldNameCallback(LPVOID lpParam,bo
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return 0;
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}
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int UIScene_CreateWorldMenu::KeyboardCompleteSeedCallback(LPVOID lpParam,bool bRes)
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int UIScene_CreateWorldMenu::KeyboardCompleteSeedCallback(void *lpParam,bool bRes)
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{
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UIScene_CreateWorldMenu *pClass=(UIScene_CreateWorldMenu *)lpParam;
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pClass->m_bIgnoreInput=false;
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@ -1061,7 +1061,7 @@ void UIScene_CreateWorldMenu::checkStateAndStartGame()
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}
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// 4J Stu - Shared functionality that is the same whether we needed a quadrant sign-in or not
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void UIScene_CreateWorldMenu::CreateGame(UIScene_CreateWorldMenu* pClass, DWORD dwLocalUsersMask)
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void UIScene_CreateWorldMenu::CreateGame(UIScene_CreateWorldMenu* pClass, int localUsersMask)
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{
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#if TO_BE_IMPLEMENTED
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// stop the timer running that causes a check for new texture packs in TMS but not installed, since this will run all through the create game, and will crash if it tries to create an hbrush
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@ -1172,7 +1172,7 @@ void UIScene_CreateWorldMenu::CreateGame(UIScene_CreateWorldMenu* pClass, DWORD
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app.SetGameHostOption(eGameHostOption_HostCanChangeHunger,pClass->m_MoreOptionsParams.bHostPrivileges);
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app.SetGameHostOption(eGameHostOption_HostCanBeInvisible,pClass->m_MoreOptionsParams.bHostPrivileges );
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g_NetworkManager.HostGame(dwLocalUsersMask,isClientSide,isPrivate,MINECRAFT_NET_MAX_PLAYERS,0);
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g_NetworkManager.HostGame(localUsersMask,isClientSide,isPrivate,MINECRAFT_NET_MAX_PLAYERS,0);
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param->settings = app.GetGameHostOption( eGameHostOption_All );
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@ -1243,7 +1243,7 @@ int UIScene_CreateWorldMenu::StartGame_SignInReturned(void *pParam,bool bContinu
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// bool isOnlineGame = pClass->m_MoreOptionsParams.bOnlineGame;
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int primaryPad = ProfileManager.GetPrimaryPad();
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bool noPrivileges = false;
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DWORD dwLocalUsersMask = 0;
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int localUsersMask = 0;
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bool isSignedInLive = ProfileManager.IsSignedInLive(primaryPad);
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int iPadNotSignedInLive = -1;
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bool isLocalMultiplayerAvailable = app.IsLocalMultiplayerAvailable();
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@ -1259,7 +1259,7 @@ int UIScene_CreateWorldMenu::StartGame_SignInReturned(void *pParam,bool bContinu
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}
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if( !ProfileManager.AllowedToPlayMultiplayer(i) ) noPrivileges = true;
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dwLocalUsersMask |= CGameNetworkManager::GetLocalPlayerMask(i);
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localUsersMask |= CGameNetworkManager::GetLocalPlayerMask(i);
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isSignedInLive = isSignedInLive && ProfileManager.IsSignedInLive(i);
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}
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}
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@ -1326,7 +1326,7 @@ int UIScene_CreateWorldMenu::StartGame_SignInReturned(void *pParam,bool bContinu
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else
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{
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// This is NOT called from a storage manager thread, and is in fact called from the main thread in the Profile library tick. Therefore we use the main threads IntCache.
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CreateGame(pClass, dwLocalUsersMask);
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CreateGame(pClass, localUsersMask);
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}
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}
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}
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@ -92,16 +92,16 @@ private:
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bool IsLocalMultiplayerAvailable();
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#ifdef _DURANGO
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static void checkPrivilegeCallback(LPVOID lpParam, bool hasPrivilege, int iPad);
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static void checkPrivilegeCallback(void *lpParam, bool hasPrivilege, int iPad);
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#endif
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protected:
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static int KeyboardCompleteWorldNameCallback(LPVOID lpParam,const bool bRes);
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static int KeyboardCompleteSeedCallback(LPVOID lpParam,const bool bRes);
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static int KeyboardCompleteWorldNameCallback(void *lpParam,const bool bRes);
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static int KeyboardCompleteSeedCallback(void *lpParam,const bool bRes);
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void handlePress(F64 controlId, F64 childId);
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void handleSliderMove(F64 sliderId, F64 currentValue);
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static void CreateGame(UIScene_CreateWorldMenu* pClass, DWORD dwLocalUsersMask);
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static void CreateGame(UIScene_CreateWorldMenu* pClass, int localUsersMask);
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static int ConfirmCreateReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
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static int StartGame_SignInReturned(void *pParam,bool bContinue, int iPad);
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static int MustSignInReturnedPSN(void *pParam,int iPad,C4JStorage::EMessageResult result);
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@ -112,4 +112,4 @@ protected:
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#endif
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virtual void checkStateAndStartGame();
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};
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};
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@ -398,7 +398,7 @@ void UIScene_LaunchMoreOptionsMenu::handleTimerComplete(int id)
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};*/
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}
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int UIScene_LaunchMoreOptionsMenu::KeyboardCompleteSeedCallback(LPVOID lpParam,bool bRes)
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int UIScene_LaunchMoreOptionsMenu::KeyboardCompleteSeedCallback(void *lpParam,bool bRes)
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{
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UIScene_LaunchMoreOptionsMenu *pClass=(UIScene_LaunchMoreOptionsMenu *)lpParam;
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pClass->m_bIgnoreInput=false;
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@ -116,7 +116,7 @@ public:
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virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
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virtual void handleFocusChange(F64 controlId, F64 childId);
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virtual void handleTimerComplete(int id);
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static int KeyboardCompleteSeedCallback(LPVOID lpParam,const bool bRes);
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static int KeyboardCompleteSeedCallback(void *lpParam,const bool bRes);
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virtual void handlePress(F64 controlId, F64 childId);
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virtual void handleSliderMove(F64 sliderId, F64 currentValue);
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@ -31,7 +31,7 @@ int UIScene_LoadMenu::m_iDifficultyTitleSettingA[4]=
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IDS_DIFFICULTY_TITLE_HARD
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};
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int UIScene_LoadMenu::LoadSaveDataThumbnailReturned(LPVOID lpParam,PBYTE pbThumbnail,DWORD dwThumbnailBytes)
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int UIScene_LoadMenu::LoadSaveDataThumbnailReturned(void *lpParam, std::uint8_t *pbThumbnail, DWORD dwThumbnailBytes)
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{
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UIScene_LoadMenu *pClass= (UIScene_LoadMenu *)lpParam;
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@ -680,7 +680,7 @@ void UIScene_LoadMenu::handlePress(F64 controlId, F64 childId)
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}
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#ifdef _DURANGO
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void UIScene_LoadMenu::checkPrivilegeCallback(LPVOID lpParam, bool hasPrivilege, int iPad)
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void UIScene_LoadMenu::checkPrivilegeCallback(void *lpParam, bool hasPrivilege, int iPad)
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{
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UIScene_LoadMenu* pClass = (UIScene_LoadMenu*)lpParam;
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@ -1290,10 +1290,10 @@ int UIScene_LoadMenu::LoadDataComplete(void *pParam)
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}
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}
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#endif
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DWORD dwLocalUsersMask = CGameNetworkManager::GetLocalPlayerMask(ProfileManager.GetPrimaryPad());
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int localUsersMask = CGameNetworkManager::GetLocalPlayerMask(ProfileManager.GetPrimaryPad());
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// No guest problems so we don't need to force a sign-in of players here
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StartGameFromSave(pClass, dwLocalUsersMask);
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StartGameFromSave(pClass, localUsersMask);
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}
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}
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else
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@ -1418,7 +1418,7 @@ int UIScene_LoadMenu::DeleteSaveDataReturned(void *pParam,bool bSuccess)
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}
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// 4J Stu - Shared functionality that is the same whether we needed a quadrant sign-in or not
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void UIScene_LoadMenu::StartGameFromSave(UIScene_LoadMenu* pClass, DWORD dwLocalUsersMask)
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void UIScene_LoadMenu::StartGameFromSave(UIScene_LoadMenu* pClass, int localUsersMask)
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{
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INT saveOrCheckpointId = 0;
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bool validSave = StorageManager.GetSaveUniqueNumber(&saveOrCheckpointId);
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@ -1467,7 +1467,7 @@ void UIScene_LoadMenu::StartGameFromSave(UIScene_LoadMenu* pClass, DWORD dwLocal
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app.SetGameHostOption(eGameHostOption_GameType,pClass->m_bGameModeSurvival?GameType::SURVIVAL->getId():GameType::CREATIVE->getId() );
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g_NetworkManager.HostGame(dwLocalUsersMask,isClientSide,isPrivate,MINECRAFT_NET_MAX_PLAYERS,0);
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g_NetworkManager.HostGame(localUsersMask,isClientSide,isPrivate,MINECRAFT_NET_MAX_PLAYERS,0);
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param->settings = app.GetGameHostOption( eGameHostOption_All );
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@ -1542,9 +1542,9 @@ void UIScene_LoadMenu::LoadLevelGen(LevelGenerationOptions *levelGen)
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}
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DWORD dwLocalUsersMask = 0;
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int localUsersMask = 0;
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dwLocalUsersMask |= CGameNetworkManager::GetLocalPlayerMask(ProfileManager.GetPrimaryPad());
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localUsersMask |= CGameNetworkManager::GetLocalPlayerMask(ProfileManager.GetPrimaryPad());
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// Load data from disc
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//File saveFile( L"Tutorial\\Tutorial" );
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//LoadSaveFromDisk(&saveFile);
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@ -1555,7 +1555,7 @@ void UIScene_LoadMenu::LoadLevelGen(LevelGenerationOptions *levelGen)
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bool isPrivate = (app.GetGameSettings(m_iPad,eGameSetting_InviteOnly)>0)?true:false;
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g_NetworkManager.HostGame(dwLocalUsersMask,isClientSide,isPrivate,MINECRAFT_NET_MAX_PLAYERS,0);
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g_NetworkManager.HostGame(localUsersMask,isClientSide,isPrivate,MINECRAFT_NET_MAX_PLAYERS,0);
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NetworkGameInitData *param = new NetworkGameInitData();
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param->seed = 0;
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@ -1627,7 +1627,7 @@ int UIScene_LoadMenu::StartGame_SignInReturned(void *pParam,bool bContinue, int
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{
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int primaryPad = ProfileManager.GetPrimaryPad();
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bool noPrivileges = false;
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DWORD dwLocalUsersMask = 0;
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int localUsersMask = 0;
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bool isSignedInLive = ProfileManager.IsSignedInLive(primaryPad);
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bool isOnlineGame = pClass->m_MoreOptionsParams.bOnlineGame;
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int iPadNotSignedInLive = -1;
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@ -1644,7 +1644,7 @@ int UIScene_LoadMenu::StartGame_SignInReturned(void *pParam,bool bContinue, int
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}
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if( !ProfileManager.AllowedToPlayMultiplayer(i) ) noPrivileges = true;
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dwLocalUsersMask |= CGameNetworkManager::GetLocalPlayerMask(i);
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localUsersMask |= CGameNetworkManager::GetLocalPlayerMask(i);
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isSignedInLive = isSignedInLive && ProfileManager.IsSignedInLive(i);
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}
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}
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@ -1731,7 +1731,7 @@ int UIScene_LoadMenu::StartGame_SignInReturned(void *pParam,bool bContinue, int
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}
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#endif
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// This is NOT called from a storage manager thread, and is in fact called from the main thread in the Profile library tick. Therefore we use the main threads IntCache.
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StartGameFromSave(pClass, dwLocalUsersMask);
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StartGameFromSave(pClass, localUsersMask);
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}
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}
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}
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@ -110,15 +110,15 @@ private:
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void LaunchGame(void);
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#ifdef _DURANGO
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static void checkPrivilegeCallback(LPVOID lpParam, bool hasPrivilege, int iPad);
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static void checkPrivilegeCallback(void *lpParam, bool hasPrivilege, int iPad);
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#endif
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static int ConfirmLoadReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
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static void StartGameFromSave(UIScene_LoadMenu* pClass, DWORD dwLocalUsersMask);
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static void StartGameFromSave(UIScene_LoadMenu* pClass, int localUsersMask);
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static int LoadSaveDataReturned(void *pParam,bool bIsCorrupt, bool bIsOwner);
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static int TrophyDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
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static int LoadDataComplete(void *pParam);
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static int LoadSaveDataThumbnailReturned(LPVOID lpParam,PBYTE pbThumbnail,DWORD dwThumbnailBytes);
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static int LoadSaveDataThumbnailReturned(void *lpParam, std::uint8_t *pbThumbnail, DWORD dwThumbnailBytes);
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static int CheckResetNetherReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
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static int DeleteSaveDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
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static int DeleteSaveDataReturned(void *pParam,bool bSuccess);
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@ -129,5 +129,5 @@ private:
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#endif
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public:
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static int StartGame_SignInReturned(LPVOID pParam, bool, int);
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static int StartGame_SignInReturned(void *pParam, bool, int);
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};
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