refactor: less hacky hack

This commit is contained in:
Tropical 2026-03-13 01:24:22 -05:00
parent 669e75701b
commit b5882df411
3 changed files with 8 additions and 8 deletions

View file

@ -322,8 +322,8 @@ public:
void MountNextDLC(int iPad);
//static int DLCReadCallback(LPVOID pParam,C4JStorage::DLC_FILE_DETAILS *pDLCData);
void HandleDLC(DLCPack *pack);
bool DLCInstallPending() {return m_bDLCInstallPending;}
bool DLCInstallProcessCompleted() {return m_bDLCInstallProcessCompleted;}
bool DLCInstallPending() {return false;}
bool DLCInstallProcessCompleted() {return true;}
void ClearDLCInstalled() { m_bDLCInstallProcessCompleted=false;}
static int MarketplaceCountsCallback(void *pParam,C4JStorage::DLC_TMS_DETAILS *,int iPad);

View file

@ -272,10 +272,10 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, void *lpParamet
app.DebugPrintf("[NET] DLC check: completed=%d pending=%d\n", app.DLCInstallProcessCompleted(), app.DLCInstallPending());
// 4J Stu - Wait a while to make sure that DLC is loaded. This is the last point before the network communication starts
// so the latest we can check this
// while( !app.DLCInstallProcessCompleted() && app.DLCInstallPending() && !g_NetworkManager.IsLeavingGame() )
// {
// Sleep( 10 );
// }
while( !app.DLCInstallProcessCompleted() && app.DLCInstallPending() && !g_NetworkManager.IsLeavingGame() )
{
Sleep( 10 );
}
if( g_NetworkManager.IsLeavingGame() )
{
MinecraftServer::HaltServer();

View file

@ -955,10 +955,10 @@ void UIScene_LoadOrJoinMenu::AddDefaultButtons()
void UIScene_LoadOrJoinMenu::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled)
{
// if(m_bIgnoreInput) return;
if(m_bIgnoreInput) return;
// if we're retrieving save info, ignore key presses
// if(!m_bSavesDisplayed) return;
if(!m_bSavesDisplayed) return;
ui.AnimateKeyPress(m_iPad, key, repeat, pressed, released);