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refactor: less hacky hack
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669e75701b
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@ -322,8 +322,8 @@ public:
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void MountNextDLC(int iPad);
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//static int DLCReadCallback(LPVOID pParam,C4JStorage::DLC_FILE_DETAILS *pDLCData);
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void HandleDLC(DLCPack *pack);
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bool DLCInstallPending() {return m_bDLCInstallPending;}
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bool DLCInstallProcessCompleted() {return m_bDLCInstallProcessCompleted;}
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bool DLCInstallPending() {return false;}
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bool DLCInstallProcessCompleted() {return true;}
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void ClearDLCInstalled() { m_bDLCInstallProcessCompleted=false;}
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static int MarketplaceCountsCallback(void *pParam,C4JStorage::DLC_TMS_DETAILS *,int iPad);
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@ -272,10 +272,10 @@ bool CGameNetworkManager::StartNetworkGame(Minecraft *minecraft, void *lpParamet
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app.DebugPrintf("[NET] DLC check: completed=%d pending=%d\n", app.DLCInstallProcessCompleted(), app.DLCInstallPending());
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// 4J Stu - Wait a while to make sure that DLC is loaded. This is the last point before the network communication starts
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// so the latest we can check this
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// while( !app.DLCInstallProcessCompleted() && app.DLCInstallPending() && !g_NetworkManager.IsLeavingGame() )
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// {
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// Sleep( 10 );
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// }
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while( !app.DLCInstallProcessCompleted() && app.DLCInstallPending() && !g_NetworkManager.IsLeavingGame() )
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{
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Sleep( 10 );
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}
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if( g_NetworkManager.IsLeavingGame() )
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{
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MinecraftServer::HaltServer();
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@ -955,10 +955,10 @@ void UIScene_LoadOrJoinMenu::AddDefaultButtons()
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void UIScene_LoadOrJoinMenu::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled)
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{
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// if(m_bIgnoreInput) return;
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if(m_bIgnoreInput) return;
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// if we're retrieving save info, ignore key presses
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// if(!m_bSavesDisplayed) return;
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if(!m_bSavesDisplayed) return;
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ui.AnimateKeyPress(m_iPad, key, repeat, pressed, released);
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