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Remove Win32 local state types from join and load menus
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parent
7f29aa5d99
commit
e2bbccf7eb
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@ -387,8 +387,8 @@ int UIScene_JoinMenu::StartGame_SignInReturned(void *pParam,bool bContinue, int
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// Shared function to join the game that is the same whether we used the sign-in UI or not
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// Shared function to join the game that is the same whether we used the sign-in UI or not
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void UIScene_JoinMenu::JoinGame(UIScene_JoinMenu* pClass)
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void UIScene_JoinMenu::JoinGame(UIScene_JoinMenu* pClass)
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{
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{
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DWORD dwSignedInUsers = 0;
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bool noPrivileges = false;
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bool noPrivileges = false;
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int signedInUsers = 0;
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int localUsersMask = 0;
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int localUsersMask = 0;
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bool isSignedInLive = true;
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bool isSignedInLive = true;
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int iPadNotSignedInLive = -1;
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int iPadNotSignedInLive = -1;
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@ -402,6 +402,7 @@ void UIScene_JoinMenu::JoinGame(UIScene_JoinMenu* pClass)
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{
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{
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if(ProfileManager.IsSignedIn(index))
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if(ProfileManager.IsSignedIn(index))
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{
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{
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++signedInUsers;
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if (isSignedInLive && !ProfileManager.IsSignedInLive(index))
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if (isSignedInLive && !ProfileManager.IsSignedInLive(index))
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{
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{
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// Record the first non signed in live pad
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// Record the first non signed in live pad
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@ -418,6 +419,7 @@ void UIScene_JoinMenu::JoinGame(UIScene_JoinMenu* pClass)
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{
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{
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if(ProfileManager.IsSignedIn(ProfileManager.GetPrimaryPad()))
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if(ProfileManager.IsSignedIn(ProfileManager.GetPrimaryPad()))
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{
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{
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++signedInUsers;
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if( !ProfileManager.AllowedToPlayMultiplayer(ProfileManager.GetPrimaryPad()) ) noPrivileges = true;
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if( !ProfileManager.AllowedToPlayMultiplayer(ProfileManager.GetPrimaryPad()) ) noPrivileges = true;
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localUsersMask |= CGameNetworkManager::GetLocalPlayerMask(ProfileManager.GetPrimaryPad());
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localUsersMask |= CGameNetworkManager::GetLocalPlayerMask(ProfileManager.GetPrimaryPad());
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@ -457,8 +459,8 @@ void UIScene_JoinMenu::JoinGame(UIScene_JoinMenu* pClass)
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// Check if user-created content is allowed, as we cannot play multiplayer if it's not
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// Check if user-created content is allowed, as we cannot play multiplayer if it's not
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bool noUGC = false;
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bool noUGC = false;
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BOOL pccAllowed = TRUE;
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bool pccAllowed = true;
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BOOL pccFriendsAllowed = TRUE;
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bool pccFriendsAllowed = true;
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#if defined(__PS3__) || defined(__PSVITA__)
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#if defined(__PS3__) || defined(__PSVITA__)
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if(isSignedInLive)
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if(isSignedInLive)
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@ -485,7 +487,7 @@ void UIScene_JoinMenu::JoinGame(UIScene_JoinMenu* pClass)
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pClass->m_bIgnoreInput=false;
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pClass->m_bIgnoreInput=false;
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int messageText = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_SINGLE_LOCAL;
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int messageText = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_SINGLE_LOCAL;
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if(dwSignedInUsers > 1) messageText = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_ALL_LOCAL;
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if(signedInUsers > 1) messageText = IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_ALL_LOCAL;
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ui.RequestUGCMessageBox(IDS_CONNECTION_FAILED, messageText);
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ui.RequestUGCMessageBox(IDS_CONNECTION_FAILED, messageText);
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}
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}
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@ -1205,8 +1205,8 @@ int UIScene_LoadMenu::LoadDataComplete(void *pParam)
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// Check if user-created content is allowed, as we cannot play multiplayer if it's not
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// Check if user-created content is allowed, as we cannot play multiplayer if it's not
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bool noUGC = false;
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bool noUGC = false;
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BOOL pccAllowed = TRUE;
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bool pccAllowed = true;
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BOOL pccFriendsAllowed = TRUE;
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bool pccFriendsAllowed = true;
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bool bContentRestricted = false;
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bool bContentRestricted = false;
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ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
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ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
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#if defined(__PS3__) || defined(__PSVITA__)
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#if defined(__PS3__) || defined(__PSVITA__)
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@ -1477,7 +1477,7 @@ void UIScene_LoadMenu::StartGameFromSave(UIScene_LoadMenu* pClass, int localUser
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LoadingInputParams *loadingParams = new LoadingInputParams();
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LoadingInputParams *loadingParams = new LoadingInputParams();
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loadingParams->func = &CGameNetworkManager::RunNetworkGameThreadProc;
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loadingParams->func = &CGameNetworkManager::RunNetworkGameThreadProc;
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loadingParams->lpParam = (LPVOID)param;
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loadingParams->lpParam = param;
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// Reset the autosave time
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// Reset the autosave time
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app.SetAutosaveTimerTime();
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app.SetAutosaveTimerTime();
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@ -1514,7 +1514,7 @@ void UIScene_LoadMenu::LoadLevelGen(LevelGenerationOptions *levelGen)
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bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && m_MoreOptionsParams.bOnlineGame;
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bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && m_MoreOptionsParams.bOnlineGame;
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// 4J Stu - If we only have one controller connected, then don't show the sign-in UI again
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// 4J Stu - If we only have one controller connected, then don't show the sign-in UI again
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DWORD connectedControllers = 0;
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int connectedControllers = 0;
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for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
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for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
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{
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{
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if( InputManager.IsPadConnected(i) || ProfileManager.IsSignedIn(i) ) ++connectedControllers;
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if( InputManager.IsPadConnected(i) || ProfileManager.IsSignedIn(i) ) ++connectedControllers;
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@ -1525,8 +1525,8 @@ void UIScene_LoadMenu::LoadLevelGen(LevelGenerationOptions *levelGen)
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// Check if user-created content is allowed, as we cannot play multiplayer if it's not
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// Check if user-created content is allowed, as we cannot play multiplayer if it's not
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bool noUGC = false;
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bool noUGC = false;
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BOOL pccAllowed = TRUE;
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bool pccAllowed = true;
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BOOL pccFriendsAllowed = TRUE;
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bool pccFriendsAllowed = true;
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ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
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ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
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if(!pccAllowed && !pccFriendsAllowed) noUGC = true;
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if(!pccAllowed && !pccFriendsAllowed) noUGC = true;
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@ -1601,7 +1601,7 @@ void UIScene_LoadMenu::LoadLevelGen(LevelGenerationOptions *levelGen)
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LoadingInputParams *loadingParams = new LoadingInputParams();
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LoadingInputParams *loadingParams = new LoadingInputParams();
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loadingParams->func = &CGameNetworkManager::RunNetworkGameThreadProc;
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loadingParams->func = &CGameNetworkManager::RunNetworkGameThreadProc;
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loadingParams->lpParam = (LPVOID)param;
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loadingParams->lpParam = param;
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// Reset the autosave time
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// Reset the autosave time
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app.SetAutosaveTimerTime();
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app.SetAutosaveTimerTime();
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@ -1685,8 +1685,8 @@ int UIScene_LoadMenu::StartGame_SignInReturned(void *pParam,bool bContinue, int
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// Check if user-created content is allowed, as we cannot play multiplayer if it's not
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// Check if user-created content is allowed, as we cannot play multiplayer if it's not
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bool noUGC = false;
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bool noUGC = false;
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BOOL pccAllowed = TRUE;
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bool pccAllowed = true;
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BOOL pccFriendsAllowed = TRUE;
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bool pccFriendsAllowed = true;
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ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
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ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
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if(!pccAllowed && !pccFriendsAllowed) noUGC = true;
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if(!pccAllowed && !pccFriendsAllowed) noUGC = true;
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