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split out platform/storage
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@@ -3428,7 +3428,7 @@ void ClientConnection::handleUpdateGameRuleProgressPacket(
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// Fix for #13191 - The host of a game can get a message informing them that the
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// connection to the server has been lost
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int ClientConnection::HostDisconnectReturned(
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void* pParam, int iPad, C4JStorage::EMessageResult result) {
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void* pParam, int iPad, IPlatformStorage::EMessageResult result) {
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// 4J-PB - if they have a trial texture pack, they don't get to save the
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// world
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if (!Minecraft::GetInstance()->skins->isUsingDefaultSkin()) {
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@@ -3448,7 +3448,7 @@ int ClientConnection::HostDisconnectReturned(
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// Give the player the option to save their game
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// does the save exist?
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bool bSaveExists;
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StorageManager.DoesSaveExist(&bSaveExists);
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PlatformStorage.DoesSaveExist(&bSaveExists);
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// 4J-PB - we check if the save exists inside the libs
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// we need to ask if they are sure they want to overwrite the existing game
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if (bSaveExists) {
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@@ -3469,12 +3469,12 @@ int ClientConnection::HostDisconnectReturned(
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}
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int ClientConnection::ExitGameAndSaveReturned(
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void* pParam, int iPad, C4JStorage::EMessageResult result) {
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void* pParam, int iPad, IPlatformStorage::EMessageResult result) {
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// results switched for this dialog
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if (result == C4JStorage::EMessage_ResultDecline) {
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if (result == IPlatformStorage::EMessage_ResultDecline) {
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// int32_t saveOrCheckpointId = 0;
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// bool validSave =
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// StorageManager.GetSaveUniqueNumber(&saveOrCheckpointId);
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// PlatformStorage.GetSaveUniqueNumber(&saveOrCheckpointId);
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// SentientManager.RecordLevelSaveOrCheckpoint(PlatformInput.GetPrimaryPad(),
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// saveOrCheckpointId);
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MinecraftServer::getInstance()->setSaveOnExit(true);
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